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C++ ref_ptr类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ref_ptr的典型用法代码示例。如果您正苦于以下问题:C++ ref_ptr类的具体用法?C++ ref_ptr怎么用?C++ ref_ptr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ref_ptr类的20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: Build

void Arrow3d::Render(ScreenBase const & screen, int zoomLevel, ref_ptr<dp::GpuProgramManager> mng)
{
    // Unbind current VAO, because glVertexAttributePointer and glEnableVertexAttribute can affect it.
    if (dp::GLExtensionsList::Instance().IsSupported(dp::GLExtensionsList::VertexArrayObject))
        GLFunctions::glBindVertexArray(0);

    if (!m_isInitialized)
    {
        Build();
        m_isInitialized = true;
    }

    // Render shadow.
    if (screen.isPerspective())
    {
        ref_ptr<dp::GpuProgram> shadowProgram = mng->GetProgram(gpu::ARROW_3D_SHADOW_PROGRAM);
        RenderArrow(screen, shadowProgram, dp::Color(60, 60, 60, 60), 0.05f, false /* hasNormals */);
    }

    // Render arrow.
    ref_ptr<dp::GpuProgram> arrowProgram = mng->GetProgram(gpu::ARROW_3D_PROGRAM);
    dp::Color const color = df::GetColorConstant(GetStyleReader().GetCurrentStyle(),
                            m_obsoletePosition ? df::Arrow3DObsolete : df::Arrow3D);
    RenderArrow(screen, arrowProgram, color, 0.0f, true /* hasNormals */);

    arrowProgram->Unbind();
    GLFunctions::glBindBuffer(0, gl_const::GLArrayBuffer);
}
开发者ID:trashkalmar,项目名称:omim,代码行数:28,代码来源:arrow3d.cpp


示例2: create

ref_ptr<ShaderInput> ShaderInput::copy(const ref_ptr<ShaderInput> &in, GLboolean copyData)
{
  ref_ptr<ShaderInput> cp = create(in->name(), in->dataType(), in->valsPerElement());
  cp->stride_ = in->stride_;
  cp->offset_ = in->offset_;
  cp->inputSize_ = in->inputSize_;
  cp->elementSize_ = in->elementSize_;
  cp->elementCount_ = in->elementCount_;
  cp->numVertices_ = in->numVertices_;
  cp->numInstances_ = in->numInstances_;
  cp->divisor_ = in->divisor_;
  cp->buffer_ = 0;
  cp->bufferStamp_ = 0;
  cp->normalize_ = in->normalize_;
  cp->isVertexAttribute_ = in->isVertexAttribute_;
  cp->isConstant_ = in->isConstant_;
  cp->transpose_ = in->transpose_;
  cp->stamp_ = in->stamp_;
  cp->forceArray_ = in->forceArray_;
  cp->data_ = new byte[cp->inputSize_];

  if(copyData && in->data_!=NULL) {
    std::memcpy(cp->data_, in->data_, cp->inputSize_);
  }
  // make data_ stack root
  cp->dataStack_.push(cp->data_);

  return cp;
}
开发者ID:daniel86,项目名称:regen,代码行数:29,代码来源:shader-input.cpp


示例3:

ModulatedMagneticFieldGrid::ModulatedMagneticFieldGrid(ref_ptr<VectorGrid> grid,
		ref_ptr<ScalarGrid> modGrid) {
	grid->setReflective(false);
	modGrid->setReflective(true);
	setGrid(grid);
	setModulationGrid(modGrid);
}
开发者ID:CRPropa,项目名称:CRPropa3,代码行数:7,代码来源:MagneticFieldGrid.cpp


示例4: CalculateTransform

void Arrow3d::RenderArrow(ScreenBase const & screen, ref_ptr<dp::GpuProgram> program,
                          dp::Color const & color, float dz, bool hasNormals)
{
    program->Bind();

