本文整理汇总了C++中ci::params::InterfaceGl类的典型用法代码示例。如果您正苦于以下问题:C++ InterfaceGl类的具体用法?C++ InterfaceGl怎么用?C++ InterfaceGl使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了InterfaceGl类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: setup
// Set up
void LeapApp::setup()
{
// Set up OpenGL
gl::enable( GL_LINE_SMOOTH );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
gl::enable( GL_POLYGON_SMOOTH );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
// Set up camera
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
mCamera.lookAt( Vec3f( 0.0f, 125.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
// Start device
mLeap = Device::create();
mLeap->addCallback( &LeapApp::onFrame, this );
// Params
mFrameRate = 0.0f;
mFullScreen = false;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &LeapApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &LeapApp::quit, this ), "key=q" );
}
开发者ID:gaborpapp,项目名称:Cinder-LeapSdk,代码行数:26,代码来源:LeapApp.cpp
示例2: setup
// Set up
void TracerApp::setup()
{
// Set up camera
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
mCamera.lookAt( Vec3f( 0.0f, 93.75f, 250.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
// Start device
mDevice = Device::create();
mDevice->connectEventHandler( &TracerApp::onFrame, this );
// Load shaders
try {
mShader[ 0 ] = gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_X_FRAG ) );
} catch ( gl::GlslProgCompileExc ex ) {
console() << "Unable to compile blur X shader: \n" << string( ex.what() ) << "\n";
quit();
}
try {
mShader[ 1 ] = gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_Y_FRAG ) );
} catch ( gl::GlslProgCompileExc ex ) {
console() << "Unable to compile blur Y shader: \n" << string( ex.what() ) << "\n";
quit();
}
// Params
mFrameRate = 0.0f;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addButton( "Screen shot", bind( &TracerApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &TracerApp::quit, this ), "key=q" );
// Enable polygon smoothing
gl::enable( GL_POLYGON_SMOOTH );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
// Set up FBOs
gl::Fbo::Format format;
#if defined( CINDER_MSW )
format.setColorInternalFormat( GL_RGBA32F );
#else
format.setColorInternalFormat( GL_RGBA32F_ARB );
#endif
format.setMinFilter( GL_LINEAR );
format.setMagFilter( GL_LINEAR );
format.setWrap( GL_CLAMP, GL_CLAMP );
for ( size_t i = 0; i < 3; ++i ) {
mFbo[ i ] = gl::Fbo( getWindowWidth(), getWindowHeight(), format );
mFbo[ i ].bindFramebuffer();
gl::setViewport( mFbo[ i ].getBounds() );
gl::clear();
mFbo[ i ].unbindFramebuffer();
}
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
}
开发者ID:modbert,项目名称:RapidPrototyping-LeapMotion,代码行数:56,代码来源:TracerApp.cpp
示例3: setup
void BulletTestApp::setup()
{
mDragging = false;
mFrameRate = 0.0f;
mTest = 9;
mTestPrev = mTest;
// Set up lighting
mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() );
mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) );
mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) );
mLight->enable();
// Load meshes
loadModels();
// Create a Bullet dynamics world
mWorld = bullet::createWorld();
// Load texture
mTexSquare = gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) );
mTexSphere = gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) );
mTexTerrain = gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) );
mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT );
mTexTerrain.unbind();
// Init terrain pointer
mTerrain = 0;
// Parameters
mParams = params::InterfaceGl( "Params", Vec2i( 200, 120 ) );
mParams.addParam( "Frame Rate", &mFrameRate, "", true );
mParams.addParam( "Test", &mTest, "min=0 max=9 step=1 keyDecr=t keyIncr=T" );
mParams.addButton( "Drop", bind( &BulletTestApp::drop, this ), "key=space" );
mParams.addButton( "Screen shot", bind( &BulletTestApp::screenShot, this ), "key=s" );
mParams.addButton( "Quit", bind( &BulletTestApp::quit, this ), "key=q" );
// Initialize
initTest();
// Run first resize to initialize view
resize( ResizeEvent( getWindowSize() ) );
}
开发者ID:degatt2,项目名称:Cinder-Bullet,代码行数:45,代码来源:BulletTestApp.cpp
示例4: setup
