本文整理汇总了C++中ci::params::InterfaceGl::addSeparator方法的典型用法代码示例。如果您正苦于以下问题:C++ InterfaceGl::addSeparator方法的具体用法?C++ InterfaceGl::addSeparator怎么用?C++ InterfaceGl::addSeparator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ci::params::InterfaceGl
的用法示例。
在下文中一共展示了InterfaceGl::addSeparator方法的8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: 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2: 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 );
}
示例3: 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 );
}
示例4: 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();
}
示例5: 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6: 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7: 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" );
}
示例8: 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();
}