本文整理汇总了C++中vsx_module_param_float4类的典型用法代码示例。如果您正苦于以下问题:C++ vsx_module_param_float4类的具体用法?C++ vsx_module_param_float4怎么用?C++ vsx_module_param_float4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_float4类的11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;
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2: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
{
last_updated = -1.0f;
loading_done = true;
pos = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "pos");
pos->set(0,0);
pos->set(0,1);
pos->set(0,2);
color0 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color0");
color0->set(1.0f,0);
color0->set(1.0f,1);
color0->set(1.0f,2);
color0->set(0.3f,3);
color1 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color1");
color1->set(1.0f,0);
color1->set(1.0f,1);
color1->set(1.0f,2);
color1->set(1.0f,3);
// parameters for the effect
friction = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "friction");
friction->set(1);
step_length = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "step_length");
step_length->set(10);
render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out");
render_result->set(0);
gr.init();
}
开发者ID:Who828,项目名称:vsxu,代码行数:32,代码来源:main.cpp
示例3: declare_params
// this method uses the engine's parameter holder to create data holders for
// each of the parameters also binding them to their name (string)
void declare_params(
vsx_module_param_list& in_parameters,
vsx_module_param_list& out_parameters
)
{
loading_done = true;
position = (vsx_module_param_float3*)in_parameters.create(
VSX_MODULE_PARAM_ID_FLOAT3,
"position"
);
position->set(0.0f, 0);
position->set(0.0f, 1);
position->set(0.0f, 2);
size = (vsx_module_param_float3*)in_parameters.create(
VSX_MODULE_PARAM_ID_FLOAT3,
"size"
);
size->set(1.0f,0);
size->set(0.3f,1);
angle = (vsx_module_param_float*)in_parameters.create(
VSX_MODULE_PARAM_ID_FLOAT,
"angle"
);
angle->set(0.0f);
border = (vsx_module_param_int*)in_parameters.create(
VSX_MODULE_PARAM_ID_INT,
"border"
);
rotation_axis = (vsx_module_param_float3*)in_parameters.create(
VSX_MODULE_PARAM_ID_FLOAT3,
"rotation_axis"
);
rotation_axis->set(1.0f, 0);
rotation_axis->set(1.0f, 1);
rotation_axis->set(0.0f, 2);
color_rgb = (vsx_module_param_float4*)in_parameters.create(
VSX_MODULE_PARAM_ID_FLOAT4,
"color"
);
color_rgb->set(1.0,0);
color_rgb->set(1.0,1);
color_rgb->set(1.0,2);
color_rgb->set(1.0,3);
render_result = (vsx_module_param_render*)out_parameters.create(
VSX_MODULE_PARAM_ID_RENDER,
"render_out"
);
render_result->set(0);
}
开发者ID:CJFocke,项目名称:vsxu,代码行数:55,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: output
void output(vsx_module_param_abs* param)
{
VSX_UNUSED(param);
particles = in_particlesystem->get_addr();
if (particles) {
if (prev_num_particles != particles->particles->size())
{
// remove all the old ones
/*for (unsigned long i = 0; i < gr.size(); i++)
{
delete gr[i];
}
gr.reset_used(0);*/
//printf("num particles: %d\n",particles->particles->size());
//printf("prev_num: %d\n",prev_num_particles);
for (unsigned long i = prev_num_particles; i < particles->particles->size(); ++i) {
//if (i == prev_num_particles) printf("allocating again\n");
gr[i] = new gravity_strip;
//printf("i: %d\n",i);
gr[i]->init();
gr[i]->init_strip();
}
prev_num_particles = particles->particles->size();
}
//printf("done alloc %d\n",particles->particles->size());
for (unsigned long i = 0; i < particles->particles->size(); ++i) {
//gr[i].length = 0.0f;
gr[i]->width = ribbon_width->get();
//gr[i].masses[1].mass = gr[i].masses[0].mass + ribbon_width->get();
gr[i]->length = length->get();
gr[i]->friction = friction->get();
float tt = ((*particles->particles)[i].time/(*particles->particles)[i].lifetime);
if (tt < 0.0f) tt = 0.0f;
if (tt > 1.0f) tt = 1.0f;
gr[i]->color0[0] = color0->get(0)*tt;
gr[i]->color0[1] = color0->get(1)*tt;
gr[i]->color0[2] = color0->get(2)*tt;
gr[i]->color0[3] = color0->get(3)*tt;
gr[i]->color1[0] = color1->get(0);
gr[i]->color1[1] = color1->get(1);
gr[i]->color1[2] = color1->get(2);
gr[i]->step_freq = 10.0f * step_length->get();
//if (last_update != engine->vtime) {
gr[i]->update(engine->dtime, (*(particles->particles))[i].pos.x, (*(particles->particles))[i].pos.y, (*(particles->particles))[i].pos.z);
//last_upd ate = engine->vtime;
//}
//printf("%f, %f, %f\n", (*particles->particles)[i].pos.x, (*particles->particles)[i].pos.y, (*particles->particles)[i].pos.z);
gr[i]->render();
// printf("%d %d;;; %d\n",__LINE__,i, particles->particles->size());
// add the delta-time to the time of the particle
/*(*particles->particles)[i].pos.x += px*engine->dtime;
(*particles->particles)[i].pos.y += py*engine->dtime;
(*particles->particles)[i].pos.z += pz*engine->dtime;*/
}
//printf("done drawing\n");
}
render_result->set(1);
}
开发者ID:Spartan190,项目名称:vsxu,代码行数:60,代码来源:main.cpp
示例6: 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7: 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8: output
void output(vsx_module_param_abs* param) {
gr.friction = friction->get();
gr.color0[0] = color0->get(0);
gr.color0[1] = color0->get(1);
gr.color0[2] = color0->get(2);
gr.color0[3] = color0->get(3);
gr.color1[0] = color1->get(0);
gr.color1[1] = color1->get(1);
gr.color1[2] = color1->get(2);
gr.step_freq = 10.0f * step_length->get();
if (last_updated != engine->vtime)
{
gr.update(engine->dtime, pos->get(0), pos->get(1), pos->get(2));
last_updated = engine->vtime;
}
gr.render();
render_result->set(1);
}
开发者ID:Who828,项目名称:vsxu,代码行数:19,代码来源:main.cpp
示例9: 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10: 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11: activate_offscreen
bool activate_offscreen() {
#if defined(VSXU_OPENGL_ES) || defined (__APPLE__)
glGetIntegerv (GL_VIEWPORT, viewport);
#endif
bool rebuild = false;
if (support_feedback->get() != support_feedback_int)
{
support_feedback_int = support_feedback->get();
rebuild = true;
}
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;
};
if (0 == support_feedback_int)
{
texture->reinit_color_depth_buffer
(
res_x,
res_y,
float_texture_int,
alpha_channel_int,
multisample_int
);
texture->bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//.........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_float4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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