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, 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15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: 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" );
}
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 );
}
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() ) );
}
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() ) );
}
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");
}
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;
}
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;
}
}
示例8: 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();
}
示例9: 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();
}
示例10: 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();
}
示例11: 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 ( mCursorType == CursorType::TOUCH )
{
gl::color( ColorAf( 1.0f, 0.7f, 0.0f ) );
gl::drawSolidCircle( mFingerTipPosition, 20.0f );
gl::drawStrokedCircle( mFingerTipPosition, 40.0f );
}
// Draw the interface
mParams.draw();
}
示例12: draw
// Render
void UiApp::draw()
{
// Clear window
gl::setViewport( getWindowBounds() );
gl::clear( Colorf::white() );
gl::setMatrices( mCamera );
// Make PNG backgrounds transparent
gl::enableAlphaBlending();
gl::disableDepthRead();
gl::disableDepthWrite();
// Master offset
gl::pushMatrices();
gl::translate( mOffset );
// 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 the interface
mParams.draw();
}
示例13: surf
void Fluid2DRGBApp::draw()
{
// clear out the window with black
gl::clear( Color( 0, 0, 0 ) );
//RenderFluidRgb( mFluid2D, getWindowBounds() );
float* data = const_cast<float*>( (float*)mFluid2D.rgb().data() );
Surface32f surf( data, mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(Colorf), SurfaceChannelOrder::RGB );
if ( ! mTex ) {
mTex = gl::Texture::create( surf );
} else {
mTex->update( surf );
}
gl::draw( mTex, getWindowBounds() );
mParams.draw();
}
示例14: draw
void BulletTestApp::draw()
{
gl::enableDepthRead();
gl::enableDepthWrite();
gl::setViewport( getWindowBounds() );
gl::clear( ColorAf::black() );
gl::setMatrices( mCamera );
gl::pushMatrices();
gl::rotate( Vec3f( -45.0f, 0.0f, 0.0f ) );
uint32_t i = 0;
for ( bullet::Iter iter = mWorld->begin(); iter != mWorld->end(); ++iter, ++i ) {
gl::pushMatrices();
glMultMatrixf( iter->getTransformMatrix() );
bindTexture( i );
switch ( iter->getPrimitiveType() ) {
case CollisionObject::PRIMITIVE_BOX:
gl::draw( mCube );
break;
case CollisionObject::PRIMITIVE_CONE:
gl::draw( mCone );
break;
case CollisionObject::PRIMITIVE_CYLINDER:
gl::draw( mCylinder );
break;
case CollisionObject::PRIMITIVE_SPHERE:
gl::draw( mSphere );
break;
default:
if ( iter->isMeshBody() ) {
gl::draw( bullet::calcTriMesh( iter ) );
}
break;
}
unbindTexture( i );
gl::popMatrices();
}
gl::popMatrices();
mParams.draw();
}
示例15: draw
void BulletTestApp::draw()
{
gl::setViewport( getWindowBounds() );
gl::clear( ColorAf::black() );
gl::setMatrices( mCamera );
gl::pushMatrices();
gl::rotate( Vec3f( -45.0f, 0.0f, 0.0f ) );
uint32_t i = 0;
for ( bullet::Iter object = mWorld->begin(); object != mWorld->end(); ++object, i++ ) {
gl::pushMatrices();
glMultMatrixf( object->getTransformMatrix() );
bindTexture( i );
gl::draw( object->getVboMesh() );
unbindTexture( i );
gl::popMatrices();
}
gl::popMatrices();
mParams.draw();
}