本文整理汇总了C++中vsx_module_param_int类的典型用法代码示例。如果您正苦于以下问题:C++ vsx_module_param_int类的具体用法?C++ vsx_module_param_int怎么用?C++ vsx_module_param_int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_int类的13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: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
my_render = (vsx_module_param_render*)in_parameters.create(VSX_MODULE_PARAM_ID_RENDER, "render_in",false,false);
res_x = 512;
float_texture = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "float_texture");
float_texture->set(0);
float_texture_int = 0;
alpha_channel = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "alpha_channel");
alpha_channel->set(1);
alpha_channel_int = 1;
multisample = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "multisample");
multisample_int = 0;
texture_size = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "texture_size");
texture_size->set(2);
tex_size_internal = -1;
texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"color_buffer");
depth_buffer_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"depth_buffer");
depth_buffer_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"depth_buffer");
depth_buffer_in_int = 0;
start();
}
开发者ID:Spartan190,项目名称:vsxu,代码行数:28,代码来源:main.cpp
示例2: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
my_render = (vsx_module_param_render*)in_parameters.create(VSX_MODULE_PARAM_ID_RENDER, "render_in",false,false);
res_x = 512;
support_feedback = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "support_feedback");
support_feedback->set(1);
float_texture = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "float_texture");
float_texture->set(0);
float_texture_int = 0;
alpha_channel = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "alpha_channel");
alpha_channel->set(1);
alpha_channel_int = 1;
clear_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "clear_color");
clear_color->set(0,0);
clear_color->set(0,1);
clear_color->set(0,2);
clear_color->set(1,3);
texture_size = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "texture_size");
texture_size->set(2);
tex_size_internal = -1;
texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_out");
allocate_second_texture = true;
start();
}
开发者ID:datar-pl,项目名称:vsxu,代码行数:31,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)
{
filename = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING,"filename");
filename->set("");
//load_avi_file();
drive = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"drive");
drive->set(0);
time = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT,"time");
result1 = (vsx_module_param_bitmap*)out_parameters.create(VSX_MODULE_PARAM_ID_BITMAP,"bitmap");
result1->set_p(bitm);
work_bitmap = &bitm;
bitm.data = 0;
bitm.bpp = 3;
bitm.bformat = GL_RGBA;
bitm.valid = false;
bitm_timestamp = bitm.timestamp = rand();
need_to_rebuild = true;
previous_frame = -1;
}
开发者ID:ChunhuiWu,项目名称:vsxu,代码行数:21,代码来源:main.cpp
示例4: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
{
declare_run = false;
size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "size");
size->set(1.0f);
angle = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "angle");
angle->set(0.0f);
text_in = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING, "text_in");
text_in->set("Vovoid VSX Ultra");
text_in->updates = 1;
font_in = (vsx_module_param_resource*)in_parameters.create(VSX_MODULE_PARAM_ID_RESOURCE, "font_in");
font_in->set("resources/fonts/pala.ttf");
cur_font = "";
limit_line = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "limit_line");
limit_line->set(-1.0f);
leading = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "leading");
leading->set(1.0f);
glyph_size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "glyph_size");
glyph_size->set(24.0f);
cur_glyph_size = 24.0f;
render_type = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"render_type");
render_type->set(0);
align = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"align");
align->set(0);
cur_render_type = 0;
ftfont = 0;
ftfont2 = 0;
rotation_axis = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "rotation_axis");
rotation_axis->set(0.0f, 0);
rotation_axis->set(1.0f, 1);
rotation_axis->set(0.0f, 2);
red = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "red");
red->set(1.0f);
green = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "green");
green->set(1.0f);
blue = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "blue");
blue->set(1.0f);
text_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "text_alpha");
text_alpha->set(1.0);
outline_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_alpha");
outline_alpha->set(0.5);
outline_thickness = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_thickness");
outline_thickness->set(3.0);
outline_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "outline_color");
outline_color->set(0.0f, 0);
outline_color->set(0.0f, 1);
outline_color->set(0.0f, 2);
outline_color->set(0.0f, 3);
render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out");
render_result->set(0);
declare_run = true;
gl_state = vsx_gl_state::get();
}
开发者ID:vovoid,项目名称:vsxu,代码行数:63,代码来源:main_render.text.cpp
示例5: setup_font
void setup_font()
{
if
(
(cur_font != font_in->get()) ||
(cur_render_type !=render_type->get()) ||
(cur_glyph_size != glyph_size->get())
)
{
vsx::file *fp;
if ((fp = engine_state->filesystem->f_open(font_in->get().c_str())) == NULL)
{
printf("font not found: %s\n",cur_font.c_str());
return;
}
cur_font = font_in->get();
cur_render_type = render_type->get();
cur_glyph_size = glyph_size->get();
if (ftfont) {
delete ftfont;
ftfont = 0;
}
if (ftfont2) {
delete ftfont2;
ftfont2 = 0;
}
unsigned long size = engine_state->filesystem->f_get_size(fp);
char* fdata = (char*)malloc(size);
unsigned long bread = engine_state->filesystem->f_read((void*)fdata, size, fp);
if (bread == size)
{
switch (cur_render_type)
{
case 0:
ftfont = new FTGLTextureFont((unsigned char*)fdata, size);
break;
case 1:
ftfont = new FTGLPolygonFont((unsigned char*)fdata, size);
ftfont2 = new FTGLOutlineFont((unsigned char*)fdata, size);
break;
}
ftfont->FaceSize((unsigned int)round(cur_glyph_size));
ftfont->CharMap(ft_encoding_unicode);
if (ftfont2) {
ftfont2->FaceSize((unsigned int)round(cur_glyph_size));
ftfont2->CharMap(ft_encoding_unicode);
}
loading_done = true;
}
engine_state->filesystem->f_close(fp);
}
}
开发者ID:vovoid,项目名称:vsxu,代码行数:53,代码来源:main_render.text.cpp
示例6: deactivate_offscreen
void deactivate_offscreen() {
glUseProgram(glsl_prog);
if (!which_buffer || support_feedback->get() == 0)
{
if (texture)
{
texture->end_capture();
texture->valid = true;
}
((vsx_module_param_texture*)texture_result)->set(texture);
}
else
{
if (texture2)
{
texture2->end_capture();
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:datar-pl,项目名称:vsxu,代码行数:29,代码来源:main.cpp
示例7: output
// this is run for each connection to this in-param.
void output(vsx_module_param_abs* param)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// translation
glTranslatef(position->get(0),position->get(1),position->get(2));
// rotation
glRotatef(
(float)angle->get()*360,
rotation_axis->get(0),
rotation_axis->get(1),
rotation_axis->get(2)
);
// scaling
glScalef(size->get(0), size->get(1), size->get(2));
// color
glColor4f(
color_rgb->get(0),
color_rgb->get(1),
color_rgb->get(2),
color_rgb->get(3)
);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glTexCoord2f(1.0f,1.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f( 1.0f, -1.0f, 0.0f);
glEnd();
if (border->get())
{
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.5);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_LINE_STRIP);
glColor3f(0, 0, 0);
glVertex3f(-2, -0.4f, 0);