    GLFunctions::glBindBuffer(m_bufferId, gl_const::GLArrayBuffer);
    uint32_t const attributePosition = program->GetAttributeLocation("a_pos");
    ASSERT_NOT_EQUAL(attributePosition, -1, ());
    GLFunctions::glEnableVertexAttribute(attributePosition);
    GLFunctions::glVertexAttributePointer(attributePosition, kComponentsInVertex,
                                          gl_const::GLFloatType, false, 0, 0);

    if (hasNormals)
    {
        GLFunctions::glBindBuffer(m_bufferNormalsId, gl_const::GLArrayBuffer);
        uint32_t const attributeNormal = program->GetAttributeLocation("a_normal");
        ASSERT_NOT_EQUAL(attributeNormal, -1, ());
        GLFunctions::glEnableVertexAttribute(attributeNormal);
        GLFunctions::glVertexAttributePointer(attributeNormal, 3, gl_const::GLFloatType, false, 0, 0);
    }

    dp::UniformValuesStorage uniforms;
    math::Matrix<float, 4, 4> const modelTransform = CalculateTransform(screen, dz);
    uniforms.SetMatrix4x4Value("u_transform", modelTransform.m_data);
    glsl::vec4 const c = glsl::ToVec4(color);
    uniforms.SetFloatValue("u_color", c.r, c.g, c.b, c.a);
    dp::ApplyState(m_state, program);
    dp::ApplyUniforms(uniforms, program);
    GLFunctions::glDrawArrays(gl_const::GLTriangles, 0, m_vertices.size() / kComponentsInVertex);
}
开发者ID:trashkalmar,项目名称:omim,代码行数:30,代码来源:arrow3d.cpp


示例5: drawCurve

void BezierCurveVisualizer::drawCurve(ref_ptr<MatrixTransform> master)
{
    Vec4 colorRed = Vec4(1.0, 0.0, 0.0, 1.0);
    double t;

    switch (computation)
    {
    case APROXIMATION:
    {
        std::vector<Vec3> points = controlPoints;
        Vec3 p1 = casteljauAproximation(controlPoints, 0.0);
        Vec3 p2 = casteljauAproximation(controlPoints, 0.005);
        drawLine(master, p1, p2, colorRed);
        for (t = 0.01; t <= 1.0; t += 0.005)
        {
            p1 = p2;
            p2 = casteljauAproximation(controlPoints, t);
            drawLine(master.get(), p1, p2, colorRed);
        }
        break;
    }
    case EXACT_COMPUTATION:
    {
        Vec3 p1 = computePointOnCurve(controlPoints, 0.0);
        Vec3 p2 = computePointOnCurve(controlPoints, 0.001);
        drawLine(master, p1, p2, colorRed);
        for (t = 0.002; t <= 1.0; t += 0.001)
        {
            p1 = p2;
            p2 = computePointOnCurve(controlPoints, t);
            drawLine(master.get(), p1, p2, colorRed);
        }
        break;
    }
    //takes just the first 4 points of controlPoints to compute the curve
    case CUBIC_APROXIMATION:
    {
        if (controlPoints.size() < 4)
        {
            if (cover->debugLevel(3))
                fprintf(stderr, "Nicht genügend Kontrollpunkte vorhanden, um eine kubische Bezierkurve zu erzeugen.\n");
        }
        else
        {
            Vec3 p1 = controlPoints[0];
            Vec3 p2 = controlPoints[1];
            Vec3 p3 = controlPoints[2];
            Vec3 p4 = controlPoints[3];

            cubicCasteljauAproximation(master, p1, p2, p3, p4, 4);
        }

        break;
    }
    default:
    {
    }
    }
}
开发者ID:nixz,项目名称:covise,代码行数:59,代码来源:BezierCurveVisualizer.cpp


示例6: FinalizeBucket

void Batcher::ChangeBuffer(ref_ptr<CallbacksWrapper> wrapper)
{
  GLState const & state = wrapper->GetState();
  FinalizeBucket(state);

  ref_ptr<RenderBucket> bucket = GetBucket(state);
  wrapper->SetVAO(bucket->GetBuffer());
}
开发者ID:ipaddr,项目名称:omim,代码行数:8,代码来源:batcher.cpp


示例7: addFirstChild

void StateNode::addFirstChild(const ref_ptr<StateNode> &child)
{
  if(child->parent_!=NULL) {
    child->parent_->removeChild(child.get());
  }
  childs_.push_front(child);
  child->set_parent( this );
}
开发者ID:thills167,项目名称:regen,代码行数:8,代码来源:state-node.cpp


示例8:

