Last active
May 17, 2016 03:10
-
-
Save axjxwright/f06e6a64b6464d9f0c7ee245820fe501 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "cinder/app/App.h" | |
#include "cinder/app/RendererGl.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/Rand.h" | |
#include "cinder/CameraUi.h" | |
#include "cinder/Perlin.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; | |
class PointSpriteApp : public App | |
{ | |
public: | |
void setup ( ) override; | |
void update ( ) override; | |
void draw ( ) override; | |
gl::BatchRef _geometry; | |
CameraPersp _camera; | |
CameraUi _cameraUi; | |
gl::Texture2dRef _sprite; | |
std::vector<vec3> _positions; | |
int _numPoints{10000}; | |
}; | |
void PointSpriteApp::setup() | |
{ | |
_camera = CameraPersp ( getWindowWidth(), getWindowHeight(), 60.0f, 0.1f, 1000.0f ); | |
_camera.lookAt ( vec3 ( 0, 0, 5 ), vec3 ( 0 ) ); | |
_cameraUi = CameraUi ( &_camera, getWindow() ); | |
{ | |
Surface8u circle ( 128, 128, true ); | |
for ( int i = 0; i < circle.getWidth(); i++ ) | |
{ | |
for ( int j = 0; j < circle.getHeight(); j++ ) | |
{ | |
ivec2 pixel{i, j}; | |
ColorAf color = glm::distance ( vec2(pixel), circle.getBounds().getCenter() ) <= circle.getWidth() / 2 ? ColorAf::white() : ColorAf ( 1, 1, 1, 0 ); | |
circle.setPixel(pixel, color); | |
} | |
} | |
_sprite = gl::Texture2d::create ( circle, gl::Texture2d::Format().mipmap().minFilter(GL_LINEAR_MIPMAP_LINEAR).magFilter(GL_LINEAR) ); | |
} | |
auto vs = CI_GLSL(150, | |
uniform mat4 ciModelViewProjection; | |
in vec4 ciPosition; | |
void main ( ) | |
{ | |
gl_Position = ciModelViewProjection * ciPosition; | |
} | |
); | |
auto fs = CI_GLSL(150, | |
uniform sampler2D uTexture; | |
out vec4 FinalColor; | |
void main ( ) | |
{ | |
vec4 color = texture(uTexture, gl_PointCoord); | |
if ( color.a < 0.3f ) discard; | |
FinalColor = color; | |
} | |
); | |
auto shader = gl::GlslProg::create ( vs, fs ); | |
shader->uniform ( "uTexture", 0 ); | |
for ( int i = 0; i < _numPoints; i++ ) | |
{ | |
vec3 position { randFloat(-1, 1), randFloat(-1, 1), randFloat(-1, 1) }; | |
_positions.push_back( position * 50.0f ); | |
} | |
auto mesh = gl::VboMesh::create(_numPoints, GL_POINTS, { gl::VboMesh::Layout().attrib( geom::POSITION, 3 ) } ); | |
mesh->bufferAttrib( geom::POSITION, _positions ); | |
_geometry = gl::Batch::create ( mesh, shader ); | |
gl::enableAlphaBlending(); | |
gl::enableDepth(); | |
gl::pointSize(10.0f); | |
} | |
void PointSpriteApp::update() | |
{ | |
static Perlin kNoise; | |
for ( int i = 0; i < _geometry->getNumVertices(); i++ ) | |
{ | |
_positions[i].z += std::sin ( getElapsedSeconds() ) * 0.2f * ( _positions[i].z * 0.05 ); | |
} | |
_geometry->getVboMesh()->bufferAttrib( geom::POSITION, _positions ); | |
} | |
void PointSpriteApp::draw() | |
{ | |
gl::clear ( Colorf::gray(0.2f) ); | |
gl::setMatrices( _camera ); | |
{ | |
gl::ScopedTextureBind tex0 ( _sprite, 0 ); | |
_geometry->draw ( ); | |
} | |
} | |
CINDER_APP( PointSpriteApp, RendererGl, [] ( App::Settings * settings ) { settings->setWindowSize(1280, 720); } ) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment