本文整理汇总了C++中Perlin::setSeed方法的典型用法代码示例。如果您正苦于以下问题:C++ Perlin::setSeed方法的具体用法?C++ Perlin::setSeed怎么用?C++ Perlin::setSeed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::setSeed方法的7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: 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2: setup
void LookAroundYouApp::setup()
{
Rand::randomize();
mVolume = 1.0;
// Setup GUI
getWindow()->setTitle("MPCDigital App");
mParams = params::InterfaceGl( "Settings", Vec2i( 300, 200 ) );
mParams.addParam( "Framerate", &mFrameRate, "", true );
mParams.addSeparator();
mParams.addParam("Speed", &Boid::speedMultiplier, "min=0.5 max=5.0 step=0.01");
mParams.addParam("Radius", &Boid::radiusMultiplier, "min=0.5 max=5.0 step=0.01");
mParams.addParam("Range", &Boid::range, "min=10.0 max=100 step=0.1");
mParams.addSeparator();
mParams.addParam("Master Volume", &mVolume, "min=0 max=1.0 step=0.01");
// Setup Audio
AudioDevice::printDeviceMap();
mAudioDevice = make_shared<AudioDevice>();
mAudioDevice->setup(0);
mAudioDevice->setAmbientReverb(FMOD_PRESET_UNDERWATER);
console() << "Channels Available: " << mAudioDevice->getNumRemainingChannels() << endl;
DataSourceRef data = loadAsset("music/Music For Airports - 1 1.mp3");
string musicName = mAudioDevice->registerSound(data, true, false, true);
music = mAudioDevice->getSoundInstance(musicName, 1.0);
music->pause();
fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/blue.aif"), true, true));
fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/fliup.aif"), true, true));
fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/green.aif"), true, true));
fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/howl.wav"), true, true));
fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/orange.aif"), true, true));
fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/red.aif"), true, true));
fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/white.aif"), true, true));
fxnames.push_back(mAudioDevice->registerSound(loadAsset("fx/yellow.aif"), true, true));
// Setup noise generator to drive Boid motion
mPerlin = new Perlin();
mPerlin->setSeed(clock());
mPerlin->setOctaves(1);
// Construct Boids
for(int i=0; i<10; i++) {
int n = Rand::randInt(0, fxnames.size());
SoundInstanceRef fx = mAudioDevice->getSoundInstance(fxnames[n], 1.0);
BoidRef boid = make_shared<Boid>(mPerlin, fx);
mBoids.push_back(boid);
}
// enable the depth buffer (for 3D)
gl::enableDepthRead();
gl::enableDepthWrite();
gl::enableAlphaBlending();
}
示例3: setup
void cApp::setup(){
mExp.setup(1920, 1080, 0, 100-1, GL_RGB, mt::getRenderPath(), 0, "test" );
setWindowSize( 1920, 1080 );
setWindowPos(0, 0);
mPln.setSeed( 345 );
mPln.setOctaves( 4 );
cam = CameraPersp(1920, 1080, 55, 0.1, 100000);
eye = vec3(0,0,1000);
cam.lookAt(eye, vec3(0,0,0));
camui.setCamera(&cam);
}
示例4: setup
void BasicParticleApp::setup()
{
mPerlin.setSeed( clock() );
mAnimationCounter = 0;
for( int s = 0; s < NUM_INITIAL_PARTICLES; ++s )
mParticles.push_back( Particle( Vec2f( Rand::randFloat( getWindowWidth() ), Rand::randFloat( getWindowHeight() ) ) ) );
CONSERVATION_OF_VELOCITY = 0.9f;
SPEED = 5.0f;
// Turn on additive blending
gl::enableAlphaBlending();
}
示例5: setup
void cApp::setup(){
setWindowPos( 0, 0 );
setWindowSize( mW*0.5, mH*0.5 );
mExp.setup( mW*mScale, mH*mScale,0, 2999, GL_RGB, mt::getRenderPath() );
mPln.setOctaves(4);
mPln.setSeed(1332);
randSeed( mt::getSeed() );
int count = 0;
for( int i=0; i<100; i++){
StrangeAgent sa;
sa.setRandom();
mSAs.push_back( sa );
for(int j=0; j<sa.points.size(); j++){
mPlnPts.push_back( Vec3f(count*scale,0,0) );
count++;
}
}
total = count;
if( 1 ){
CameraPersp cam;
cam.setNearClip(0.1);
cam.setFarClip(1000000);
cam.setFov(60);
cam.setEyePoint( Vec3f(0,0,-30 ) );
cam.setCenterOfInterestPoint( Vec3f(0,0,0) );
cam.setAspectRatio( (float)mW/mH );
mCamUi.setCurrentCam(cam);
}else{
ortho.setNearClip(0.1);
ortho.setFarClip(1000000);
ortho.setEyePoint( Vec3f(0,0,-7 ) );
ortho.setCenterOfInterestPoint( Vec3f(0,0,0) );
ortho.setAspectRatio( (float)mW/mH );
}
#ifdef RENDER
mExp.startRender();
#endif
}
示例6: setup
void cApp::setup(){
setFrameRate( 25 );
setWindowPos( 0, 0 );
setWindowSize( mW*mScale, mH*mScale );
mExp.setup( mW*mScale, mH*mScale, 0, 2999, GL_RGB, mt::getRenderPath() );
mPln.setOctaves( 3 );
mPln.setSeed( 551 );
mt::loadColorSample("img/Mx80_2_org_B.jpg", mColorSample1 );
mt::loadColorSample("img/Mx80_2_org_B.jpg", mColorSample2 );
{
// Audio Setup
auto ctx = audio::Context::master();
audio::DeviceRef device = audio::Device::getDefaultOutput();
audio::Device::Format format;
format.sampleRate( 192000 );
format.framesPerBlock( mFpb );
device->updateFormat( format );
cout << "--- Audio Setting --- " << endl;
cout << "device name : " << device->getName() << endl;
cout << "Sample Rate : " << ctx->getSampleRate() << endl;
cout << "frames per Block : " << ctx->getFramesPerBlock() << endl;
mWaves.assign( 7, Wave() );
for( int i=0; i<mWaves.size(); i++ ){
mWaves[i].create( "snd/test/3s1e_192k_" + toString(i+1)+ ".wav" );
}
ctx->enable();
}
#ifdef RENDER
mExp.startRender();
#endif
}
示例7: 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;
}