// associe un objet light a un objet lightsource
ref_ptr<LightSource> MyView::associeLightASource(ref_ptr<Light> light,ref_ptr<Camera> camera){
	ref_ptr<LightSource> source = new LightSource;
	source->setLight(light);
	if(light->getLightNum() == 0){
		source->setReferenceFrame(LightSource::ABSOLUTE_RF);
	}
	camera->addChild(source);	
	return source;
}
开发者ID:MaXllll,项目名称:Quoridor,代码行数:10,代码来源:MyView.cpp


示例9:

PhysicalProps::PhysicalProps(
    const ref_ptr<btMotionState> &motionState,
    const ref_ptr<btCollisionShape> &shape)
: constructInfo_(0,motionState.get(),shape.get()),
  shape_(shape),
  motionState_(motionState)
{
  constructInfo_.m_restitution = 0;
  constructInfo_.m_friction = 1.5;
}
开发者ID:thills167,项目名称:regen,代码行数:10,代码来源:physical-props.cpp


示例10: Render

void Render(float curTime)
{
    // render
    device->Clear(true, true);

    static float lastTime = -2.0;
    switch(fractalType)
    {
    case JULIA:
        RenderJulia(animationTime += (curTime - lastTime) * animationSpeed * toggleAnimation);
        break;

    case TAILOR:
        RenderTailor(animationTime += (curTime - lastTime) * animationSpeed * toggleAnimation);
        break;

    default:
        assert(!"Fractal is not supported");
        break;
    }

    RenderCommon(curTime);
    lastTime = curTime;

    // here we can take screenshot
    if ( takeScreenShot )
    {
        if ( outputFile.empty() )
        {
            // get time
            static int screenNum = 0;

            ostringstream numSS;
            numSS << screenNum++;
            outputFile = string("screen_") + numSS.str()
        #ifdef SIMPLE_GL_USE_SDL_IMAGE
                       + ".bmp";
        #else // SIMPLE_GL_USE_DEVIL
                       + ".jpg";
        #endif // SIMPLE_GL_USE_SDL_IMAGE
        }

        // screenshot
        ref_ptr<Image> image( device->CreateImage() );
        //device->TakeScreenshot( image.get() );
        image->SaveToFile( outputFile.c_str() );
        outputFile.clear();

        takeScreenShot = false;
    }

#ifndef __ANDROID__
    device->SwapBuffers();
#endif
}
开发者ID:BackupTheBerlios,项目名称:sgl,代码行数:55,代码来源:main.cpp


示例11: meanFieldVector

Vector3f meanFieldVector(ref_ptr<VectorGrid> grid) {
	size_t Nx = grid->getNx();
	size_t Ny = grid->getNy();
	size_t Nz = grid->getNz();
	Vector3f mean(0.);
	for (int ix = 0; ix < Nx; ix++)
		for (int iy = 0; iy < Ny; iy++)
			for (int iz = 0; iz < Nz; iz++)
				mean += grid->get(ix, iy, iz);
	return mean / Nx / Ny / Nz;
}
开发者ID:msettimo,项目名称:CRPropa3,代码行数:11,代码来源:GridTools.cpp


示例12: meanFieldStrength

double meanFieldStrength(ref_ptr<VectorGrid> grid) {
	size_t Nx = grid->getNx();
	size_t Ny = grid->getNy();
	size_t Nz = grid->getNz();
	double mean = 0;
	for (int ix = 0; ix < Nx; ix++)
		for (int iy = 0; iy < Ny; iy++)
			for (int iz = 0; iz < Nz; iz++)
				mean += grid->get(ix, iy, iz).getR();
	return mean / Nx / Ny / Nz;
}
开发者ID:msettimo,项目名称:CRPropa3,代码行数:11,代码来源:GridTools.cpp


示例13: AnimationStarted

void MyPositionController::AnimationStarted(ref_ptr<Animation> anim)
{
  if (m_isPendingAnimation && m_animCreator != nullptr && anim != nullptr &&
      (anim->GetType() == Animation::MapFollow ||
       anim->GetType() == Animation::MapLinear))
  {
    m_isPendingAnimation = false;
    double const kDoNotChangeDuration = -1.0;
    m_animCreator(anim->GetType() == Animation::MapFollow ? anim->GetDuration() : kDoNotChangeDuration);
  }
}
开发者ID:,项目名称:,代码行数:11,代码来源:


