本文整理汇总了C++中Perlin::dfBm方法的典型用法代码示例。如果您正苦于以下问题:C++ Perlin::dfBm方法的具体用法?C++ Perlin::dfBm怎么用?C++ Perlin::dfBm使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Perlin
的用法示例。
在下文中一共展示了Perlin::dfBm方法的6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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: update
void BasicParticleApp::update()
{
mAnimationCounter += 10.0f; // move ahead in time, which becomes the z-axis of our 3D noise
// Save off the last position for drawing lines
for( list<Particle>::iterator partIt = mParticles.begin(); partIt != mParticles.end(); ++partIt )
partIt->mLastPosition = partIt->mPosition;
// Add some perlin noise to the velocity
for( list<Particle>::iterator partIt = mParticles.begin(); partIt != mParticles.end(); ++partIt ) {
Vec3f deriv = mPerlin.dfBm( Vec3f( partIt->mPosition.x, partIt->mPosition.y, mAnimationCounter ) * 0.001f );
partIt->mZ = deriv.z;
Vec2f deriv2( deriv.x, deriv.y );
deriv2.normalize();
partIt->mVelocity += deriv2 * SPEED;
}
// Move the particles according to their velocities
for( list<Particle>::iterator partIt = mParticles.begin(); partIt != mParticles.end(); ++partIt )
partIt->mPosition += partIt->mVelocity;
// Dampen the velocities for the next frame
for( list<Particle>::iterator partIt = mParticles.begin(); partIt != mParticles.end(); ++partIt )
partIt->mVelocity *= CONSERVATION_OF_VELOCITY;
// Replace any particles that have gone offscreen with a random onscreen position
for( list<Particle>::iterator partIt = mParticles.begin(); partIt != mParticles.end(); ++partIt ) {
if( isOffscreen( partIt->mPosition ) )
*partIt = Particle( Vec2f( Rand::randFloat( getWindowWidth() ), Rand::randFloat( getWindowHeight() ) ) );
}
}
示例2: scopeStencil
void Day59App::draw()
{
gl::setMatrices(mCam);
gl::clear( Color( 0.1, 0.1, 0.1 ) );
gl::color(Color(0.,0.,0.));
gl::clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
mCam.setEyePoint(vec3(0.,0.,fabs(cos(omega) * 50.f)));
mPerlin.setSeed(getElapsedFrames());
// enable stencil test to be able to give the stencil buffers values.
gl::ScopedState scopeStencil( GL_STENCIL_TEST, true );
// gl::rotate(angleAxis(theta/2, vec3(0.,1.,0.)));
for (int i =0; i <NUM_OBJS; i++)
{
vec3 noise = mPerlin.dfBm(mRandomPositions[i]);
gl::ScopedMatrices scpMtx;
gl::translate(mRandomPositions[i]);
{
gl::ScopedMatrices push;
gl::rotate(angleAxis(theta + mOffsets[i], vec3(1.0, 0., 0.)));
gl::translate(mRandomPositions[i]);
gl::scale(mScales[i]);
//DRAW THE MAIN OBJECT (1ST RENDER PASS) AS NORMAL, FILL THE STENCIL BUFFER
gl::stencilFunc(GL_ALWAYS, 1, 0xFF); //ALL FRAGMENTS MUST UPDATE THE STENCIL BUFFER
gl::stencilMask(0xFF); //ENABLE WRITING TO THE STENCIL BUFFER
mObject->draw();
}
//IF THE STENCIL TEST FAILS, KEEP THE FRAGMENT
//IF STENCIL PASSES AND DEPTH FAILS, KEEP THE FRAGMENT
//IF THE DEPTH TEST AND STENCIL TEST PASS, REPLACE THE FRAGMENT
glStencilOp(GL_KEEP , GL_KEEP, GL_REPLACE);
//2ND RENDER PASS - DRAW OBJECT SLIGHTLY BIGGER, BUT DISABLE STENCIL WRITING. BECAUSE THE STENCIL BUFFER IS FILLED WITH 1s (PARTICULARLY IN THE AREA OF THE ORIGINAL OBJECT), THE ONLY THING THAT WILL BE DRAWN IS THE AREA OF THE 2ND OBJECT, IE. THE SIZE DIFFERENCE
gl::stencilFunc(GL_NOTEQUAL, 1, 0xFF); //don't update the stencil buffer
gl::stencilMask(0x00);
gl::disable(GL_DEPTH_TEST);
{
gl::ScopedMatrices push;
gl::rotate(angleAxis(theta + mOffsets[i], vec3(1.0, 0., 0.)));
gl::translate(mRandomPositions[i]);
gl::scale(vec3(mScales[i] + vec3(0.1) ));
mBorderObject->draw();
}
}
gl::stencilMask(0xFF);
gl::enable(GL_DEPTH_TEST);
// saveGif();
}
示例3: update
void cApp::update(){
if( !bStart )
return;
gl::VboMesh::VertexIter vitr( mPoints );
for(int i=0; i<mPoints.getNumVertices(); i++ ){
Vec3f &pos = ps[i];
int x = pos.x;
int y = pos.y;
x = cinder::math<int>::clamp( x, 0, intensityW-1 );
y = cinder::math<int>::clamp( y, 0, intensityH-1 );
Vec3f vel( mVecMap[x][y].x, mVecMap[x][y].y, 0);
Vec3f noise = mPln.dfBm(x, y, cs[i].a ) * 0.2;
mVelocity[i] = mVelocity[i] + (vel + noise);