void BulletTestApp::setup()
{
// Set test mode
mTest = 0;
mTestPrev = mTest;
// Set up lighting
mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() );
mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) );
mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) );
mLight->enable();
// Load meshes
loadModels();
// Create a Bullet dynamics world
mWorld = bullet::createWorld();
// Load texture
mTexSquare = gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) );
mTexSphere = gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) );
mTexTerrain = gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) );
mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT );
mTexTerrain.unbind();
// Init terrain pointer
mTerrain = 0;
// Parameters
mFrameRate = 0.0f;
mParams = params::InterfaceGl( "Params", Vec2i( 150, 100) );
mParams.addParam( "Frame Rate", &mFrameRate, "", true );
mParams.addParam( "Test", &mTest, "min=0 max=7 step=1 keyDecr=d keyIncr=D" );
// Initialize
initTest();
// Run first resize to initialize view
resize( ResizeEvent( getWindowSize() ) );
}
开发者ID:bgbotond,项目名称:Cinder-Bullet,代码行数:43,代码来源:BulletTestApp.cpp
示例5: setupGui
void cinderFFmpegApp::setupGui()
{
std::stringstream strTmp;
m_Gui = ci::params::InterfaceGl("FFmpeg Player", ci::Vec2i(300,340));
// Video / Audio Infos
m_Gui.addButton( "open", std::bind( &cinderFFmpegApp::open, this ) );
m_Gui.addButton( "clear all", std::bind( &cinderFFmpegApp::clearAll, this ) );
m_Gui.addSeparator();
strTmp << "label='file: '";
m_Gui.addText("file", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='video codec: '";
m_Gui.addText("video codec", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='audio codec: '";
m_Gui.addText("audio codec", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='width: '";
m_Gui.addText("width", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='height: '";
m_Gui.addText("height", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='fps: '";
m_Gui.addText("fps", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='bitrate: '";
m_Gui.addText("bitrate", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='audio channels: '";
m_Gui.addText("audio channels", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='audio sample rate: '";
m_Gui.addText("audio sample rate", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='frame: '";
m_Gui.addText("frame", strTmp.str());
strTmp.clear(); strTmp.str("");
strTmp << "label='time: '";
m_Gui.addText("time", strTmp.str());
m_Gui.addSeparator();
m_Gui.addButton( "play/pause", std::bind( &cinderFFmpegApp::pause, this ) );
m_Gui.addButton( "stop", std::bind( &cinderFFmpegApp::stop, this ) );
m_Gui.addButton( "toggle direction", std::bind( &cinderFFmpegApp::toggleDirection, this ) );
m_Gui.addSeparator();
m_Gui.addParam("speed", &m_fSpeed, "min=0 max=8.0 step=0.05");
m_Gui.addParam("0..none, 1..loop, 2..loopBidi", &m_iLoopMode, "min=0 max=2 step=1");
m_Gui.addParam("seek frame", &m_fSeekPos, "min=0.0 max=1.0 step=0.01");
}
开发者ID:cadet,项目名称:_2RealFFmpegWrapper,代码行数:51,代码来源:cinderFFmpegApp.cpp
示例6: loadImage
void Fluid2DTextureApp::setup()
{
mFrameRate = 0.0f;
mTex = gl::Texture::create( loadImage( loadResource( RES_IMAGE ) ) );
mFluid2D.enableTexCoord();
mFluid2D.setTexCoordViscosity( 1.0f );
mDenScale = 50;
mFluid2D.set( 192, 192 );
mFluid2D.setDensityDissipation( 0.99f );
mVelScale = 0.50f*std::max( mFluid2D.resX(), mFluid2D.resY() );
mParams = params::InterfaceGl( "Params", ivec2( 300, 400 ) );
mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() );
mParams.addSeparator();
mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" );
mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" );
mParams.addSeparator();
mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addParam( "TexCoord Dissipation", mFluid2D.texCoordDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addSeparator();
mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addParam( "TexCoord Viscosity", mFluid2D.texCoordViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addSeparator();
//mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() );
