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C++ gl::Texture类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ci::gl::Texture的典型用法代码示例。如果您正苦于以下问题:C++ Texture类的具体用法?C++ Texture怎么用?C++ Texture使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了Texture类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Color

void Fluid2DTextureApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) ); 
	gl::setMatricesWindow( getWindowWidth(), getWindowHeight() );

	// Update the positions and tex coords
	Rectf drawRect = getWindowBounds();
	int limX = mFluid2D.resX() - 1;
	int limY = mFluid2D.resY() - 1;
	float dx = drawRect.getWidth()/(float)limX;
	float dy = drawRect.getHeight()/(float)limY;
	
	for( int j = 0; j < mFluid2D.resY(); ++j ) {
		for( int i = 0; i < mFluid2D.resX(); ++i ) {
			Vec2f P = Vec2f( i*dx, j*dy );
			Vec2f uv = mFluid2D.texCoordAt( i, j );

			int idx = j*mFluid2D.resX() + i;
			mTriMesh.getVertices()[idx] = P;
			mTriMesh.getTexCoords()[idx] = uv;
			
		}
	}

	mTex.bind();
	gl::draw( mTriMesh ); 
	mTex.unbind();
	
	mParams.draw();	
}
开发者ID:fieldOfView,项目名称:CinderFx,代码行数:31,代码来源:Fluid2DTextureApp.cpp


示例2: drawPumpkin

void Pumpkin::drawPumpkin(const ci::gl::Texture & PumpkinTexture)
{
  PumpkinTexture.bind();
  ci::gl::translate(mPos);
  ci::gl::rotate(ci::Vec3f(180.f, 0.f, 0.f));
  ci::gl::drawCube(ci::Vec3f(ci::Vec3f::zero()), mSize);
  PumpkinTexture.unbind();
}
开发者ID:masashi37,项目名称:DowaProject,代码行数:8,代码来源:Pumpkin.cpp


示例3: drawTownwindow

void TownwindowHit::drawTownwindow(const ci::gl::Texture& mTownwindowTexture)
{
  mTownwindowTexture.bind();
  ci::gl::translate(mPos);
  ci::gl::rotate(ci::Vec3f(180.f, 0.f, 0.f));
  ci::gl::drawCube(ci::Vec3f(ci::Vec3f::zero()), mSize);
  mTownwindowTexture.unbind();
}
开发者ID:masashi37,项目名称:DowaProject,代码行数:8,代码来源:TownwindowHit.cpp


示例4:

void King2::drawKing2(const ci::gl::Texture& texture)
{
  texture.bind();
  ci::gl::translate(mPos);
  ci::gl::rotate(mRotate);
  ci::gl::drawCube(ci::Vec3f(ci::Vec3f::zero()), mSize);
  texture.unbind();
}
开发者ID:masashi37,项目名称:DowaProject,代码行数:8,代码来源:king2.cpp


示例5: onColorData

// Receives Color data
void MeshApp::onColorData( Surface8u surface, const DeviceOptions& deviceOptions )
{
	if ( mTextureColor ) {
		mTextureColor.update( surface, surface.getBounds() );
	} else {
		mTextureColor = gl::Texture( surface );
		mTextureColor.setWrap( GL_REPEAT, GL_REPEAT );
	}
}
开发者ID:Asteral,项目名称:Cinder-KinectSdk,代码行数:10,代码来源:MeshApp.cpp


示例6: uniformTexture

void Shader::uniformTexture( const std::string &name, ci::gl::Texture tex, int slot )
{
    glActiveTexture( GL_TEXTURE0 + slot );
    glEnable( tex.getTarget() );
    glBindTexture( tex.getTarget(), tex.getId() );
    glDisable( tex.getTarget() );
    
	GLint loc = getUniformLocation( name );
	glUniform1i( loc, slot );
    
    glActiveTexture( GL_TEXTURE0 );
}
开发者ID:simongeilfus,项目名称:Cinder-Shader,代码行数:12,代码来源:Shader.cpp


示例7: drawCinderella

void Cinderella::drawCinderella(const ci::gl::Texture & texture, const ci::Vec3f& offset)
{
  ci::gl::pushModelView();
  
  texture.bind();
  ci::gl::translate(mPos);
  ci::gl::rotate(mRotate);
  ci::gl::translate(offset);
  ci::gl::drawCube(ci::Vec3f(ci::Vec3f::zero()), mSize);
  texture.unbind();
  
  ci::gl::popModelView();
}
开发者ID:masashi37,项目名称:DowaProject,代码行数:13,代码来源:Cinderella.cpp


