本文整理汇总了C++中vsx_texture类的典型用法代码示例。如果您正苦于以下问题:C++ vsx_texture类的具体用法?C++ vsx_texture怎么用?C++ vsx_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vsx_texture类的8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: start
void start() {
which_buffer = false;
texture = new vsx_texture;
texture->init_color_depth_buffer(res_x,res_x);
texture->valid = false;
texture_result->set(texture);
texture2 = new vsx_texture;
texture2->init_color_depth_buffer(res_x,res_x);
texture2->valid = false;
}
开发者ID:Spartan190,项目名称:vsxu,代码行数:12,代码来源:main.cpp
示例2: run
void vsx_module_texture_rotate::run() {
//printf("rotate_begin\n");
vsx_texture** texture_info_in = texture_info_param_in->get_addr();
//printf("validness: %d\n",texture_info_param_in->valid);
// if (texture_info_in->valid)
if (texture_info_in)
{
texture_out->valid = (*texture_info_in)->valid;
// if (texture_info_in->texture_info) {
texture_out->texture_info = (*texture_info_in)->texture_info;
// }
float x = rotation_axis->get(0);
float y = rotation_axis->get(1);
float z = rotation_axis->get(2);
float a = rotation_angle->get()*360;
vsx_transform_obj* prev_transform = (*texture_info_in)->get_transform();
transform.set_previous_transform(prev_transform);
transform.update(a, x, y, z);
// if (texture_out)
texture_out->set_transform(&transform);
((vsx_module_param_texture*)texture_result)->set(texture_out);
} else {
//printf("fooble\n");
texture_result->valid = false;
}
}
开发者ID:datar-pl,项目名称:vsxu,代码行数:30,代码来源:main.cpp
示例3: deactivate_offscreen
void deactivate_offscreen()
{
if ( atof((char*)glGetString(GL_VERSION)) >= 2.0 )
glUseProgram(glsl_prog);
else
glUseProgramObjectARB(glsl_prog);
if (!which_buffer || support_feedback_int == 0)
{
if (texture)
{
texture->end_capture_to_buffer();
texture->valid = true;
}
((vsx_module_param_texture*)texture_result)->set(texture);
}
else
{
if (texture2)
{
texture2->end_capture_to_buffer();
texture2->valid = true;
}
((vsx_module_param_texture*)texture_result)->set(texture2);
}
which_buffer = !which_buffer;
#if defined(VSXU_OPENGL_ES) || defined (__APPLE__)
//printf("resetting viewport to %d %d %d %d\n",viewport[0],viewport[1],viewport[2],viewport[3]);
glViewport(viewport[0],viewport[1],viewport[2],viewport[3]);
#endif
}
开发者ID:molton,项目名称:vsxu,代码行数:33,代码来源:main.cpp
示例4: stop
void stop() {
if (texture) {
texture->deinit_buffer();
#ifdef VSXU_DEBUG
printf("deleting texture\n");
#endif
delete texture;
texture = 0;
if (allocate_second_texture && texture2) {
texture2->deinit_buffer();
delete texture2;
texture2 = 0;
}
}
}
开发者ID:datar-pl,项目名称:vsxu,代码行数:16,代码来源:main.cpp
示例5: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
texture_a_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_a_in");
texture_b_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_b_in");
fade_pos_from_engine = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_from_engine");
fade_pos_in = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_in");
fade_pos_out = (vsx_module_param_float*)out_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_out");
fade_pos_out->set(0.0f);
texture_a_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_a_out");
texture_b_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_b_out");
ab.bpp = 4;
ab.bformat = GL_RGBA;
ab.size_x = ab.size_y = 2;
ab.data = new vsx_bitmap_32bt[4];
((vsx_bitmap_32bt*)ab.data)[0] = 0xFFFF0000;
((vsx_bitmap_32bt*)ab.data)[1] = 0xFF000000;
((vsx_bitmap_32bt*)ab.data)[2] = 0xFF000000;
((vsx_bitmap_32bt*)ab.data)[3] = 0xFFFF0000;
ab.valid = true;
bb.bpp = 4;
bb.bformat = GL_RGBA;
bb.size_x = bb.size_y = 2;
bb.data = new vsx_bitmap_32bt[4];
((vsx_bitmap_32bt*)bb.data)[0] = 0xFF000000;
((vsx_bitmap_32bt*)bb.data)[1] = 0xFF0000FF;
((vsx_bitmap_32bt*)bb.data)[2] = 0xFF0000FF;
((vsx_bitmap_32bt*)bb.data)[3] = 0xFF000000;
bb.valid = true;
texture_a.locked = true;
texture_a.init_opengl_texture();
texture_b.locked = true;
texture_b.init_opengl_texture();
texture_a.upload_ram_bitmap(&ab,false);
texture_b.upload_ram_bitmap(&bb,false);
texture_a_out->set(&texture_a);
texture_b_out->set(&texture_b);
}
开发者ID:datar-pl,项目名称:vsxu,代码行数:44,代码来源:main.cpp
示例6: stop
void stop()
{
if (texture)
{
texture->deinit_buffer();
#ifdef VSXU_DEBUG
printf("deleting texture\n");
#endif
delete texture;
texture = 0;
}
}
开发者ID:Spartan190,项目名称:vsxu,代码行数:12,代码来源:main.cpp
示例7: activate_offscreen
bool activate_offscreen() {
//printf("ac1\n");
//printf("activate offscreen\n");
//glGetIntegerv(GL_VIEWPORT, viewport);
//printf("old viewport is %d %d %d %d\n",viewport[0],viewport[1],viewport[2],viewport[3]);
#if defined(VSXU_OPENGL_ES) || defined (__APPLE__)
glGetIntegerv (GL_VIEWPORT, viewport);
#endif
bool rebuild = false;
if (alpha_channel->get() != alpha_channel_int)
{
alpha_channel_int = alpha_channel->get();
rebuild = true;
}
if (float_texture->get() != float_texture_int)
{
float_texture_int = float_texture->get();
rebuild = true;
}
if (texture_size->get() >= 10)
{
glGetIntegerv (GL_VIEWPORT, viewport);
int t_res_x = abs(viewport[2] - viewport[0]);
int t_res_y = abs(viewport[3] - viewport[1]);
if (texture_size->get() == 10) {
if (t_res_x != res_x || t_res_y != res_y) rebuild = true;
}
if (texture_size->get() == 11) {
if (t_res_x / 2 != res_x || t_res_y / 2 != res_y) rebuild = true;
}
if (texture_size->get() == 12) {
if (t_res_x / 4 != res_x || t_res_y / 4 != res_y) rebuild = true;
}
if (texture_size->get() == 13) {
if (t_res_x * 2 != res_x || t_res_y * 2 != res_y) rebuild = true;
}
if (texture_size->get() == 14) {
if (t_res_x * 4 != res_x || t_res_y * 4 != res_y) rebuild = true;
}
}
if (texture_size->get() != tex_size_internal || rebuild) {
//printf("generating new framebuffer\n");
tex_size_internal = texture_size->get();
switch (tex_size_internal) {
case 0: res_y = res_x = 2048; break;
case 1: res_y = res_x = 1024; break;
case 2: res_y = res_x = 512; break;
case 3: res_y = res_x = 256; break;
case 4: res_y = res_x = 128; break;
case 5: res_y = res_x = 64; break;
case 6: res_y = res_x = 32; break;
case 7: res_y = res_x = 16; break;
case 8: res_y = res_x = 8; break;
case 9: res_y = res_x = 4; break;
case 10: res_x = abs(viewport[2] - viewport[0]); res_y = abs(viewport[3] - viewport[1]); break;
case 11: res_x = abs(viewport[2] - viewport[0]) / 2; res_y = abs(viewport[3] - viewport[1]) / 2; break;
case 12: res_x = abs(viewport[2] - viewport[0]) / 4; res_y = abs(viewport[3] - viewport[1]) / 4; break;
case 13: res_x = abs(viewport[2] - viewport[0]) * 2; res_y = abs(viewport[3] - viewport[1]) * 2; break;
case 14: res_x = abs(viewport[2] - viewport[0]) * 4; res_y = abs(viewport[3] - viewport[1]) * 4; break;
};
texture->reinit_buffer(res_x, res_y,float_texture->get(),alpha_channel->get());
if (support_feedback->get())
texture2->reinit_buffer(res_x, res_y, float_texture->get(),alpha_channel->get());
}
if (!which_buffer || support_feedback->get() == 0)