//mParams.addSeparator();
std::vector<std::string> boundaries;
boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" );
mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() );
mParams.addSeparator();
mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() );
mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" );
mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" );
mTriMesh = ci::TriMesh::create( TriMesh::Format().positions(2).texCoords0(2) );
// Points and texture coordinates
for( int j = 0; j < mFluid2D.resY(); ++j ) {
for( int i = 0; i < mFluid2D.resX(); ++i ) {
mTriMesh->appendPosition( vec2( 0.0f, 0.0f ) );
mTriMesh->appendTexCoord0( vec2( 0.0f, 0.0f ) );
}
}
// Triangles
for( int j = 0; j < mFluid2D.resY() - 1; ++j ) {
for( int i = 0; i < mFluid2D.resX() - 1; ++i ) {
int idx0 = (j + 0)*mFluid2D.resX() + (i + 0 );
int idx1 = (j + 1)*mFluid2D.resX() + (i + 0 );
int idx2 = (j + 1)*mFluid2D.resX() + (i + 1 );
int idx3 = (j + 0)*mFluid2D.resX() + (i + 1 );
mTriMesh->appendTriangle( idx0, idx1, idx2 );
mTriMesh->appendTriangle( idx0, idx2, idx3 );
}
}
//console() << mFluid2D << std::endl;
}
开发者ID:andrewfb,项目名称:CinderFx,代码行数:62,代码来源:Fluid2DTextureApp.cpp
示例7: defined
void Fluid2DCamAppApp::setup()
{
glEnable( GL_TEXTURE_2D );
mVelThreshold = 0.75f;
mNumActiveFlowVectors = 0;
#if defined( CINDER_MSW )
mVelScale = 0.5f;
mDenScale = 0.0025f;
#elif defined( CINDER_MAC )
mVelScale = 2.0f;
mDenScale = 0.007f;
#endif
mFluid2D.set( mFluid2DResX, mFluid2DResY );
mFluid2D.enableDensity();
mFluid2D.enableVorticityConfinement();
mFluid2D.setNumPressureIters( 24 );
mFluid2D.initSimData();
// Create these so we can create the textures ahead of time
mSurfVel0 = Surface32f( mFluid2DResX, mFluid2DResY, false, SurfaceChannelOrder::RGB );
mSurfVel1 = Surface32f( mFluid2DResX, mFluid2DResY, false, SurfaceChannelOrder::RGB );
mChanDen0 = Channel32f( mFluid2DResX, mFluid2DResY );
mChanDen1 = Channel32f( mFluid2DResX, mFluid2DResY );
mChanDiv = Channel32f( mFluid2DResX, mFluid2DResY );
mChanPrs = Channel32f( mFluid2DResX, mFluid2DResY );
mChanCurl = Channel32f( mFluid2DResX, mFluid2DResY );
mChanCurlLen = Channel32f( mFluid2DResX, mFluid2DResY );
mTexVel0 = gl::Texture( mSurfVel0 );
mTexVel1 = gl::Texture( mSurfVel1 );
mTexDen0 = gl::Texture( mChanDen0 );
mTexDen1 = gl::Texture( mChanDen1 );
mTexDiv = gl::Texture( mChanDiv );
mTexPrs = gl::Texture( mChanPrs );
mTexCurl = gl::Texture( mChanCurl );
mTexCurlLen = gl::Texture( mChanCurlLen );
mParams = params::InterfaceGl( "Params", Vec2i( 300, 400 ) );
mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() );
mParams.addSeparator();
mParams.addParam( "Velocity Threshold", &mVelThreshold, "min=0 max=2 step=0.001" );
mParams.addSeparator();
mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10 step=0.001" );
mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1 step=0.0001" );
mParams.addSeparator();
mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0 max=1 step=0.0001" );
mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0 max=1 step=0.0001" );
mParams.addSeparator();
mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0 max=10 step=0.000001" );
mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0 max=10 step=0.000001" );
mParams.addSeparator();
mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() );
mParams.addSeparator();
std::vector<std::string> boundaries;
boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" );
mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() );
mParams.addSeparator();
mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() );
mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" );
mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" );
// Camera
try {
mCapture = Capture( 640, 480 );
mCapture.start();
}
catch( ... ) {
console() << "Failed to initialize capture" << std::endl;
}
}
开发者ID:fieldOfView,项目名称:CinderFx,代码行数:71,代码来源:Fluid2DCamApp.cpp
示例8: setup
// Set up
void UiApp::setup()
{
glShadeModel( GL_FLAT );
// Set up camera
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f, 0.01f, 1000.0f );
mOffset = Vec3f( 240.0f, -480.0f, 0.0f );
