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C++ InterfaceGlRef::addParam方法代码示例

本文整理汇总了C++中params::InterfaceGlRef::addParam方法的典型用法代码示例。如果您正苦于以下问题:C++ InterfaceGlRef::addParam方法的具体用法?C++ InterfaceGlRef::addParam怎么用?C++ InterfaceGlRef::addParam使用的例子?那么恭喜您, 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params::InterfaceGlRef的用法示例。


在下文中一共展示了InterfaceGlRef::addParam方法的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

void RDiffusionApp::setup()
{
	mReactionU = 0.25f;
	mReactionV = 0.04f;
	mReactionK = 0.047f;
	mReactionF = 0.1f;

	mMousePressed = false;
	
	// Setup the parameters
	mParams = params::InterfaceGl::create( "Parameters", ivec2( 175, 100 ) );
	mParams->addParam( "Reaction u", &mReactionU, "min=0.0 max=0.4 step=0.01 keyIncr=u keyDecr=U" );
	mParams->addParam( "Reaction v", &mReactionV, "min=0.0 max=0.4 step=0.01 keyIncr=v keyDecr=V" );
	mParams->addParam( "Reaction k", &mReactionK, "min=0.0 max=1.0 step=0.001 keyIncr=k keyDecr=K" );	
	mParams->addParam( "Reaction f", &mReactionF, "min=0.0 max=1.0 step=0.001 keyIncr=f keyDecr=F" );
	
	mCurrentFBO = 0;
	mOtherFBO = 1;
	mFBOs[0] = gl::Fbo::create( FBO_WIDTH, FBO_HEIGHT, gl::Fbo::Format().colorTexture().disableDepth() );
	mFBOs[1] = gl::Fbo::create( FBO_WIDTH, FBO_HEIGHT, gl::Fbo::Format().colorTexture().disableDepth()  );
	
	mRDShader = gl::GlslProg::create( loadResource( RES_PASS_THRU_VERT ), loadResource( RES_GSRD_FRAG ) );
	mTexture = gl::Texture::create( loadImage( loadResource( RES_STARTER_IMAGE ) ),
								    gl::Texture::Format().wrap(GL_REPEAT).magFilter(GL_LINEAR).minFilter(GL_LINEAR) );
	gl::getStockShader( gl::ShaderDef().texture() )->bind();
	
	resetFBOs();
}
开发者ID:ChristophPacher,项目名称:Cinder,代码行数:28,代码来源:RDiffusionApp.cpp

示例2: setup

void FlockingApp::setup()
{	
	mCentralGravity = true;
	mFlatten		= false;
	mZoneRadius		= 30.0f;
	
	// SETUP CAMERA
	mCameraDistance = 500.0f;
	mEye			= Vec3f( 0.0f, 0.0f, mCameraDistance );
	mCenter			= Vec3f::zero();
	mUp				= Vec3f::yAxis();
	mCam.setPerspective( 75.0f, getWindowAspectRatio(), 5.0f, 2000.0f );

	// SETUP PARAMS
	mParams = params::InterfaceGl::create( "Flocking", Vec2i( 200, 220 ) );
	mParams->addParam( "Scene Rotation", &mSceneRotation, "opened=1" );
	mParams->addSeparator();
	mParams->addParam( "Eye Distance", &mCameraDistance, "min=50.0 max=1500.0 step=50.0 keyIncr=s keyDecr=w" );
	mParams->addParam( "Center Gravity", &mCentralGravity, "keyIncr=g" );
	mParams->addParam( "Flatten", &mFlatten, "keyIncr=f" );
	mParams->addSeparator();
	mParams->addParam( "Zone Radius", &mZoneRadius, "min=10.0 max=100.0 step=1.0 keyIncr=z keyDecr=Z" );
	
	// CREATE PARTICLE CONTROLLER
	mParticleController.addParticles( NUM_INITIAL_PARTICLES );
}
开发者ID:AKS2346,项目名称:Cinder,代码行数:26,代码来源:FlockingApp.cpp