texture->begin_capture();
else
texture2->begin_capture();
//printf("changing viewport to %d\n",res_x);
glViewport(0,0,res_x,res_y);
glDepthMask(GL_TRUE);
//glDisable(GL_DEPTH_TEST);
glClearColor(clear_color->get(0),clear_color->get(1),clear_color->get(2),clear_color->get(3));
//printf("clear buffer\n");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
//#ifdef __APPLE__
glEnable(GL_BLEND);
//#endif
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&glsl_prog);
glUseProgram(0);
//glBlendFunc(GL_SRC_ALPHA,GL_ONE);
loading_done = true;
return true;
};
开发者ID:datar-pl,项目名称:vsxu,代码行数:98,代码来源:main.cpp
示例8: activate_offscreen
bool activate_offscreen() {
#if defined(VSXU_OPENGL_ES) || defined (__APPLE__)
glGetIntegerv (GL_VIEWPORT, viewport);
#endif
bool rebuild = false;
if (alpha_channel->get() != alpha_channel_int)
{
alpha_channel_int = alpha_channel->get();
rebuild = true;
}
if (float_texture->get() != float_texture_int)
{
float_texture_int = float_texture->get();
rebuild = true;
}
if (multisample->get() != multisample_int)
{
multisample_int = multisample->get();
rebuild = true;
}
if (multisample->get() != multisample_int)
{
multisample_int = multisample->get();
rebuild = true;
}
if (texture_size->get() >= 10)
{
glGetIntegerv (GL_VIEWPORT, viewport);
int t_res_x = abs(viewport[2] - viewport[0]);
int t_res_y = abs(viewport[3] - viewport[1]);
if (texture_size->get() == 10) {
if (t_res_x != res_x || t_res_y != res_y) rebuild = true;
}
if (texture_size->get() == 11) {
if (t_res_x / 2 != res_x || t_res_y / 2 != res_y) rebuild = true;
}
if (texture_size->get() == 12) {
if (t_res_x / 4 != res_x || t_res_y / 4 != res_y) rebuild = true;
}
if (texture_size->get() == 13) {
if (t_res_x * 2 != res_x || t_res_y * 2 != res_y) rebuild = true;
}
if (texture_size->get() == 14) {
if (t_res_x * 4 != res_x || t_res_y * 4 != res_y) rebuild = true;
}
}
if (texture_size->get() != tex_size_internal || rebuild)
{
//printf("generating new framebuffer\n");
tex_size_internal = texture_size->get();
switch (tex_size_internal) {
case 0: res_y = res_x = 2048; break;
case 1: res_y = res_x = 1024; break;
case 2: res_y = res_x = 512; break;
case 3: res_y = res_x = 256; break;
case 4: res_y = res_x = 128; break;
case 5: res_y = res_x = 64; break;
case 6: res_y = res_x = 32; break;
case 7: res_y = res_x = 16; break;
case 8: res_y = res_x = 8; break;
case 9: res_y = res_x = 4; break;
case 10: res_x = abs(viewport[2] - viewport[0]); res_y = abs(viewport[3] - viewport[1]); break;
case 11: res_x = abs(viewport[2] - viewport[0]) / 2; res_y = abs(viewport[3] - viewport[1]) / 2; break;
case 12: res_x = abs(viewport[2] - viewport[0]) / 4; res_y = abs(viewport[3] - viewport[1]) / 4; break;
case 13: res_x = abs(viewport[2] - viewport[0]) * 2; res_y = abs(viewport[3] - viewport[1]) * 2; break;
case 14: res_x = abs(viewport[2] - viewport[0]) * 4; res_y = abs(viewport[3] - viewport[1]) * 4; break;
};
texture->reinit_color_depth_buffer
(
res_x,
res_y,
float_texture_int,
alpha_channel_int,
multisample_int
);
}
texture->begin_capture_to_buffer();
//printf("changing viewport to %d\n",res_x);
glViewport(0,0,res_x,res_y);
glDepthMask(GL_TRUE);
glEnable(GL_BLEND);
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&glsl_prog);
if ( atof((char*)glGetString(GL_VERSION)) >= 2.0 )
//.........这里部分代码省略.........
开发者ID:Spartan190,项目名称:vsxu,代码行数:101,代码来源:main.cpp
注:本文中的vsx_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。 |
请发表评论