本文整理汇总了C++中vsx_module_param_texture类的典型用法代码示例。如果您正苦于以下问题:C++ vsx_module_param_texture类的具体用法?C++ vsx_module_param_texture怎么用?C++ vsx_module_param_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_module_param_texture类的7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: 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2: output
void output(vsx_module_param_abs* param)
{
vsx_texture** t_a;
t_a = texture_a_in->get_addr();
vsx_texture** t_b;
t_b = texture_b_in->get_addr();
if (t_a && t_b) {
((vsx_module_param_texture*)texture_a_out)->set(*t_a);
((vsx_module_param_texture*)texture_b_out)->set(*t_b);
}
if (fade_pos_from_engine->get() != 0.0f)
{
fade_pos_out->set(fade_pos_in->get());
} else
{
fade_pos_out->set((float)fmod(engine->real_vtime, 1.0f));
}
}
开发者ID:datar-pl,项目名称:vsxu,代码行数:18,代码来源:main.cpp
示例3: 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4: start
void start()
{
texture = new vsx_texture;
texture->init_color_depth_buffer(res_x,res_x);
texture->valid = false;
texture_result->set(texture);
}
开发者ID:Spartan190,项目名称:vsxu,代码行数:7,代码来源:main.cpp
示例5: start
void start() {
which_buffer = false;
texture = new vsx_texture;
texture->init_buffer(res_x,res_x);
texture->valid = false;
texture_result->set(texture);
texture2 = new vsx_texture;
texture2->init_buffer(res_x,res_x);
texture2->valid = false;
}
开发者ID:datar-pl,项目名称:vsxu,代码行数:13,代码来源:main.cpp
示例6: run
void run() {
texture = texture_in->get_addr();
if (texture) {
(*texture)->bind();
GLint components;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_COMPONENTS,&components);
//printf("components: %d\n",components);
GLint pack;
glGetIntegerv(GL_PACK_ALIGNMENT,&pack);
// printf("pack: %d\n",pack);
if (pack == 4) {
GLint width;
GLint height;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&width);
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&height);
// printf("height: %d\n",height);
if (bitm.size_x != (unsigned int)width || bitm.size_y != (unsigned int)height) {
// printf("allocating new memory\n");
// printf("height: %d\n",height);
if (bitm.data) delete[] (vsx_bitmap_32bt*)bitm.data;
bitm.data = new vsx_bitmap_32bt[width*height];
bitm.size_x = width;
bitm.size_y = height;
}
//printf("bwidth: %d\n",width);
glGetTexImage(GL_TEXTURE_2D,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
bitm.data);
//printf("bdata: %d\n",(unsigned int)bitm.data[0]);
bitm.valid = true;
++bitm.timestamp;
result1->set_p(bitm);
}
(*texture)->_bind();
}
}
开发者ID:Spartan190,项目名称:vsxu,代码行数:39,代码来源:main.cpp
示例7: 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 (depth_buffer_in->connected && depth_buffer_in->valid)
{
vsx_texture* depth_in = depth_buffer_in->get();
if ( depth_buffer_in_int != depth_in->texture_info.ogl_id )
{
depth_buffer_in_int = depth_in->texture_info.ogl_id;
rebuild = true;
}
// check if the sizes differ, if they do we can't proceed
} else
{
if (0 != depth_buffer_in_int) rebuild = true;
depth_buffer_in_int = 0;
}
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;
};
if (
depth_buffer_in_int != 0
)
{
vsx_texture* depth_in = depth_buffer_in->get();
//.........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_module_param_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