示例3: setup

void MASOSApp::setup()
{
    mShouldQuit = false;
    reset();

    mParams = params::InterfaceGl::create(getWindow(), "Parameters", toPixels(ivec2(250, 300)));

    mParams->addParam("Initial Velocity [m/s]", &mInitialVelocity, "min=0");
    mParams->addParam("Angle [']", &mAngle, "min=0, max=90");
    mParams->addParam("Terminal Velocity [m/s]", &mTerminalVelocity, "min=1");
    mParams->addParam("Current time [s]", &mCurrentTime, "min=0");
    mParams->addParam("Delta time [ms]", &mDeltaTime, "step=25");
    mParams->addParam("Start time [s]", &mStartTime, "min=0");
    mParams->addParam("End time [s]", &mEndTime, "min=0");
    mParams->addButton("Start", bind(&MASOSApp::buttonStart, this));
    mParams->addButton("Pause", bind(&MASOSApp::buttonPause, this));
    mParams->addButton("Reset", bind(&MASOSApp::buttonReset, this));

    mParams->addParam("Scale", &scale);
    mParams->addParam("Pos X", &currX);
    mParams->addParam("Pos Y", &currY);

    mIsPlaying = false;
    mThreadPlay = shared_ptr<thread>(new thread(bind(&MASOSApp::playLoop, this)));
}
开发者ID:ltowarek,项目名称:MASOS,代码行数:25,代码来源:MASOSApp.cpp

示例4: createParams

void GeometryApp::createParams()
{
#if ! defined( CINDER_GL_ES )
	vector<string> primitives = { "Capsule", "Cone", "Cube", "Cylinder", "Helix", "Icosahedron", "Icosphere", "Sphere", "Teapot", "Torus", "Plane" };
	vector<string> qualities = { "Low", "Default", "High" };
	vector<string> viewModes = { "Shaded", "Wireframe" };
	vector<string> texturingModes = { "None", "Procedural", "Sampler" };

	mParams = params::InterfaceGl::create( getWindow(), "Geometry Demo", toPixels( ivec2( 300, 200 ) ) );
	mParams->setOptions( "", "valueswidth=160 refresh=0.1" );

	mParams->addParam( "Primitive", primitives, (int*) &mPrimitiveSelected );
	mParams->addParam( "Quality", qualities, (int*) &mQualitySelected );
	mParams->addParam( "Viewing Mode", viewModes, (int*) &mViewMode );
	mParams->addParam( "Texturing Mode", texturingModes, (int*) &mTexturingMode );

	mParams->addSeparator();

	mParams->addParam( "Subdivision", &mSubdivision ).min( 1 ).max( 5 ).updateFn( [this] { createGeometry(); } );

	mParams->addSeparator();

	mParams->addParam( "Show Grid", &mShowGrid );
	mParams->addParam( "Show Normals", &mShowNormals );
	mParams->addParam( "Show Colors", &mShowColors ).updateFn( [this] { createGeometry(); } );
	mParams->addParam( "Face Culling", &mEnableFaceFulling ).updateFn( [this] { gl::enableFaceCulling( mEnableFaceFulling ); } );
#endif
}
开发者ID:ChristophPacher,项目名称:Cinder,代码行数:28,代码来源:GeometryApp.cpp

示例5: initGui

void AudioObjApp::initGui()
{
    mParams = params::InterfaceGl::create( "Settings", Vec2f( 200, 250 ) );
    mParams->addParam( "Obj color",     &mObjColor );
    mParams->addParam( "Wireframe",     &mRenderWireframe );
    mParams->addParam( "Data Gain",     &mFeatureGain,         "min=0.0 max=25.0 step=0.1" );
    mParams->addParam( "Data Offset",   &mFeatureOffset,       "min=-1.0 max=1.0 step=0.01" );
    mParams->addParam( "Data Damping",  &mFeatureDamping,      "min=0.0 max=0.99 step=0.01" );
    mParams->addParam( "Spread",        &mFeatureSpread,       "min=0.0 max=1.0 step=0.01" );
    mParams->addParam( "Spread Offset", &mFeatureSpreadOffset, "min=0.0 max=1.0 step=0.01" );
}
开发者ID:deniskovalev,项目名称:ciResonate,代码行数:11,代码来源:AudioObjApp.cpp

示例6: initGui

void BasicReceiverApp::initGui()
{
    mParams = params::InterfaceGl::create( "Settings", Vec2f( 220, 200 ) );
    
    mParams->addParam( "Data Gain",     &mDataGain,         "min=0.0 max=100.0 step=0.1" );
    mParams->addParam( "Data Offset",   &mDataOffset,       "min=-1.0 max=1.0 step=0.01" );
    mParams->addParam( "Data Damping",  &mDataDamping,      "min=0.0 max=0.99 step=0.01" );
    mParams->addParam( "Use log",       &mDataIsLog );
    mParams->addParam( "Spread",        &mDataSpread,       "min=0.0 max=1.0 step=0.01" );
    mParams->addParam( "Spread Offset", &mDataSpreadOffset, "min=0.0 max=1.0 step=0.01" );
    mParams->addParam( "Feature",       mAvailableFeatures, &mActiveFeature );
}
开发者ID:deniskovalev,项目名称:ciResonate,代码行数:12,代码来源:BasicReceiverApp.cpp