示例8: draw

// Render
void MeshApp::draw()
{

	// Set up window
	gl::clear( ColorAf::black(), true );
	gl::setMatrices( mCamera );
	gl::color( ColorAf::white() );

	// Check texture and VBO
	if ( mTextureDepth && mTextureColor && mVboMesh ) {

		// Position world
		gl::pushMatrices();
		gl::scale( -1.0f, -1.0f, -1.0f );
		gl::rotate( mRotation );

		// Bind textures
		mTextureDepth.bind( 0 );
		mTextureColor.bind( 1 );
		
		// Bind and configure shader
		mShader.bind();
		mShader.uniform( "brightTolerance",	mBrightTolerance 						);
		mShader.uniform( "eyePoint",		mEyePoint 								);
		mShader.uniform( "lightAmbient",	mLightAmbient 							);
		mShader.uniform( "lightDiffuse",	mLightDiffuse 							);
		mShader.uniform( "lightPosition",	mLightPosition 							);
		mShader.uniform( "lightSpecular",	mLightSpecular 							);
		mShader.uniform( "positions",		0 										);
		mShader.uniform( "scale",			mScale 									);
		mShader.uniform( "showColor",		mShowColor 								);
		mShader.uniform( "shininess",		mLightShininess 						);
		mShader.uniform( "Color",			1 										);
		mShader.uniform( "ColorOffset",		Vec2f( mColorOffsetX, mColorOffsetY )	);
		mShader.uniform( "uvmix",			mMeshUvMix								);

		// Draw VBO
		gl::draw( mVboMesh );

		// Stop drawing
		mShader.unbind();
		mTextureDepth.unbind();
		mTextureColor.unbind();
		gl::popMatrices();

	}

	// Draw params
	params::InterfaceGl::draw();

}
开发者ID:Asteral,项目名称:Cinder-KinectSdk,代码行数:52,代码来源:MeshApp.cpp


示例9: init

void SpriteSheet::init(ci::gl::Texture spriteImage, std::string xmlPath, int DataFormat){
		__spriteData = SpriteDataParser::parseSpriteData(xmlPath, DataFormat);
		__spriteImage = spriteImage;
		__currentFrame = 0;
		__totalFrames = __spriteData.size();
		__textureWidth = spriteImage.getWidth();
		__textureHeight = spriteImage.getHeight();

		x = 0;
		y = 0;
		scale = 1.0f;
		rotation = 0.0f;
		alpha = 1.0f;

}
开发者ID:proalias,项目名称:ee_app,代码行数:15,代码来源:SpriteSheet.cpp


示例10: unbindTexture

void BulletTestApp::unbindTexture( uint32_t index )
{
	if ( mTest > 4 ) {
		if ( index == 0 ) {
			mTexTerrain.unbind();
		} else {
			if ( mTest < 7 ) {
				mTexSphere.unbind();
			}
		}
	} else {
		if ( ( ( mTest == 0 || mTest == 3 ) && index > 0 ) || mTest == 1 ) {
			mTexSquare.unbind();
		}
	}
}
开发者ID:bgbotond,项目名称:Cinder-Bullet,代码行数:16,代码来源:BulletTestApp.cpp


示例11: update

void ClientApp::update()
{
	mClient.poll();

	mFrameRate = getFrameRate();

	if ( mFullScreen != isFullScreen() ) {
		setFullScreen( mFullScreen );
	}

	double e = getElapsedSeconds();
	if ( mPing && e - mPingTime > 3.0 ) {
		mClient.ping();
		mPingTime = e;
	}

	if ( mTextPrev != mText ) {
		mTextPrev = mText;
		if ( mText.empty() ) {
			mTexture.reset();
		} else {
			TextBox tbox = TextBox().alignment( TextBox::CENTER ).font( mFont ).size( Vec2i( mSize.x, TextBox::GROW ) ).text( mText );
			tbox.setColor( ColorAf( 1.0f, 0.8f, 0.75f, 1.0f ) );
			tbox.setBackgroundColor( ColorAf::black() );
			tbox.setPremultiplied( false );
			mSize.y		= tbox.measure().y;
			mTexture	= gl::Texture( tbox.render() );
		}
	}
}
开发者ID:araid,项目名称:Cinder-WebSocketPP,代码行数:30,代码来源:ClientApp.cpp