glVertex3f(-2, -0.2f, 0);
glVertex3f( 2, -0.2f, 0);
glVertex3f( 2, -0.4f, 0);
glVertex3f(-2, -0.4f, 0);
glEnd();
}
glPopMatrix();
render_result->set(1);
loading_done = true;
}
开发者ID:CJFocke,项目名称:vsxu,代码行数:56,代码来源:main.cpp
示例8: run
void run() {
texture_out = texture_info_param_in->get_addr();
if (texture_out)
{
if (param_updates)
{
(*texture_out)->bind();
#ifdef VSXU_OPENGL_ES
if (GL_EXT_texture_filter_anisotropic)
#endif
#ifndef VSXU_OPENGL_ES
if (GLEW_EXT_texture_filter_anisotropic)
#endif
{
float rMaxAniso;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &rMaxAniso);
if (anisotropic_filter->get())
glTexParameterf((*texture_out)->texture_info.ogl_type, GL_TEXTURE_MAX_ANISOTROPY_EXT, rMaxAniso);
else
glTexParameterf((*texture_out)->texture_info.ogl_type, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
}
float vals[4];
vals[0] = border_color->get(0);
vals[1] = border_color->get(1);
vals[2] = border_color->get(2);
vals[3] = border_color->get(3);
glTexParameteri((*texture_out)->texture_info.ogl_type,GL_TEXTURE_MIN_FILTER, tex_filter[min_filter->get()]);
glTexParameteri((*texture_out)->texture_info.ogl_type,GL_TEXTURE_MAG_FILTER, tex_filter[mag_filter->get()]);
#ifndef VSXU_OPENGL_ES
glTexParameterfv((*texture_out)->texture_info.ogl_type, GL_TEXTURE_BORDER_COLOR, vals);
#endif
glTexParameteri((*texture_out)->texture_info.ogl_type, GL_TEXTURE_WRAP_T, tex_wrap[wrap_t->get()]);
glTexParameteri((*texture_out)->texture_info.ogl_type, GL_TEXTURE_WRAP_S, tex_wrap[wrap_s->get()]);
(*texture_out)->_bind();
--param_updates;
}
((vsx_module_param_texture*)texture_result)->set(*texture_out);
} else {
texture_result->valid = false;
}
}
开发者ID:datar-pl,项目名称:vsxu,代码行数:45,代码来源:main.cpp
示例9: run
void run()
{
if (drive->get() == 0)
current_frame = (int)(engine->vtime * get_frame_rate());
else
current_frame = (int)(time->get() * get_frame_rate());
if (current_frame != previous_frame) {
//printf("r-");
bitm.data=(long unsigned int*)get_frame_data(current_frame);
bitm.timestamp++;
previous_frame = current_frame;
// printf("t-");
}
if (bitm.valid && bitm_timestamp != bitm.timestamp)
{
bitm_timestamp = bitm.timestamp;
result1->set(bitm);
loading_done = true;
}
if (current_frame>num_frames) current_frame=0;
}
开发者ID:ChunhuiWu,项目名称:vsxu,代码行数:21,代码来源:main.cpp
示例10: 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11: output
void output(vsx_module_param_abs* param)
{
VSX_UNUSED(param);
if (text_in->updates)
{
if (process_lines())
text_in->updates = 0;
}
if (text_alpha->get() <= 0)
return;
if (!ftfont)
{
user_message = "module||error loading font "+cur_font;
return;
}
if (text_in->get() == "_")
return;
float obj_size = size->get();
gl_state->matrix_mode (VSX_GL_MODELVIEW_MATRIX );
gl_state->matrix_push();
gl_state->matrix_rotate_f( (float)angle->get()*360, rotation_axis->get(0), rotation_axis->get(1), rotation_axis->get(2) );
if (obj_size < 0)
obj_size = 0;
gl_state->matrix_scale_f( obj_size*0.8*0.01, obj_size*0.01, obj_size*0.01 );
int l_align = align->get();
float l_leading = leading->get();
float ypos = 0;
if (cur_render_type == 0)
glEnable(GL_TEXTURE_2D);
glColor4f(red->get(),green->get(),blue->get(),text_alpha->get());
for (unsigned long i = 0; i < lines.size(); ++i)
{
float ll = limit_line->get();
if (ll != -1.0f)
{
if (trunc(ll) != i) continue;
}
gl_state->matrix_push();
if (l_align == 0)
{
gl_state->matrix_translate_f( 0, ypos, 0 );
} else
if (l_align == 1)
{
gl_state->matrix_translate_f( -lines[i].size_x*0.5f,ypos,0 );
}
if (l_align == 2)
{
gl_state->matrix_translate_f( -lines[i].size_x,ypos,0 );
}
if (cur_render_type == 1)
{
if (outline_alpha->get() > 0.0f && ftfont2) {
float pre_linew;
pre_linew = gl_state->line_width_get();
gl_state->line_width_set( outline_thickness->get() );
glColor4f(outline_color->get(0),outline_color->get(1),outline_color->get(2),outline_alpha->get()*outline_color->get(3));