示例7: setupParams

void PinballWarpingApp::setupParams()
{
    mParams = params::InterfaceGl::create("params", ivec2(300,300));
    mParams->addParam("FPS", &mFps);
    mParams->addSeparator();
    mParams->addParam("Draw Image", &mDrawImage);
    mParams->addParam("Debugging", &mPinball.mDebug);
    mParams->addParam("Editing Locations", &mPinball.mIsInEditingMode).updateFn([this] {
        if (!mPinball.mDebug)
            mPinball.saveJson();
    });
  
}
开发者ID:redpaperheart,项目名称:pinball_dreams,代码行数:13,代码来源:PinballWarpingApp.cpp

示例8: setParams

void VectorBlur::setParams(params::InterfaceGlRef params)
{
	if (params == nullptr) {
		printf("hbVectorBlur get no params\n");
		return;
	}
	params->addSeparator();
	params->addText("Vector Blur Filter Settings");
	params->addParam("Vector Map Kernel", &mVectorMapKernel).min(1).max(5).step(1);
	params->addParam("Vector Map Theta", &mTheta).min(0.f).max(360.f).step(0.1f);
	params->addParam("Blur Map Kernel", &mSize).min(0).max((float)mSizeMax).step(1);
	params->addParam("Blur Map Amplifier", &mAmplifier).min(1.f).max(10.f).step(0.1f);
	params->addParam("Vector Blur Kernel", &mVectorBlurKernel).min(0).max(30).step(1);
	params->addSeparator();
}
开发者ID:shinabebel,项目名称:hbVectorBlur,代码行数:15,代码来源:VectorBlur.cpp

示例9: devices

void PS3EyeSlowMoApp::setup()
{
    currentFrame = 0;
    mSkippedFrames = 1;
    using namespace ps3eye;
    
    mShouldQuit = false;
    
    // list out the devices
    std::vector<PS3EYECam::PS3EYERef> devices( PS3EYECam::getDevices() );
    console() << "found " << devices.size() << " cameras" << std::endl;
    
    mTimer = Timer(true);
    mCamFrameCount = 0;
    mCamFps = 0;
    mCamFpsLastSampleFrame = 0;
    mCamFpsLastSampleTime = 0;
    
    if(devices.size())
    {
        eye = devices.at(0);
        bool res = eye->init(640, 480, 60);
        console() << "init eye result " << res << std::endl;
        eye->start();

        frame_bgra = new uint8_t[eye->getWidth()*eye->getHeight()*4];
        mFrame = Surface(frame_bgra, eye->getWidth(), eye->getHeight(), eye->getWidth()*4, SurfaceChannelOrder::BGRA);
        memset(frame_bgra, 0, eye->getWidth()*eye->getHeight()*4);
        
        // create and launch the thread
        mThread = thread( bind( &PS3EyeSlowMoApp::eyeUpdateThreadFn, this ) );
    }
    
    mParams = params::InterfaceGl::create( "PS3EYE", toPixels( ivec2( 180, 150 ) ) );
    
    mParams->addParam( "Framerate", &mFrameRate, "", true );
    mParams->addParam( "Queue", &mQueueSize, "", true);
    mParams->addSeparator();
    mParams->addParam( "Skip", &mSkippedFrames).min( 1 ).step( 1 );
    mParams->addParam( "Auto gain", &isAutoGain );
    mParams->addParam( "Auto WB", &isAutoWB );

    //surfaceQueue = new ph::ConcurrentQueue<Surface*>();

    mAccumFbo = gl::Fbo::create( getWindowWidth(), getWindowHeight(),
                                gl::Fbo::Format().colorTexture( gl::Texture::Format().internalFormat( GL_RGB16F ) ).disableDepth() );
    
}
开发者ID:eighteight,项目名称:CinderEight,代码行数:48,代码来源:PS3EyeSlowMoApp.cpp

示例10: setup

void TessellationShaderApp::setup()
{
	mTessLevelInner = mTessLevelOuter = 4;
	int maxPatchVertices = 0;
	glGetIntegerv( GL_MAX_PATCH_VERTICES, &maxPatchVertices );
	app::console() << "Max supported patch vertices " << maxPatchVertices << std::endl;