示例12: onVideoData

// Receives video data
void SkeletonBitmapApp::onVideoData( Surface8u surface, const DeviceOptions &deviceOptions )
{
	if ( mTexture ) {
		mTexture.update( surface );
	} else {
		mTexture = gl::Texture( surface );
	}
}
开发者ID:joshuajnoble,项目名称:Cinder-KinectSdk,代码行数:9,代码来源:SkeletonBitmapApp.cpp


示例13: setup

void BulletTestApp::setup()
{
	mDragging	= false;
	mFrameRate	= 0.0f;
	mTest		= 9;
	mTestPrev	= mTest;

	// Set up lighting
	mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
	mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() );
	mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) );
	mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) );
	mLight->enable();

	// Load meshes
	loadModels();

	// Create a Bullet dynamics world
	mWorld = bullet::createWorld();

	// Load texture
	mTexSquare	= gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) );
	mTexSphere	= gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) );
	mTexTerrain	= gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) );
	mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT );
	mTexTerrain.unbind();

	// Init terrain pointer
	mTerrain = 0;

	// Parameters
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 120 ) );
	mParams.addParam( "Frame Rate",		&mFrameRate,								"", true );
	mParams.addParam( "Test",			&mTest,										"min=0 max=9 step=1 keyDecr=t keyIncr=T" ); 
	mParams.addButton( "Drop",			bind( &BulletTestApp::drop, this ),			"key=space" );
	mParams.addButton( "Screen shot",	bind( &BulletTestApp::screenShot, this ),	"key=s" );
	mParams.addButton( "Quit",			bind( &BulletTestApp::quit, this ),			"key=q" );

	// Initialize
	initTest();

	// Run first resize to initialize view
	resize( ResizeEvent( getWindowSize() ) );

}
开发者ID:degatt2,项目名称:Cinder-Bullet,代码行数:45,代码来源:BulletTestApp.cpp


示例14: draw

void FloorView::draw()
{

	const ci::gl::Texture fbotex = fbo.getTexture();
	
	gl::enableAdditiveBlending(); 

	fbotex.enableAndBind(); 

	//draw fbo with shader
	shader->bind();
	shader->uniform( "alpha", alpha->value() );
	drawQuad();
	shader->unbind(); 
	fbotex.unbind(); 

	gl::enableAlphaBlending(); 
}
开发者ID:trippedout,项目名称:argos,代码行数:18,代码来源:FloorView.cpp


示例15: setup

void BulletTestApp::setup()
{

	// Set test mode
	mTest = 0;
	mTestPrev = mTest;

	// Set up lighting
	mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
	mLight->setDirection( Vec3f( 0.0f, 0.1f, 0.3f ).normalized() );
	mLight->setAmbient( ColorAf( 0.2f, 0.2f, 0.2f, 1.0f ) );
	mLight->setDiffuse( ColorAf( 1.0f, 1.0f, 1.0f, 1.0f ) );
	mLight->enable();

	// Load meshes
	loadModels();

	// Create a Bullet dynamics world
	mWorld = bullet::createWorld();

	// Load texture
	mTexSquare = gl::Texture( loadImage( loadResource( RES_TEX_SQUARE ) ) );
	mTexSphere = gl::Texture( loadImage( loadResource( RES_TEX_SPHERE ) ) );
	mTexTerrain = gl::Texture( loadImage( loadResource( RES_TEX_TERRAIN ) ) );
	mTexTerrain.setWrap( GL_REPEAT, GL_REPEAT );
	mTexTerrain.unbind();

	// Init terrain pointer
	mTerrain = 0;

	// Parameters
	mFrameRate = 0.0f;
	mParams = params::InterfaceGl( "Params", Vec2i( 150, 100) );
	mParams.addParam( "Frame Rate", &mFrameRate, "", true );
	mParams.addParam( "Test", &mTest, "min=0 max=7 step=1 keyDecr=d keyIncr=D" ); 

	// Initialize
	initTest();

	// Run first resize to initialize view
	resize( ResizeEvent( getWindowSize() ) );