vitr.setPosition( pos + mVelocity[i] );
vitr.setColorRGBA( cs[i] );
++vitr;
}
}
示例4: findPerlin
void Particle::findPerlin()
{
Vec3f noise = sPerlin.dfBm( loc[0] * 0.01f + Vec3f( 0, 0, counter / 100.0f ) );
perlin = noise.normalized() * 0.5f;
}
示例5: setup
void cApp::setup(){
setWindowPos( 0, 0 );
setWindowSize( 1080*3*0.5, 1920*0.5 );
mExp.setup( 1080*3, 1920, 3000, GL_RGB, mt::getRenderPath(), 0);
CameraPersp cam(1080*3, 1920, 54.4f, 0.1, 10000 );
cam.lookAt( Vec3f(0,0, 1600), Vec3f(0,0,0) );
cam.setCenterOfInterestPoint( Vec3f(0,0,0) );
camUi.setCurrentCam( cam );
mPln.setSeed(123);
mPln.setOctaves(4);
fs::path assetPath = mt::getAssetPath();
{
// make VectorMap
Surface32f sAspect( loadImage(assetPath/("img/00/halpha3000_aspect_32bit.tif")) );
Surface32f sSlope( loadImage(assetPath/("img/00/halpha3000_slope1.tif")) );
int w = sAspect.getWidth();
int h = sAspect.getHeight();
mVecMap.assign(w, vector<Vec2f>(h) );
for( int i=0; i<sAspect.getWidth(); i++) {
for( int j=0; j<sAspect.getHeight(); j++ ) {
Vec2i pos(i, j);
float aspect = *sAspect.getDataRed( pos );
float slope = *sSlope.getDataRed( pos );
if( slope!=0 && aspect!=-9999 ){
Vec2f vel( 0, slope*10.0 );
vel.rotate( toRadians(aspect) );
mVecMap[i][j] = vel;
}else{
mVecMap[i][j] = Vec2f::zero();
}
mVelocity.push_back( Vec3f(mVecMap[i][j].x, mVecMap[i][j].y, 0) );
}
}
}
{
// make point from intensity
Surface32f sIntensity( loadImage(assetPath/("img/00/halpha3000-skv3264879915580.tiff")) );
intensityW = sIntensity.getWidth();
intensityH = sIntensity.getHeight();
Surface32f::Iter itr = sIntensity.getIter();
float threashold = 0.15;
float extrusion = 300;
while ( itr.line() ) {
while( itr.pixel() ){
float gray = itr.r();
if( threashold < gray ){
Vec2i pos = itr.getPos();
Vec3f v(pos.x, pos.y, gray*extrusion );
Vec3f noise = mPln.dfBm( Vec3f(pos.x, pos.y, gray) ) * 2.0;
ps.push_back( v + noise );
float c = gray + 0.2f;
float a = lmap(c, 0.0f, 1.0f, 0.3f, 0.7f);
cs.push_back( ColorAf(c, c, c, a) );
}
}
}
mPoints = gl::VboMesh( ps.size(), 0, mt::getVboLayout(), GL_POINTS );
gl::VboMesh::VertexIter vitr( mPoints );
for(int i=0; i<ps.size(); i++ ){
vitr.setPosition( ps[i] );
vitr.setColorRGBA( cs[i] );
++vitr;
}
}
mExp.startRender();
bStart = true;
}
示例6: update
void cApp::update(){
if( !bStart ) return;
parts.clear();
vbo.resetAll();
if(0){
if(!mov){
fs::path path = mt::getAssetPath()/"sim"/"supernova"/"2d"/"mov"/"7.1_simu_5_c_linear_rect.mov";
mov = qtime::MovieSurface::create( path );
mov->seekToStart();
mov->play();
}
mov->seekToFrame(frame);
sur = mov->getSurface();
}else{
fs::path path = mt::getAssetPath()/"sim"/"supernova"/"2d"/"img"/"simu_1"/"c"/"polar"/"linear"/"simu_1_idump100_c_linear_polar.png";
//fs::path path = mt::getAssetPath()/"sim"/"supernova"/"2d"/"img"/"test.png";
sur = Surface8u::create( loadImage(path) );
}
if(sur){
frame++;
Surface8u::Iter itr = sur->getIter();
while (itr.line()) {
while (itr.pixel()) {
vec2 pos = itr.getPos();
pos.x -= itr.getWidth()/2;
pos.y -= itr.getHeight()/2;
float val = itr.r()/255.0f;
float min = 0.4f;
float max = 0.99999f;
if( min < val && val < max ){
float gray = lmap(val, min, max, 0.3f, 1.0f);
Particle pt;
pt.pos = vec3(pos.x, pos.y, gray*200.0f) + mPln.dfBm(frame*0.0001f, pos.x*0.001f, pos.y*0.001f)*0.3f;
pt.dist = glm::distance(eye, pt.pos);
pt.val = val;
//pt.col = Colorf(gray,gray,gray);
pt.col = mt::getHeatmap( gray );
parts.push_back(pt);
if(0){
for( int k=0; k<round(pt.pos.z); k+=5){
vec3 pp = pt.pos;
pp.z = k;
Particle pt;
pt.pos = pp + mPln.dfBm(frame*0.0001f, pos.x*0.001f, pos.y*0.001f)*0.3f;
pt.dist = glm::distance(eye, pp);
pt.val = val;
//pt.col = Colorf(gray,gray,gray);
pt.col = mt::getHeatmap( gray );
pt.col.a = k*0.01;
parts.push_back(pt);
}
}
}
}
}
std::sort(parts.begin(), parts.end(), [](const Particle&lp, const Particle&rp){ return lp.dist > rp.dist; } );
for( int i=0; i<parts.size(); i++){
vbo.addPos(parts[i].pos);
vbo.addCol(parts[i].col);
}
vbo.init(GL_POINTS);
}
}