// Start device
mLeap = Device::create();
mLeap->addCallback( &UiApp::onFrame, this );
// Load cursor textures
for ( size_t i = 0; i < 3; ++i ) {
switch ( (CursorType)i ) {
case CursorType::GRAB:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_GRAB ) ) );
break;
case CursorType::HAND:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_HAND ) ) );
break;
case CursorType::TOUCH:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_TOUCH ) ) );
break;
case NONE:
break;
}
mTexture[ i ].setFlipped( true );
mTexture[ i ].setMagFilter( GL_NEAREST );
mTexture[ i ].setMinFilter( GL_NEAREST );
}
// Initialize cursor
mCursorType = CursorType::NONE;
mCursorPosition = Vec3f::zero();
mCursorPositionTarget = Vec3f::zero();
// Load UI textures
mButton[ 0 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_OFF ) ) );
mButton[ 1 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_ON ) ) );
mSlider = gl::Texture( loadImage( loadResource( RES_TEX_SLIDER ) ) );
mTrack = gl::Texture( loadImage( loadResource( RES_TEX_TRACK ) ) );
// Flip textures
mButton[ 0 ].setFlipped( true );
mButton[ 1 ].setFlipped( true );
mSlider.setFlipped( true );
mTrack.setFlipped( true );
// Disable anti-aliasing
mButton[ 0 ].setMagFilter( GL_NEAREST );
mButton[ 0 ].setMinFilter( GL_NEAREST );
mButton[ 1 ].setMagFilter( GL_NEAREST );
mButton[ 1 ].setMinFilter( GL_NEAREST );
mSlider.setMagFilter( GL_NEAREST );
mSlider.setMinFilter( GL_NEAREST );
mTrack.setMagFilter( GL_NEAREST );
mTrack.setMinFilter( GL_NEAREST );
// Initialize buttons
Vec3f position( -120.0f, 950.0f, 0.0f );
for ( size_t i = 0; i < 3; ++i, position.x += 320.0f ) {
mButtonPosition[ i ] = position;
mButtonState[ i ] = false;
}
// Initialize sliider
mTrackPosition = Vec3f( 0.0f, 700.0f, 0.0f );
mSliderPosition = mTrackPosition;
mSliderPosition.y -= 45.0f;
// Params
mFrameRate = 0.0f;
mFullScreen = false;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &UiApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &UiApp::quit, this ), "key=q" );
}
开发者ID:gaborpapp,项目名称:Cinder-LeapSdk,代码行数:81,代码来源:UiApp.cpp
示例9: Colorf
void Fluid2DParticleSoupApp::setup()
{
glEnable( GL_TEXTURE_2D );
mDenScale = 50;
mRgbScale = 40;
mFluid2D.set( 192, 192 );
mFluid2D.setDensityDissipation( 0.99f );
mFluid2D.setRgbDissipation( 0.99f );
mVelScale = 3.0f*std::max( mFluid2D.resX(), mFluid2D.resY() );
mParams = params::InterfaceGl( "Params", Vec2i( 300, 400 ) );
mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() );
mParams.addSeparator();
mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" );
mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" );
mParams.addParam( "Rgb Input Scale", &mRgbScale, "min=0 max=1000 step=1" );
mParams.addSeparator();
mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addParam( "Rgb Dissipation", mFluid2D.rgbDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addSeparator();
mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addParam( "Rgb Viscosity", mFluid2D.rgbViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addSeparator();
mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() );
mParams.addSeparator();
std::vector<std::string> boundaries;
boundaries.push_back( "None" ); boundaries.push_back( "Wall" ); boundaries.push_back( "Wrap" );
mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() );
mParams.addSeparator();
mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() );
mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" );
mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" );
mFluid2D.setRgbDissipation( 0.9930f );
mFluid2D.enableDensity();
mFluid2D.enableRgb();
mFluid2D.enableVorticityConfinement();
mFluid2D.initSimData();
mParticleSoup.setup( &mFluid2D );
mColor = Colorf( 0.98f, 0.7f, 0.4f );
}
开发者ID:fieldOfView,项目名称:CinderFx,代码行数:47,代码来源:Fluid2DParticleSoupApp.cpp
示例10: setup
void VboMeshSampleApp::setup()
{
// Setting an unrealistically high frame rate effectively
// disables frame rate limiting
setFrameRate( 10000.0f );
setWindowSize( 800, 600 );
// Set up OpenGL to work with default lighting
glShadeModel( GL_SMOOTH );