}
开发者ID:bgbotond,项目名称:Cinder-Bullet,代码行数:43,代码来源:BulletTestApp.cpp


示例16: ImageButtonSpriteRef

KeyBackground::KeyBackground(const Vec2f& initPosition, const ci::gl::Texture& closeKeyboard, const ci::ColorA& color)	
	:alphaColorPlashka(0.0f),
	showing(false),
	initPosition(initPosition),
	plashkaHeight(592.0f),
	bgHeight(1920.0f - 592.0f - initPosition.x),
	closeKeyboard(closeKeyboard)
{
#ifdef PORTRAIT_RES
	auto positionY = 885.0f - closeKeyboard.getHeight() * 0.5f;
#else
	auto positionY = 600.0f - closeKeyboard.getHeight() * 0.5f;
#endif

	auto positionX = (1080.0f - closeKeyboard.getWidth()) * 0.5f;

	btn = ImageButtonSpriteRef(new ImageButtonSprite(closeKeyboard));
	btn->setPosition(initPosition + Vec2f(positionX, positionY));
	addChild(btn);
	mainColor = color;
}
开发者ID:20SecondsToSun,项目名称:KUBIK,代码行数:21,代码来源:KeyBackground.cpp


示例17: draw

void MovieLoaderTestApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) );
	
	if (!mMovieSelected) return;
	
	if (mTexture) {
		Rectf centeredRect = Rectf( mTexture.getBounds() ).getCenteredFit( getWindowBounds(), true );
		gl::draw(mTexture, centeredRect);
	}
}
开发者ID:jihyunlee,项目名称:Cinder-AvfImpl,代码行数:12,代码来源:MovieLoaderTest.cpp


示例18: draw

// Render
void SkeletonBitmapApp::draw()
{

	// Clear window
	gl::setViewport( getWindowBounds() );
	gl::clear();
	gl::setMatricesWindow( getWindowSize() );

	// We're capturing
	if ( mKinect->isCapturing() && mTexture ) {
		
		// Draw color image
		gl::color( ColorAf::white() );
		gl::draw( mTexture, getWindowBounds() );
		
		// Scale skeleton to fit
		gl::pushMatrices();
		gl::scale( Vec2f( getWindowSize() ) / Vec2f( mTexture.getSize() ) );

		// Iterate through skeletons
		uint32_t i = 0;
		for ( vector<Skeleton>::const_iterator skeletonIt = mSkeletons.cbegin(); skeletonIt != mSkeletons.cend(); ++skeletonIt, i++ ) {

			// Set color
			gl::color( mKinect->getUserColor( i ) );

			// Draw bones and joints
			for ( Skeleton::const_iterator boneIt = skeletonIt->cbegin(); boneIt != skeletonIt->cend(); ++boneIt ) {
				
				// Get joint positions 
				const Bone& bone		= boneIt->second;
				Vec3f position			= bone.getPosition();
				Vec3f destination		= skeletonIt->at( bone.getStartJoint() ).getPosition();
				Vec2f positionScreen	= Vec2f( mKinect->getSkeletonVideoPos( position ) );
				Vec2f destinationSceen	= Vec2f( mKinect->getSkeletonVideoPos( destination ) );

				// Draw bone
				gl::drawLine( positionScreen, destinationSceen );

				// Draw joint
				gl::drawSolidCircle( positionScreen, 10.0f, 16 );

			}

		}

		gl::popMatrices();

	}

}
开发者ID:joshuajnoble,项目名称:Cinder-KinectSdk,代码行数:52,代码来源:SkeletonBitmapApp.cpp


示例19: draw

void LocationOrbitalOverlay::draw()
{

	const ci::gl::Texture fbotex = mFbo->getTexture();
	
	gl::enableAdditiveBlending(); 
	
	mShader->bind();
	
	fbotex.bind(0); 
	mSphereAlpha->getTexture()->bind(1);

	mShader->uniform("mapTexture", 0);
	mShader->uniform("alphaTexture", 1);

	drawQuad();
	
	fbotex.unbind(0);
	mSphereAlpha->getTexture()->unbind(1);

	mShader->unbind();

	gl::enableAlphaBlending(); 
}
开发者ID:trippedout,项目名称:argos,代码行数:24,代码来源:LocationOrbitalOverlay.cpp


示例20: chan

void Fluid2DBasicApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) ); 

	Channel32f chan( mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(float), 1, const_cast<float*>( mFluid2D.density().data() ) );

	if( ! mTex ) {
		mTex = gl::Texture( chan );
	} else {
		mTex.update( chan );
	}
	gl::color( Color( 1, 1, 1 ) );
	gl::draw( mTex, getWindowBounds() );

	mParams.draw();
}
开发者ID:fieldOfView,项目名称:CinderFx,代码行数:17,代码来源:Fluid2DBasicApp.cpp



注:本文中的ci::gl::Texture类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C++ params::InterfaceGl类代码示例发布时间:2022-05-31
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