示例14: rmsFieldStrength

double rmsFieldStrength(ref_ptr<VectorGrid> grid) {
	size_t Nx = grid->getNx();
	size_t Ny = grid->getNy();
	size_t Nz = grid->getNz();
	double sumB2 = 0;
	for (int ix = 0; ix < Nx; ix++)
		for (int iy = 0; iy < Ny; iy++)
			for (int iz = 0; iz < Nz; iz++)
				sumB2 += grid->get(ix, iy, iz).getR2();
	return std::sqrt(sumB2 / Nx / Ny / Nz);
}
开发者ID:msettimo,项目名称:CRPropa3,代码行数:11,代码来源:GridTools.cpp


示例15: OmniDirectionalCamera

ParaboloidCamera::ParaboloidCamera(
    const ref_ptr<Mesh> &mesh,
    const ref_ptr<Camera> &userCamera,
    GLboolean hasBackFace)
: OmniDirectionalCamera(hasBackFace,GL_FALSE),
  userCamera_(userCamera)
{
  GLuint numLayer = (hasBackFace ? 2 : 1);
  shaderDefine("RENDER_TARGET", hasBackFace ? "DUAL_PARABOLOID" : "PARABOLOID");
  shaderDefine("RENDER_LAYER", REGEN_STRING(numLayer));
  shaderDefine("USE_PARABOLOID_PROJECTION", "TRUE");
  updateFrustum(180.0f, 1.0f,
      userCamera_->near()->getVertex(0),
      userCamera_->far()->getVertex(0),
      GL_FALSE);

  // Set matrix array size
  view_->set_elementCount(numLayer);
  viewInv_->set_elementCount(numLayer);
  viewproj_->set_elementCount(numLayer);
  viewprojInv_->set_elementCount(numLayer);

  // Allocate matrices
  proj_->setUniformDataUntyped(NULL);
  projInv_->setUniformDataUntyped(NULL);
  view_->setUniformDataUntyped(NULL);
  viewInv_->setUniformDataUntyped(NULL);
  viewproj_->setUniformDataUntyped(NULL);
  viewprojInv_->setUniformDataUntyped(NULL);

  // Projection is calculated in shaders.
  proj_->setVertex(0, Mat4f::identity());
  projInv_->setVertex(0, Mat4f::identity());

  // Initialize directions.
  direction_->set_elementCount(numLayer);
  direction_->setUniformDataUntyped(NULL);
  direction_->setVertex(0, Vec3f(0.0,0.0, 1.0));
  if(hasBackFace_)
    direction_->setVertex(1, Vec3f(0.0,0.0,-1.0));

  modelMatrix_ = ref_ptr<ShaderInputMat4>::dynamicCast(mesh->findShaderInput("modelMatrix"));
  pos_ = ref_ptr<ShaderInput3f>::dynamicCast(mesh->positions());
  nor_ = ref_ptr<ShaderInput3f>::dynamicCast(mesh->normals());
  matrixStamp_ = 0;
  positionStamp_ = 0;
  normalStamp_ = 0;

  // initially update shadow maps
  update();
}
开发者ID:daniel86,项目名称:regen,代码行数:51,代码来源:paraboloid-camera.cpp


示例16: loadUnlightedGeostate

void FlightPathVisualizer::loadUnlightedGeostate(ref_ptr<StateSet> state)
{
    ref_ptr<Material> mat = new Material;
    mat->setColorMode(Material::AMBIENT_AND_DIFFUSE);
    mat->setDiffuse(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mat->setSpecular(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mat->setAmbient(Material::FRONT_AND_BACK, Vec4(0.2f, 0.2f, 0.2f, 1.f));
    mat->setEmission(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.f));
    mat->setShininess(Material::FRONT_AND_BACK, 16.f);
    mat->setTransparency(Material::FRONT_AND_BACK, 1.f); // Noch Wert anpassen für Transparency

    state->setAttributeAndModes(mat, osg::StateAttribute::ON);
    state->setMode(GL_BLEND, osg::StateAttribute::ON);
    state->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
}
开发者ID:nixz,项目名称:covise,代码行数:15,代码来源:FlightPathVisualizer.cpp


