本文整理汇总了C++中vsx_module_param_float3类的典型用法代码示例。如果您正苦于以下问题:C++ vsx_module_param_float3类的具体用法?C++ vsx_module_param_float3怎么用?C++ vsx_module_param_float3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_float3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: 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2: 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3: declare_params
void vsx_module_texture_translate::declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
loading_done = true;
texture_info_param_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_in");
texture_out = new vsx_texture;
//texture_info_param_in->set(*texture_out);
translation_vec = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "translation_vector");
translation_vec->set(0.0f, 0);
translation_vec->set(0.0f, 1);
translation_vec->set(0.0f, 2);
// out_parameter_type_id = VSX_PARAM_ID_TEXTURE;
texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_translate_out");
// texture_result->set(new vsx_texture_info);
}
开发者ID:datar-pl,项目名称:vsxu,代码行数:13,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: 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: 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8: 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
注:本文中的vsx_module_param_float3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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