#if ! defined( CINDER_GL_ES )
	fs::path glDir = "ogl";
	mRadius = 200.0f;

	mParams = params::InterfaceGl::create( "Settings", ivec2( 200, 200 ) );
	mParams->addParam( "Radius", &mRadius, "step=1.0" );
	mParams->addParam( "Tess level inner", &mTessLevelInner, "min=0" );
	mParams->addParam( "Tess level outer", &mTessLevelOuter, "min=0" );
#else
	fs::path glDir = "es31a";
	mRadius = 400.0f;
#endif
	
	try {
		mGlsl = gl::GlslProg::create( gl::GlslProg::Format()
									 .vertex( loadAsset( glDir / "0_vert.glsl" ) )
									 .tessellationCtrl( loadAsset( glDir / "1_tess_ctrl.glsl" ) )
									 .tessellationEval( loadAsset( glDir / "2_tess_eval.glsl" ) )
#if defined( CINDER_GL_ES )
									 .geometry( loadAsset( glDir / "x_geom.glsl" ) )
#endif
									 .fragment( loadAsset( glDir / "3_frag.glsl" ) ) );
	}
	catch( const std::exception &ex ) {
		console() << ex.what() << endl;
		//quit();
	}

	mBatch = gl::VertBatch::create( GL_PATCHES );
	mBatch->color( 1.0f, 0.0f, 0.0f );
	mBatch->vertex( vec2( 1, -1 ) );
	mBatch->color( 0.0f, 1.0f, 0.0f );
	mBatch->vertex( vec2( 0 , 1 ) );
	mBatch->color( 0.0f, 0.0f, 1.0f );
	mBatch->vertex( vec2( -1, -1 ) );
	
	gl::patchParameteri( GL_PATCH_VERTICES, 3 );
}
开发者ID:Ahbee,项目名称:Cinder,代码行数:47,代码来源:TessellationBasicApp.cpp

示例11: setup

void MotionBlurVelocityBufferApp::setup()
{
    mBackground = gl::Texture::create( loadImage( loadAsset( "background.jpg" ) ) );
    mGpuTimer = gl::QueryTimeSwapped::create();
    gl::enableVerticalSync();

    createGeometry();
    createBuffers();
    loadShaders();

#if ! defined( CINDER_ANDROID )
    mParams = params::InterfaceGl::create( "Motion Blur Options", ivec2( 250, 300 ) );
    mParams->addParam( "Average GPU Draw (ms)", &mAverageGpuTime );
    mParams->addParam( "Average CPU Draw (ms)", &mAverageCpuTime );
    mParams->addSeparator();
    mParams->addParam( "Enable Blur", &mBlurEnabled );
    mParams->addParam( "Show Velocity Buffers", &mDisplayVelocityBuffers );
    mParams->addParam( "Pause Animation", &mPaused );
    mParams->addParam( "Animation Speed", &mAnimationSpeed ).min( 0.05f ).step( 0.2f );
    mParams->addParam( "Max Samples", &mSampleCount ).min( 1 ).step( 2 );
    mParams->addParam( "Blur Noise", &mBlurNoise ).min( 0.0f ).step( 0.01f );
#endif

#if defined( CINDER_COCOA_TOUCH )
    getSignalSupportedOrientations().connect( [] { return InterfaceOrientation::LandscapeAll; } );
#endif
}
开发者ID:cinder,项目名称:Cinder,代码行数:27,代码来源:MotionBlurVelocityBufferApp.cpp

示例12: setup

void SlingshotSmokeApp::setup()
{
	mVolumeMult = 5.0;

	mLastTime = 0;

	getWindowIndex(0)->getSignalDraw().connect([=]() { drawRender(); });

	mAudioSource = AudioSource();
	mAudioSource.setup();

	vec2 fluidResolution = vec2(512);
	vec2 smokeResolution = app::getWindowSize();

	mFluid = Fluid(fluidResolution);
	mSmokers.reserve(2);
	mSmokers.push_back(shared_ptr<FakeSmoker>(new FakeSmoker(fluidResolution, smokeResolution)));
	mSmokers.push_back(shared_ptr<PositionSmoker>(new PositionSmoker(fluidResolution, smokeResolution)));
	mSmokers.push_back(shared_ptr<TransitionSmoker>(new TransitionSmoker(fluidResolution, smokeResolution)));
	mSmokers.push_back(shared_ptr<BottomSmoker>(new BottomSmoker(fluidResolution, smokeResolution)));
	mCurrentSmoker = 0;