ftfont2->Render(lines[i].string.c_str());
gl_state->line_width_set( pre_linew );
}
glColor4f(red->get(),green->get(),blue->get(),text_alpha->get());
}
ftfont->Render(lines[i].string.c_str());
gl_state->matrix_pop();
ypos += l_leading;
}
if (cur_render_type == 0)
glDisable(GL_TEXTURE_2D);
gl_state->matrix_pop();
render_result->set(1);
loading_done = true;
}
开发者ID:vovoid,项目名称:vsxu,代码行数:90,代码来源:main_render.text.cpp
示例12: 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
示例13: run
void run() {
if (filename->get() != current_filename) {
if (!verify_filesuffix(filename->get(),"obj")) {
filename->set(current_filename);
message = "module||ERROR! This is not a OBJ mesh file!";
return;
} else message = "module||ok";
current_filename = filename->get();
vsxf_handle *fp;
//printf("a\n");
if ((fp = engine->filesystem->f_open(current_filename.c_str(), "r")) == NULL)
{
return;
}
char buf[65535];
vsx_string line;
vsx_array<vsx_vector> vertices; //vertices.set_allocation_increment(15000);
vsx_array<vsx_vector> normals; //normals.set_allocation_increment(15000);
vsx_array<vsx_tex_coord> texcoords; //texcoords.set_allocation_increment(15000);
//mesh->data->vertex_tex_coords.reset_used();
mesh->data->clear();
//mesh->data->vertices.set_allocation_increment(15000);
//mesh->data->vertex_normals.set_allocation_increment(15000);
//mesh->data->vertex_tex_coords.set_allocation_increment(15000);
//mesh->data->faces.set_allocation_increment(15000);
int face_cur = 0;
//printf("b\n");
bool found_normals = false;
bool found_texcoords = false;
if (preserve_uv_coords->get()) {
mesh->data->vertices.reset_used();
mesh->data->vertex_tex_coords.reset_used();
mesh->data->vertex_normals.reset_used();
mesh->data->faces.reset_used();
while (engine->filesystem->f_gets(buf,65535,fp)) {
line = buf;
if (line[line.size()-1] == 0x0A) line.pop_back();
if (line[line.size()-1] == 0x0D) line.pop_back();
//printf("reading line: %s\n",line.c_str());
//printf("c\n");
if (line.size()) {
vsx_avector<vsx_string> parts;
vsx_string deli = " ";
explode(line, deli, parts);
if (parts[0] == "v") {
//printf("v\n");
//mesh->data->vertices.push_back(vsx_vector(s2f(parts[1]),s2f(parts[2]),s2f(parts[3])));
vertices.push_back(vsx_vector(s2f(parts[1]),s2f(parts[2]),s2f(parts[3])));
} else
if (parts[0] == "vt") {
//printf("vt\n");
vsx_tex_coord a;
a.s = (s2f(parts[1]));
a.t = (s2f(parts[2]));
//printf("%f :: %f\n",a.s,a.t);
texcoords.push_back(a);
//vsx_vector__(s2f(parts[1]),s2f(parts[2]),s2f(parts[3])));
found_texcoords = true;
} else
if (parts[0] == "vn") {
//printf("vn\n");
//printf("normal\n");
normals.push_back(vsx_vector(s2f(parts[1]),s2f(parts[2]),s2f(parts[3])));
found_normals = true;
//mesh->data->vertex_normals.push_back(vsx_vector__(s2f(parts[1]),s2f(parts[2]),s2f(parts[3])));
} else
if (parts[0] == "f") {
//printf("f1\n");
//printf("face\n");
//if (parts.size() == 4) {
//printf("num texcoords %d\n",texcoords.size());
vsx_face ff;
// vsx_avector<vsx_string> parts2;
vsx_string deli2 = "/";
/* explode(parts[1], deli2, parts2);
ff.c = s2i(parts2[0])-1;
mesh->data->vertex_normals[ff.c] = normals[s2i(parts2[1])-1];
mesh->data->vertex_tex_coords[ff.c] = texcoords[s2i(parts2[1])-1];
explode(parts[2], deli2, parts2);
ff.b = s2i(parts2[0])-1;
mesh->data->vertex_normals[ff.b] = normals[s2i(parts2[1])-1];
mesh->data->vertex_tex_coords[ff.b] = texcoords[s2i(parts2[1])-1];
explode(parts[3], deli2, parts2);
ff.a = s2i(parts2[0])-1;
mesh->data->vertex_normals[ff.a] = normals[s2i(parts2[1])-1];
mesh->data->vertex_tex_coords[ff.a] = texcoords[s2i(parts2[1])-1];*/
vsx_avector<vsx_string> parts2;
explode(parts[1], deli2, parts2);
vsx_avector<vsx_string> parts3;
explode(parts[2], deli2, parts3);
//.........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_int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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