void BulletSpheresApp::update() { // update time // update bullet context updateTime(); mContext->setGravity( vec3( 0 ) ); mContext->update(); // add attractive force mat4 * matrices = (mat4*)mMatrices->map( GL_WRITE_ONLY ); for( auto &body : mRigidBodies ){ body.update( mTimeElapsed ); int index = body.getId(); if( index >=2 ){ // small orbs for( int i=0; i<2; i++ ){ vec3 pos = mRigidBodies[i].getPos(); float size = mRigidBodies[i].getSize(); float strength = mRigidBodies[i].getStrength(); body.attract( pos, size, strength ); } matrices[index-2] = body.getMatrix(); } else { // big orbs float size = mRigidBodies[index].getSize(); body.attract( vec3( 0 ), size, 1.0f ); } } mMatrices->unmap(); }
void InstancedTeapotsApp::update() { // move the camera up and down on Y mCam.lookAt( vec3( 0, CAMERA_Y_RANGE.first + abs(sin( getElapsedSeconds() / 4)) * (CAMERA_Y_RANGE.second - CAMERA_Y_RANGE.first), 0 ), vec3( 0 ) ); // update our instance positions; map our instance data VBO, write new positions, unmap vec3 *positions = (vec3*)mInstanceDataVbo->mapWriteOnly( true ); for( size_t potX = 0; potX < NUM_INSTANCES_X; ++potX ) { for( size_t potY = 0; potY < NUM_INSTANCES_Y; ++potY ) { float instanceX = potX / (float)NUM_INSTANCES_X - 0.5f; float instanceY = potY / (float)NUM_INSTANCES_Y - 0.5f; // just some nonsense math to move the teapots in a wave vec3 newPos( instanceX * vec3( DRAW_SCALE, 0, 0 ) + instanceY * vec3( 0, 0, DRAW_SCALE ) + vec3( 0, 30, 0 ) * sinf( getElapsedSeconds() * 3 + instanceX * 3 + instanceY * 3 ) ); *positions++ = newPos; } } mInstanceDataVbo->unmap(); }
void Choreo3DApp::update() { setFrameRate(frameRate); //DISABLE CAMERA INTERACTION IF MOUSE IS OVER UI REGION if (getMousePos().x > 3 * getWindowWidth()/4. && camActive) { camActive = false; mCamUi.disconnect(); mCamUi.disable(); cout << "disabling camera UI" << endl; } else { if (!camActive) { mCamUi.connect(getWindow()); mCamUi.enable(); } camActive = true; cout << "enabling camera UI" << endl; } mGlsl->uniform("uColor", markerColour ); if (!paused) { //UPDATE POSITIONS //MAP INSTANCE DATA TO VBO //WRITE NEW POSITIONS //UNMAP glm::vec3 *newPositions = (glm::vec3*)mInstanceDataVbo->mapReplace(); for( int i = 0; i < jointList.size(); ++i ) { float instanceX = jointList[i].jointPositions[FRAME_COUNT].x; float instanceY = jointList[i].jointPositions[FRAME_COUNT].y; float instanceZ = jointList[i].jointPositions[FRAME_COUNT].z; vec3 newPos(vec3(instanceX,instanceY, instanceZ)); //CREATE A NEW VEC3 FOR UPDATING THE VBO framePositions[i] = newPos; } //REPLACE VEC3s IN VBO BY INCREMENTING THE POINTER for (int i = 0; i < framePositions.size(); i++){ *newPositions++ = framePositions[i]; } handTrail.update(framePositions[26], dancerColor); // std::cout << framePositions[17] << std::endl; skeleton.update(framePositions); mInstanceDataVbo->unmap(); // std::cout << "position: " << positions[0] << std::endl; if (ribbonsActive)updateRibbons(); //MANUALLY INCREMENT THE FRAME, IF THE FRAME_COUNT EXCEEDS TOTAL FRAMES, RESET THE COUNTER if (FRAME_COUNT < TOTAL_FRAMES) { FRAME_COUNT += 1; } else { FRAME_COUNT = 0; } //std::cout << getAverageFps() << std:: endl; // std::cout << "frame rate: " << getAverageFps() << ", frame count: " << FRAME_COUNT << std::endl; //define changed color // Color temp = Color(dancerColor[0],dancerColor[1],dancerColor[2]); mCurrentFrame++; //MANUALLY ADVANCE THE CURRENT FRAME - WITH RESPECT TO THE DANCERS } updateGui(); }
void SpiderWebApp::setupBuffers() { // get all of the points from the spider web // buffer the positions std::array<vec4, MAX_POINTS> positions; std::array<vec3, MAX_POINTS> velocities; std::array<ivec4, MAX_POINTS> connections; std::array<vec4, MAX_POINTS> connectionLen; std::array<vec4, MAX_POINTS> colors; vector<ParticleRef> webPoints = mWeb->getPoints(); int n = 0; Perlin p = Perlin(); for( auto iter = webPoints.begin(); iter != webPoints.end(); ++iter ) { auto point = (*iter); vec2 pos = point->getPosition(); // create our initial positions positions[point->getId()] = vec4( pos.x, pos.y, 0.0, 1.0f ); // zero out velocities velocities[point->getId()] = vec3( 0.0f ); connections[n] = ivec4( -1 ); connectionLen[n] = vec4( 0.0 ); auto conn = point->getNeighbors(); // use first 4 connections of there are more int max = min(int(conn.size()), 4); for( int i = 0; i < max; ++i ){ auto connection = conn[i]; connections[n][i] = connection->getId(); // connectionLen[n][i] = distance( normalize(pos), normalize(connection->getPosition()) ); connectionLen[n][i] = distance( pos, connection->getPosition() ); } n++; // DEFINE alpha - helps make the line thickness look a bit varied float x = pos.x / getWindowWidth(); float y = pos.y / getWindowHeight(); float a = p.fBm( x, y ) * 2.0; a += 0.35; colors[point->getId()] = vec4( vec3( 1.0 ), a ); } for ( int i = 0; i < 2; i++ ) { mVaos[i] = gl::Vao::create(); gl::ScopedVao scopeVao( mVaos[i] ); { // buffer the positions mPositions[i] = gl::Vbo::create( GL_ARRAY_BUFFER, positions.size() * sizeof(vec4), positions.data(), GL_STATIC_DRAW ); { // bind and explain the vbo to your vao so that it knows how to distribute vertices to your shaders. gl::ScopedBuffer sccopeBuffer( mPositions[i] ); gl::vertexAttribPointer( POSITION_INDEX, 4, GL_FLOAT, GL_FALSE, 0, (const GLvoid*) 0 ); gl::enableVertexAttribArray( POSITION_INDEX ); } // buffer the velocities mVelocities[i] = gl::Vbo::create( GL_ARRAY_BUFFER, velocities.size() * sizeof(vec3), velocities.data(), GL_STATIC_DRAW ); { // bind and explain the vbo to your vao so that it knows how to distribute vertices to your shaders. gl::ScopedBuffer scopeBuffer( mVelocities[i] ); gl::vertexAttribPointer( VELOCITY_INDEX, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*) 0 ); gl::enableVertexAttribArray( VELOCITY_INDEX ); } // buffer the connections mConnections[i] = gl::Vbo::create( GL_ARRAY_BUFFER, connections.size() * sizeof(ivec4), connections.data(), GL_STATIC_DRAW ); { // bind and explain the vbo to your vao so that it knows how to distribute vertices to your shaders. gl::ScopedBuffer scopeBuffer( mConnections[i] ); gl::vertexAttribIPointer( CONNECTION_INDEX, 4, GL_INT, 0, (const GLvoid*) 0 ); gl::enableVertexAttribArray( CONNECTION_INDEX ); } // buffer the connection lengths mConnectionLen[i] = gl::Vbo::create( GL_ARRAY_BUFFER, connectionLen.size() * sizeof(vec4), connectionLen.data(), GL_STATIC_DRAW ); { // bind and explain the vbo to your vao so that it knows how to distribute vertices to your shaders. gl::ScopedBuffer scopeBuffer( mConnectionLen[i] ); gl::vertexAttribPointer( CONNECTION_LEN_INDEX, 4, GL_FLOAT, GL_FLOAT, 0, (const GLvoid*) 0 ); gl::enableVertexAttribArray( CONNECTION_LEN_INDEX ); } // buffer the colors mColors[i] = gl::Vbo::create( GL_ARRAY_BUFFER, colors.size() * sizeof(vec4), colors.data(), GL_STATIC_DRAW ); { // bind and explain the vbo to your vao so that it knows how to distribute vertices to your shaders. gl::ScopedBuffer scopeBuffer( mColors[i] ); gl::vertexAttribPointer( COLOR_INDEX, 4, GL_FLOAT, GL_FALSE, 0, (const GLvoid*) 0 ); gl::enableVertexAttribArray( COLOR_INDEX ); } // Create a TransformFeedbackObj, which is similar to Vao // It's used to capture the output of a glsl and uses the // index of the feedback's varying variable names. mFeedbackObj[i] = gl::TransformFeedbackObj::create(); // Bind the TransformFeedbackObj and bind each corresponding buffer // to it's index. mFeedbackObj[i]->bind(); gl::bindBufferBase( GL_TRANSFORM_FEEDBACK_BUFFER, POSITION_INDEX, mPositions[i] ); gl::bindBufferBase( GL_TRANSFORM_FEEDBACK_BUFFER, VELOCITY_INDEX, mVelocities[i] ); mFeedbackObj[i]->unbind(); } } // create your two BufferTextures that correspond to your position buffers. mPositionBufTexs[0] = gl::BufferTexture::create( mPositions[0], GL_RGBA32F ); mPositionBufTexs[1] = gl::BufferTexture::create( mPositions[1], GL_RGBA32F ); auto strands = mWeb->getUniqueStrands(); int lines = strands.size(); mConnectionCount = lines; // create the indices to draw links between the cloth points mLineIndices = gl::Vbo::create( GL_ELEMENT_ARRAY_BUFFER, lines * 2 * sizeof(int), nullptr, GL_STATIC_DRAW ); auto e = (int *) mLineIndices->mapReplace(); for( auto iter = strands.begin(); iter != strands.end(); ++iter ){ auto strand = *iter; *e++ = strand.first->getId(); *e++ = strand.second->getId(); } mLineIndices->unmap(); }