gl::enable( GL_POLYGON_SMOOTH );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
gl::enable( GL_NORMALIZE );
gl::enableAlphaBlending();
gl::enableDepthRead();
gl::enableDepthWrite();
// Load the texture map
mTexture = gl::Texture( loadImage( loadResource( RES_TEXTURE ) ) );
// Define properties
mFrameRate = 0.0f;
mFullScreen = false;
mLightEnabled = true;
mMeshIndex = 0;
mNumSegments = 48;
mNumSegmentsPrev = mNumSegments;
mScale = Vec3f::one();
mTextureEnabled = true;
mWireframe = false;
// Set up the arcball
mArcball = Arcball( getWindowSize() );
mArcball.setRadius( (float)getWindowHeight() * 0.5f );
// Set up the camera
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.0001f, 10.0f );
mCamera.lookAt( Vec3f( 0.0f, 0.0f, -5.0f ), Vec3f::zero() );
// Set up the light
mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
mLight->setAmbient( ColorAf::white() );
mLight->setDiffuse( ColorAf::white() );
mLight->setDirection( Vec3f::one() );
mLight->setPosition( Vec3f::one() * -1.0f );
mLight->setSpecular( ColorAf::white() );
mLight->enable();
// Define the mesh titles for the params GUI
mMeshTitles.push_back( "Cube" );
mMeshTitles.push_back( "Sphere" );
mMeshTitles.push_back( "Cylinder" );
mMeshTitles.push_back( "Cone" );
mMeshTitles.push_back( "Circle" );
mMeshTitles.push_back( "Square" );
mMeshTitles.push_back( "Ring" );
mMeshTitles.push_back( "Custom" );
// Set up the params GUI
mParams = params::InterfaceGl( "Params", Vec2i( 200, 320 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addSeparator();
mParams.addParam( "Enable light", &mLightEnabled, "key=l" );
mParams.addParam( "Enable texture", &mTextureEnabled, "key=t" );
mParams.addParam( "Mesh type", mMeshTitles, &mMeshIndex, "keyDecr=m keyIncr=M" );
mParams.addParam( "Scale", &mScale );
mParams.addParam( "Segments", &mNumSegments, "keyDecr=s keyIncr=S min=3 max=1024 step=1" );
mParams.addParam( "Wireframe", &mWireframe, "key=w" );
mParams.addSeparator();
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &VboMeshSampleApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &VboMeshSampleApp::quit, this ), "key=q" );
// Generate meshes
createMeshes();
}
开发者ID:bgstaal,项目名称:Cinder-MeshHelper,代码行数:75,代码来源:VboMeshSampleApp.cpp
示例11: setup
// Set up
void KinectApp::setup()
{
// Set up OpenGL
glLineWidth( 2.0f );
gl::color( ColorAf::white() );
// Set up camera
mCamera.lookAt( Vec3f( 0.0f, 0.0f, -3.0f ), Vec3f::zero() );
mCamera.setPerspective( 45.0f, getWindowAspectRatio(), 1.0f, 1000.0f );
// Define drawing body
defineBody();
// Initialize parameters
mBinaryMode = false;
mBinaryModePrev = mBinaryMode;
mCapture = true;
mCapturePrev = mCapture;
mDeviceCount = 0;
mEnabledAudio = true;
mEnabledAudioPrev = true;
mEnabledDepth = true;
mEnabledDepthPrev = mEnabledDepth;
mEnabledNearMode = false;
mEnabledNearModePrev = mEnabledNearMode;
mEnabledSkeletons = true;
mEnabledSkeletonsPrev = mEnabledSkeletons;
mEnabledStats = true;
mEnabledVideo = true;
mEnabledVideoPrev = mEnabledVideo;
mFrameRateApp = 0.0f;
mFrameRateDepth = 0.0f;
mFrameRateSkeletons = 0.0f;
mFrameRateVideo = 0.0f;
mFullScreen = isFullScreen();
mInverted = false;
mInvertedPrev = mInverted;
mRemoveBackground = false;
mRemoveBackgroundPrev = mRemoveBackground;
mUserCount = 0;
// Start image capture
startKinect();
// Start audio capture
startAudio();
// Setup the parameters
mParams = params::InterfaceGl( "Parameters", Vec2i( 245, 500 ) );
mParams.addText( "DEVICE" );
mParams.addParam( "Device count", & mDeviceCount, "", true );
mParams.addParam( "Device angle", & mCameraAngle, "min=-" + toString( Kinect::MAXIMUM_TILT_ANGLE ) +
" max=" + toString( Kinect::MAXIMUM_TILT_ANGLE ) + " step=1" );
mParams.addSeparator();
mParams.addText( "STATISTICS");
mParams.addParam( "Collect statistics", & mEnabledStats, "key=t" );
mParams.addParam( "App frame rate", & mFrameRateApp, "", true );
mParams.addParam( "Depth frame rate", & mFrameRateDepth, "", true );
mParams.addParam( "Skeleton frame rate", & mFrameRateSkeletons, "", true );
mParams.addParam( "Video frame rate", & mFrameRateVideo, "", true );
mParams.addParam( "User count", & mUserCount, "", true );
mParams.addSeparator();
