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@Morpheu5
Created Jul 26, 2015
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#include "cinder/app/AppNative.h"
#include "cinder/gl/gl.h"
#include "cinder/gl/Fbo.h"
#include "cinder/Perlin.h"
using namespace ci;
using namespace ci::app;
using namespace std;
#define IS_LANDSCAPE (getWindowWidth()/1.6f > getWindowHeight())
#define WIDTH 320
#define HEIGHT 200
#define ASPECT 1.6f
class FBOTestApp : public AppNative {
gl::Fbo _fbo;
gl::Texture _texture;
int _x, _y;
Perlin noise;
public:
void prepareSettings(App::Settings *settings);
void setup();
void update();
void draw();
void drawToFbo();
};
void FBOTestApp::prepareSettings(App::Settings *settings) {
// settings->enableHighDensityDisplay();
}
void FBOTestApp::setup() {
gl::Fbo::Format format;
format.setSamples(0);
format.setTarget(GL_TEXTURE_2D);
format.enableMipmapping(false);
format.enableDepthBuffer();
_fbo = gl::Fbo(WIDTH, HEIGHT, format);
setWindowSize(HEIGHT*2, WIDTH*2);
noise = Perlin();
setFrameRate(30);
}
void FBOTestApp::update() {
float dx = 100 * noise.fBm((float)_x/WIDTH, 0, getElapsedSeconds()/100.0);
float dy = 100 * noise.fBm(0, (float)_y/HEIGHT, getElapsedSeconds()/100.0);
_x = round(dx + WIDTH/2);
_y = round(dy + HEIGHT/2);
}
void FBOTestApp::drawToFbo() {
gl::SaveFramebufferBinding bindingSaver;
_fbo.bindFramebuffer();
gl::setViewport(_fbo.getBounds());
gl::setMatricesWindow(_fbo.getSize());
gl::color(ColorA(0, 0, 0, 0.1f));
gl::drawSolidRect(_fbo.getBounds());
gl::color(ColorA(1.0f, 1.0f, 1.0f));
gl::drawSolidCircle(Vec2f(_x, _y), 20 - 10*cos(2*M_PI * 0.01 * getElapsedSeconds()));
}
void FBOTestApp::draw() {
gl::clear(Color(0,0,0));
drawToFbo();
Area a;
if(IS_LANDSCAPE) {
int h = getWindowHeight();
int w = floor((float)h * ASPECT);
int d = floor((getWindowWidth() - w)/2.0);
a = Area(d, 0, d+w, h);
} else {
int w = getWindowWidth();
int h = floor((float)w / ASPECT);
int d = floor((getWindowHeight() - h)/2.0);
a = Area(0, d, w, d+h);
}
gl::setViewport(a);
gl::Texture t(_fbo.getTexture());
t.setMagFilter(GL_NEAREST);
gl::draw(t);
}
CINDER_APP_NATIVE( FBOTestApp, RendererGl(0) )
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