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2.2M
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// left
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camLeft.scale = 20;
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camLeft.pan(-90);
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cameras[3] = &camLeft;
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/////////////////////
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// DEFINE VIEWPORTS
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/////////////////////
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//
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setupViewports();
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//
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/////////////////////
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/////////////////////
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// SETUP SWARM
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/////////////////////
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//
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nodeSwarm.init(100, 50, 20);
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//
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/////////////////////
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}
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//--------------------------------------------------------------
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void ofApp::setupViewports()
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{
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//call here whenever we resize the window
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/////////////////////
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// DEFINE VIEWPORTS
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/////////////////////
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//
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float xOffset = ofGetWidth()/3;
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float yOffset = ofGetHeight()/N_CAMERAS;
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viewMain.x = xOffset;
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viewMain.y = 0;
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viewMain.width = xOffset * 2;
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viewMain.height = ofGetHeight();
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for (int i=0; i<N_CAMERAS; i++) {
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viewGrid[i].x = 0;
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viewGrid[i].y = yOffset * i;
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viewGrid[i].width = xOffset;
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viewGrid[i].height = yOffset;
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}
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//
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/////////////////////
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}
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//--------------------------------------------------------------
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void ofApp::update(){
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}
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//--------------------------------------------------------------
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void ofApp::draw(){
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ofDrawBitmapString("test", 10, 10);
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//////////////////////////
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// BACKGROUND HIGHLIGHT
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//////////////////////////
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//
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ofDisableDepthTest();
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ofPushStyle();
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ofSetColor(100, 100, 100);
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ofDrawRectangle(viewGrid[iMainCamera]);
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ofPopStyle();
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ofEnableDepthTest();
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//
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//////////////////////////
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//////////////////////////
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// DRAW ALL VIEWPORTS
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//////////////////////////
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//
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//draw main viewport
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cameras[iMainCamera]->begin(viewMain);
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drawScene(iMainCamera);
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//calculate mouse ray whilst this camera is active
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updateMouseRay();
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cameras[iMainCamera]->end();
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//draw side viewports
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for (int i=0; i<N_CAMERAS; i++)
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{
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cameras[i]->begin(viewGrid[i]);
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drawScene(i);
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