mParams.addText( "CAPTURE" );
mParams.addParam( "Capture", & mCapture, "key=c" );
mParams.addParam( "Audio", & mEnabledAudio, "key=a" );
mParams.addParam( "Depth", & mEnabledDepth, "key=d" );
mParams.addParam( "Skeletons", & mEnabledSkeletons, "key=k" );
mParams.addParam( "Video", & mEnabledVideo, "key=v" );
mParams.addSeparator();
mParams.addText( "DEPTH IMAGE");
mParams.addParam( "Remove background", & mRemoveBackground, "key=b" );
mParams.addParam( "Binary depth mode", & mBinaryMode, "key=w" );
mParams.addParam( "Invert binary image", & mInverted, "key=i" );
mParams.addParam( "Near mode", & mEnabledNearMode, "key=n" );
mParams.addSeparator();
mParams.addText( "APPLICATION" );
mParams.addParam( "Full screen", & mFullScreen, "key=f" );
mParams.addButton( "Screen shot", std::bind(& KinectApp::screenShot, this ), "key=s" );
mParams.addButton( "Quit", std::bind( & KinectApp::quit, this ), "key=esc" );
}
开发者ID:momo-the-monster,项目名称:Cinder-KinectSdk,代码行数:83,代码来源:KinectApp.cpp
示例12: glEnable
void Fluid2DParticlesApp::setup()
{
glEnable( GL_TEXTURE_2D );
gl::enableAlphaBlending();
gl::enableAdditiveBlending();
mRgbScale = 50;
mDenScale = 50;
mFluid2D.set( 192, 192 );
mFluid2D.setDensityDissipation( 0.99f );
mFluid2D.setRgbDissipation( 0.99f );
mVelScale = 3.0f*std::max( mFluid2D.resX(), mFluid2D.resY() );
mParams = params::InterfaceGl( "Params", ivec2( 300, 400 ) );
mParams.addParam( "Stam Step", mFluid2D.stamStepAddr() );
mParams.addSeparator();
mParams.addParam( "Velocity Input Scale", &mVelScale, "min=0 max=10000 step=1" );
mParams.addParam( "Density Input Scale", &mDenScale, "min=0 max=1000 step=1" );
mParams.addParam( "Rgb Input Scale", &mRgbScale, "min=0 max=1000 step=1" );
mParams.addSeparator();
mParams.addParam( "Velocity Dissipation", mFluid2D.velocityDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addParam( "Density Dissipation", mFluid2D.densityDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addParam( "Rgb Dissipation", mFluid2D.rgbDissipationAddr(), "min=0.0001 max=1 step=0.0001" );
mParams.addSeparator();
mParams.addParam( "Velocity Viscosity", mFluid2D.velocityViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addParam( "Density Viscosity", mFluid2D.densityViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addParam( "Rgb Viscosity", mFluid2D.rgbViscosityAddr(), "min=0.000001 max=10 step=0.000001" );
mParams.addSeparator();
mParams.addSeparator();
mParams.addParam( "Vorticity Confinement", mFluid2D.enableVorticityConfinementAddr() );
mParams.addSeparator();
std::vector<std::string> boundaries;
boundaries.push_back( "None" );
boundaries.push_back( "Wall" );
boundaries.push_back( "Wrap" );
mParams.addParam( "Boundary Type", boundaries, mFluid2D.boundaryTypeAddr() );
mParams.addSeparator();
mParams.addParam( "Enable Buoyancy", mFluid2D.enableBuoyancyAddr() );
mParams.addParam( "Buoyancy Scale", mFluid2D.buoyancyScaleAddr(), "min=0 max=100 step=0.001" );
mParams.addParam( "Vorticity Scale", mFluid2D.vorticityScaleAddr(), "min=0 max=1 step=0.001" );
mFluid2D.setDt( 0.1f );
mFluid2D.enableDensity();
mFluid2D.enableRgb();
mFluid2D.enableVorticityConfinement();
mParticles.setup( getWindowBounds(), &mFluid2D );
}
开发者ID:roshan2010,项目名称:CinderFx,代码行数:49,代码来源:Fluid2DParticlesApp.cpp
示例13: setup
// Set up
void MeshApp::setup()
{
// Start Kinect
mKinect = Kinect::create();
mKinect->enableUserColor( false );
mKinect->removeBackground();
mKinect->start();
// Add callbacks
mCallbackDepthId = mKinect->addDepthCallback(& MeshApp::onDepthData, this );
mCallbackSkeletonId = mKinect->addSkeletonTrackingCallback(& MeshApp::onSkeletonData, this );
mCallbackColorId = mKinect->addColorCallback(& MeshApp::onColorData, this );
// Set up the light. This application does not actually use OpenGL
// lighting. Instead, it passes a light position and color
// values to the shader. Per fragment lighting is calculated in GLSL.
mLightAmbient = ColorAf( 0.0f, 0.0f, 0.0f, 1.0f );
mLightDiffuse = ColorAf( 0.5f, 0.5f, 0.5f, 1.0f );
mLightPosition = Vec3f( 0.0f, -600.0f, 180.0f );
mLightShininess = 2.0f;
mLightSpecular = ColorAf( 1.0f, 1.0f, 1.0f, 1.0f );