	mSmokers[mCurrentSmoker]->light(vec2(0.5, 0.2), mParams);


	gl::GlslProg::Format renderFormat;
	renderFormat.vertex(app::loadAsset("passthru.vert"));
	renderFormat.fragment(app::loadAsset("Smokers/smoke_draw.frag"));
	mRenderProg = gl::GlslProg::create(renderFormat);
	mRenderProg->uniform("i_resolution", smokeResolution);

	gl::Texture2d::Format texFmt;
	texFmt.setInternalFormat(GL_RGBA32F);
	texFmt.setDataType(GL_FLOAT);
	texFmt.setTarget(GL_TEXTURE_2D);
	texFmt.setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
	gl::Fbo::Format fmt;
	fmt.disableDepth()
		.setColorTextureFormat(texFmt);
	mSmokeField = PingPongFBO(fmt, smokeResolution, 4);


	// Do params last so that all the FBOs are in the right context
	vec2 paramsSize = vec2(255, 512);
	auto format = Window::Format();
	format.setSize(paramsSize + vec2(40, 20));
	format.setPos(ivec2(100));
	WindowRef paramsWindow = createWindow(format);
	paramsWindow->getSignalDraw().connect([=]() { drawParams(); });
	mParams = params::InterfaceGl::create(paramsWindow, "Options", paramsSize);

	mParams->addParam("Volume", &mVolumeMult)
		.max(10.0)
		.min(0.0)
		.step(0.1);
}
开发者ID:ulyssesp,项目名称:slingshot-smoke,代码行数:56,代码来源:SlingshotSmokeApp.cpp

示例13: setup

void FlockingApp::setup()
{	
	Rand::randomize();
	
	mCenter			= vec3( getWindowWidth() * 0.5f, getWindowHeight() * 0.5f, 0.0f );
	mCentralGravity = true;
	mFlatten		= false;
	mSaveFrames		= false;
	mIsRenderingPrint = false;
	mZoneRadius		= 80.0f;
	mLowerThresh	= 0.5f;
	mHigherThresh	= 0.8f;
	mAttractStrength	= 0.004f;
	mRepelStrength		= 0.01f;
	mOrientStrength		= 0.01f;
	
	// SETUP CAMERA
	mCameraDistance = 350.0f;
	mEye			= vec3( 0.0f, 0.0f, mCameraDistance );
	mCenter			= vec3::zero();
	mUp				= vec3::yAxis();
	mCam.setPerspective( 75.0f, getWindowAspectRatio(), 5.0f, 5000.0f );

	// SETUP PARAMS
	mParams = params::InterfaceGl::create( "Flocking", ivec2( 200, 310 ) );
	mParams->addParam( "Scene Rotation", &mSceneRotation, "opened=1" );
	mParams->addSeparator();
	mParams->addParam( "Eye Distance", &mCameraDistance, "min=100.0 max=2000.0 step=50.0 keyIncr=s keyDecr=w" );
	mParams->addParam( "Center Gravity", &mCentralGravity, "keyIncr=g" );
	mParams->addParam( "Flatten", &mFlatten, "keyIncr=f" );
	mParams->addSeparator();
	mParams->addParam( "Zone Radius", &mZoneRadius, "min=10.0 max=100.0 step=1.0 keyIncr=z keyDecr=Z" );
	mParams->addParam( "Lower Thresh", &mLowerThresh, "min=0.025 max=1.0 step=0.025 keyIncr=l keyDecr=L" );
	mParams->addParam( "Higher Thresh", &mHigherThresh, "min=0.025 max=1.0 step=0.025 keyIncr=h keyDecr=H" );
	mParams->addSeparator();
	mParams->addParam( "Attract Strength", &mAttractStrength, "min=0.001 max=0.1 step=0.001 keyIncr=a keyDecr=A" );
	mParams->addParam( "Repel Strength", &mRepelStrength, "min=0.001 max=0.1 step=0.001 keyIncr=r keyDecr=R" );
	mParams->addParam( "Orient Strength", &mOrientStrength, "min=0.001 max=0.1 step=0.001 keyIncr=o keyDecr=O" );
	
	// CREATE PARTICLE CONTROLLER
	mParticleController.addParticles( NUM_INITIAL_PARTICLES );
	mParticleController.addPredators( NUM_INITIAL_PREDATORS );
}
开发者ID:ChristophPacher,项目名称:Cinder,代码行数:43,代码来源:FlockingApp.cpp

示例14: setup

void GeoDeVisualizerApp::setup()
{
    // read the initial world
    json initJSON;
    if (!debug) {
        string JSONBuff;
        if (mServer.open(DEFAULT_PORT, "localhost")) {
            while (!mServer.isReady(JSONBuff)) {};
        }
        initJSON = json::parse(JSONBuff);
    } else {
        ifstream inputFile( "../../../resources/test_data.json" );
        assert( inputFile.good() );
        string JSONBuff(( istreambuf_iterator<char>( inputFile )), ( istreambuf_iterator<char>() ));
        initJSON = json::parse(JSONBuff);
    }
    
    if (!(isInitialJSON(initJSON) and validateInitialJSON(initJSON))) {
        cerr << "Initial JSON was not valid" << endl;
        exit(1);
    }
    
    // WRITE VERTICES AND FACES TO THE TRIMESH
    writeMesh(initJSON);
    mWorld.initialize(initJSON);
    setupColoniesList();
    resourceColors = ResourceColorPicker().getColors(mWorld.numResources());
    

    // SETUP CAMERA
    setupCamVars(mCamVars);
    mCam.setPerspective(75.0f, getWindowAspectRatio(), 0.5f, 2000.0f );
    
    // SETUP PARAMS
    setupParamVars(mCurParams, mPrevParams, mWorld.numResources());
    mParams = params::InterfaceGl::create("GeoDe", Vec2i(200, 400));
    mParams->addParam("scene rotation", &mCamVars.sceneRotation, "opened=1");
    mParams->addParam("eye distance", &mCamVars.cameraDistance, "min=1.0 max=1500.0 step=0.1 keyIncr=s keyDecr=k keyIncr=j");
    mParams->addSeparator();
    mParams->addParam("time", &mCurParams.timeStep);
    mParams->addParam("state", mDisplayModes, &mCurParams.displayMode);
    mParams->addSeparator();
}
开发者ID:nikhilshinday,项目名称:GeoDe,代码行数:43,代码来源:GeoDeVisualizerApp.cpp

示例15: setup

void SpawnObjectApp::setup()
{
    mFixtures		= Fixture::loadFixtures( getAssetPath("fixtures_001.csv") );			// load CSV fixtures file
    
    mFixtureMesh    = Fixture::loadObj( getAssetPath("sphere.obj") );						// load fixture mesh
    mVenueMesh      = Fixture::loadObj( getAssetPath("piano2.obj") );						// load venue mesh
    
    mFadeIn         = 0.5f;
    mFadeOut        = 0.1f;
    mSpeed          = 0.2f;
    mRadius         = 1.5f;
    mPointsN        = 8;
    mDeg            = 3;

    mModule         = SpawnModule::create();                                                // create module
    
    mParams         = params::InterfaceGl::create( "Params", Vec2i( 200, 240 ) );           // Gui
    
    mParams->addParam( "Fade IN",   &mFadeIn    , "min=0.001 max=1.0 step=0.001" );
    mParams->addParam( "Fade OUT",  &mFadeOut   , "min=0.001 max=1.0 step=0.001" );
    mParams->addSeparator();
    
    mParams->addParam( "Speed",     &mSpeed     , "min=0.001 max=10.0 step=0.001" );
    mParams->addParam( "Radius",    &mRadius    , "min=0.1 max=15.0 step=0.1" );
    mParams->addParam( "Points N",  &mPointsN   , "min=2 max=100 step=1" );
    mParams->addParam( "Deg",       &mDeg       , "min=1 max=10 step=1" );
    
    ci::CameraPersp initialCam;                                                             // Initialise camera
    initialCam.setPerspective( 45.0f, ci::app::getWindowAspectRatio(), 0.1, 3000 );
    mMayaCam        = MayaCamUI( initialCam );
    
    // Set up light
    mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
    mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() );
    mLight->setAmbient( ColorAf::gray( 0.843f ) );
    mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) );
    mLight->enable();
    
    // create a path
    mModule->createPath( mPointsN, mDeg, mRadius );
}
开发者ID:q-depot,项目名称:CircleOfLightWorkshop,代码行数:41,代码来源:SpawnObjectApp.cpp


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