// Set default properties
mBrightTolerance = 0.2f;
mFrameRate = 0.0f;
mFullScreen = isFullScreen();
mFullScreenPrev = mFullScreen;
mMeshUvMix = 0.2f;
mRemoveBackground = true;
mRemoveBackgroundPrev = mRemoveBackground;
mScale = Vec3f( 1.0f, 1.0f, 500.0f );
mShowColor = false;
mColorOffsetX = 0.0f;
mColorOffsetY = 0.0f;
// Create the parameters bar
mParams = params::InterfaceGl( "Parameters", Vec2i( 250, 500 ) );
mParams.addSeparator( "" );
mParams.addParam( "Bright tolerance", &mBrightTolerance, "min=0.000 max=1.000 step=0.001 keyDecr=b keyIncr=B" );
mParams.addParam( "Remove background", &mRemoveBackground, "key=c" );
mParams.addParam( "Scale", &mScale );
mParams.addSeparator();
mParams.addParam( "Eye point", &mEyePoint );
mParams.addParam( "Look at", &mLookAt );
mParams.addParam( "Rotation", &mRotation );
mParams.addSeparator();
mParams.addParam( "Show Color", &mShowColor, "key=d" );
mParams.addParam( "Color offset X", &mColorOffsetX, "min=0.000 max=1.000 step=0.001 keyDecr=e keyIncr=E" );
mParams.addParam( "Color offset Y", &mColorOffsetY, "min=0.000 max=1.000 step=0.001 keyDecr=f keyIncr=F" );
mParams.addSeparator();
mParams.addParam( "Light position", &mLightPosition );
mParams.addParam( "Light shininess", &mLightShininess, "min=0.000 max=10000.000 step=0.001 keyDecr=g keyIncr=G" );
mParams.addSeparator();
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=h" );
mParams.addButton( "Save screen shot", bind(& MeshApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind(& MeshApp::quit, this ), "key=esc" );
// Initialize texture
mTextureFormat.setInternalFormat( GL_RGBA_FLOAT32_ATI );
mTextureDepth = gl::Texture( Surface32f( kMeshWidth, kMeshHeight, false, SurfaceChannelOrder::RGBA ), mTextureFormat );
// Initialize mesh
initMesh();
// Run first window resize
resize();
}
开发者ID:Asteral,项目名称:Cinder-KinectSdk,代码行数:71,代码来源:MeshApp.cpp
示例14: setup
// Set up
void UiApp::setup()
{
glShadeModel( GL_FLAT );
// Start device
mDevice = Device::create();
mDevice->connectEventHandler( &UiApp::onFrame, this );
// Load cursor textures
for ( size_t i = 0; i < 3; ++i ) {
switch ( (CursorType)i ) {
case CursorType::GRAB:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_GRAB ) ) );
break;
case CursorType::HAND:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_HAND ) ) );
break;
case CursorType::TOUCH:
mTexture[ i ] = gl::Texture( loadImage( loadResource( RES_TEX_TOUCH ) ) );
break;
case NONE:
break;
}
mTexture[ i ].setMagFilter( GL_NEAREST );
mTexture[ i ].setMinFilter( GL_NEAREST );
}
// Initialize cursor
mCursorType = CursorType::NONE;
mCursorPosition = Vec2f::zero();
mCursorPositionTarget = Vec2f::zero();
mFingerTipPosition = Vec2i::zero();
// Load UI textures
mButton[ 0 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_OFF ) ) );
mButton[ 1 ] = gl::Texture( loadImage( loadResource( RES_TEX_BUTTON_ON ) ) );
mSlider = gl::Texture( loadImage( loadResource( RES_TEX_SLIDER ) ) );
mTrack = gl::Texture( loadImage( loadResource( RES_TEX_TRACK ) ) );
// Disable anti-aliasing
mButton[ 0 ].setMagFilter( GL_NEAREST );
mButton[ 0 ].setMinFilter( GL_NEAREST );
mButton[ 1 ].setMagFilter( GL_NEAREST );
mButton[ 1 ].setMinFilter( GL_NEAREST );
mSlider.setMagFilter( GL_NEAREST );
mSlider.setMinFilter( GL_NEAREST );
mTrack.setMagFilter( GL_NEAREST );
mTrack.setMinFilter( GL_NEAREST );
// Params
mFrameRate = 0.0f;
mFullScreen = false;
mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
mParams.addParam( "Frame rate", &mFrameRate, "", true );
mParams.addParam( "Full screen", &mFullScreen, "key=f" );
mParams.addButton( "Screen shot", bind( &UiApp::screenShot, this ), "key=space" );
mParams.addButton( "Quit", bind( &UiApp::quit, this ), "key=q" );
// Run resize to initialize layout
resize();
}
开发者ID:imclab,项目名称:Cinder-LeapMotion,代码行数:62,代码来源:UiApp.cpp
示例15: draw
// Render
void TracerApp::draw()
{
// Add to accumulation buffer
mFbo[ 0 ].bindFramebuffer();
gl::setViewport( mFbo[ 0 ].getBounds() );
gl::setMatricesWindow( mFbo[ 0 ].getSize() );
gl::enableAlphaBlending();
// Dim last frame
gl::color( ColorAf( Colorf::black(), 0.03f ) );
gl::drawSolidRect( Rectf( mFbo[ 0 ].getBounds() ) );
// Draw finger tips into the accumulation buffer
gl::setMatrices( mCamera );
gl::enableAdditiveBlending();
for ( RibbonMap::const_iterator iter = mRibbons.begin(); iter != mRibbons.end(); ++iter ) {
iter->second.draw();
}
mFbo[ 0 ].unbindFramebuffer();
// Blur the accumulation buffer
gl::enable( GL_TEXTURE_2D );
gl::enableAlphaBlending();
gl::color( ColorAf::white() );
Vec2f pixel = Vec2f::one() / Vec2f( mFbo[ 0 ].getSize() );
pixel *= 3.0f;
for ( size_t i = 0; i < 2; ++i ) {
mFbo[ i + 1 ].bindFramebuffer();
gl::clear();
mShader[ i ].bind();
mShader[ i ].uniform( "size", pixel );
mShader[ i ].uniform( "tex", 0 );
gl::Texture& texture = mFbo[ i ].getTexture();
texture.bind();
gl::drawSolidRect( Rectf( mFbo[ i ].getBounds() ) );
texture.unbind();
mShader[ i ].unbind();
mFbo[ i + 1 ].unbindFramebuffer();
}
// Draw blurred image
gl::setMatricesWindow( getWindowSize(), false );
gl::color( ColorAf::white() );
mFbo[ 0 ].bindTexture();
gl::drawSolidRect( Rectf( getWindowBounds() ) );
mFbo[ 0 ].unbindTexture();
gl::color( ColorAf( Colorf::white(), 0.8f ) );
mFbo[ 2 ].bindTexture();
gl::drawSolidRect( Rectf( getWindowBounds() ) );
mFbo[ 2 ].unbindTexture();
gl::disableAlphaBlending();
gl::disable( GL_TEXTURE_2D );
// Draw the interface
mParams.draw();
}
开发者ID:modbert,项目名称:RapidPrototyping-LeapMotion,代码行数:61,代码来源:TracerApp.cpp
示例16: Color
void Fluid2DTextureApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
gl::setMatricesWindow( getWindowWidth(), getWindowHeight() );
// Update the positions and tex coords
Rectf drawRect = getWindowBounds();
int limX = mFluid2D.resX() - 1;
int limY = mFluid2D.resY() - 1;
float dx = drawRect.getWidth()/(float)limX;
float dy = drawRect.getHeight()/(float)limY;
for( int j = 0; j < mFluid2D.resY(); ++j ) {
for( int i = 0; i < mFluid2D.resX(); ++i ) {
vec2 P = vec2( i*dx, j*dy );
vec2 uv = mFluid2D.texCoordAt( i, j );
int idx = j*mFluid2D.resX() + i;
mTriMesh->getPositions<2>()[idx] = P;
mTriMesh->getTexCoords0<2>()[idx] = uv;
}
}
mTex->bind();
gl::bindStockShader( gl::ShaderDef().color().texture() );
gl::draw( gl::VboMesh::create(*mTriMesh) );
mTex->unbind();
mParams.draw();
}
开发者ID:andrewfb,项目名称:CinderFx,代码行数:32,代码来源:Fluid2DTextureApp.cpp
示例17: Color
void Fluid2DTextureApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
gl::setMatricesWindow( getWindowWidth(), getWindowHeight() );
// Update the positions and tex coords
Rectf drawRect = getWindowBounds();
int limX = mFluid2D.resX() - 1;
int limY = mFluid2D.resY() - 1;
float dx = drawRect.getWidth()/(float)limX;
float dy = drawRect.getHeight()/(float)limY;
for( int j = 0; j < mFluid2D.resY(); ++j ) {
for( int i = 0; i < mFluid2D.resX(); ++i ) {
Vec2f P = Vec2f( i*dx, j*dy );
Vec2f uv = mFluid2D.texCoordAt( i, j );
int idx = j*mFluid2D.resX() + i;
mTriMesh.getVertices()[idx] = P;
mTriMesh.getTexCoords()[idx] = uv;
}
}
mTex.bind();
gl::draw( mTriMesh );
mTex.unbind();
mParams.draw();
}
开发者ID:fieldOfView,项目名称:CinderFx,代码行数:31,代码来源:Fluid2DTextureApp.cpp
示例18: draw
// Render
void UiApp::draw()
{
// Clear window
gl::setViewport( getWindowBounds() );
gl::clear( Colorf::white() );
gl::setMatricesWindow( getWindowSize() );
gl::color( ColorAf::white() );
// Make PNG backgrounds transparent
gl::enableAlphaBlending();
gl::disableDepthRead();
gl::disableDepthWrite();
// Master offset
gl::pushMatrices();
// Draw buttons
for ( size_t i = 0; i < 3; ++i ) {
bool pressed = mButtonState[ i ];
gl::pushMatrices();
gl::translate( mButtonPosition[ i ] );
gl::draw( mButton[ pressed ? 1 : 0 ] );
gl::popMatrices();
}
// Draw slider
gl::pushMatrices();
gl::translate( mTrackPosition );
gl::draw( mTrack );
gl::popMatrices();
gl::pushMatrices();
gl::translate( mSliderPosition );
gl::draw( mSlider );
gl::popMatrices();
// Draw cursor
if ( mCursorType != CursorType::NONE ) {
gl::color( ColorAf::white() );
gl::pushMatrices();
gl::translate( mCursorPosition );
gl::draw( mTexture[ (size_t)mCursorType ] );
gl::popMatrices();
}
gl::popMatrices();
// Draw finger position for pressing buttons
if ( mCursorT
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