示例17: handleChildren

 void handleChildren(
     SceneParser *parser,
     SceneInputNode &input,
     const ref_ptr<StateNode> &newNode)
 {
   // Process node children
   const list< ref_ptr<SceneInputNode> > &childs = input.getChildren();
   for(list< ref_ptr<SceneInputNode> >::const_iterator
       it=childs.begin(); it!=childs.end(); ++it)
   {
     const ref_ptr<SceneInputNode> &x = *it;
     // First try node processor
     ref_ptr<NodeProcessor> nodeProcessor = parser->getNodeProcessor(x->getCategory());
     if(nodeProcessor.get()!=NULL) {
       nodeProcessor->processInput(parser, *x.get(), newNode);
       continue;
     }
     // Second try state processor
     ref_ptr<StateProcessor> stateProcessor = parser->getStateProcessor(x->getCategory());
     if(stateProcessor.get()!=NULL) {
       stateProcessor->processInput(parser, *x.get(), newNode->state());
       continue;
     }
     REGEN_WARN("No processor registered for '" << x->getDescription() << "'.");
   }
 }
开发者ID:thills167,项目名称:regen,代码行数:26,代码来源:scene-display-widget.cpp


示例18: Vec3Array

void BezierCurveVisualizer::drawLine(ref_ptr<MatrixTransform> master, Vec3 point1, Vec3 point2, Vec4 color, float linewidth)
{
    ref_ptr<Vec3Array> lineCoordList = new Vec3Array(2);
    lineCoordList.get()->at(0) = point1;
    lineCoordList.get()->at(1) = point2;

    ref_ptr<Vec4Array> lineColorList = new Vec4Array;
    lineColorList->push_back(color);

    ref_ptr<Geometry> lineGeoset = new Geometry;
    ref_ptr<StateSet> lineGeoset_state = lineGeoset->getOrCreateStateSet();
    lineGeoset->setVertexArray(lineCoordList);
    lineGeoset->setColorArray(lineColorList);
    lineGeoset->setColorBinding(Geometry::BIND_OVERALL);
    lineGeoset->addPrimitiveSet(new DrawArrays(PrimitiveSet::LINES, 0, 2));
    ref_ptr<LineWidth> lw = new LineWidth(linewidth);
    lineGeoset_state->setAttribute(lw);

    ref_ptr<Material> mtl = new Material;
    mtl->setColorMode(Material::AMBIENT_AND_DIFFUSE);
    mtl->setAmbient(Material::FRONT_AND_BACK, Vec4(0.2f, 0.2f, 0.2f, 1.f));
    mtl->setDiffuse(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setSpecular(Material::FRONT_AND_BACK, Vec4(0.9f, 0.9f, 0.9f, 1.f));
    mtl->setEmission(Material::FRONT_AND_BACK, Vec4(0.0f, 0.0f, 0.0f, 1.f));
    mtl->setShininess(Material::FRONT_AND_BACK, 16.f);

    //	lineGeoState->setAttributeAndModes(material, osg::StateAttribute::ON);
    lineGeoset_state->setAttribute(mtl.get());

    ref_ptr<Geode> lineGeode = new Geode;
    lineGeode->addDrawable(lineGeoset);

    master->addChild(lineGeode);
}
开发者ID:nixz,项目名称:covise,代码行数:34,代码来源:BezierCurveVisualizer.cpp


示例19: addPart

void Furniture::addPart(ref_ptr < AbstractObject > apAbstractObject) {
	addChild(apAbstractObject);

	string strCommand = apAbstractObject->getSQLCommand();

	m_arrSQLCommandLines.push_back(strCommand);
}
开发者ID:octaviansoldea,项目名称:VRShop,代码行数:7,代码来源:VRFurniture.cpp


示例20: main_Model3D

void main_Model3D(ref_ptr<Group> pScene)	{
	ref_ptr<Model3D> pModel3D = new Model3D();

	pModel3D->setColor(Vec4(0.0, 1.0, 0.0, 1.0));
	pModel3D->setIsTargetPick(true);
	pScene->addChild(pModel3D);
}
开发者ID:octaviansoldea,项目名称:VRShop,代码行数:7,代码来源:OSG_GUI.cpp



注:本文中的ref_ptr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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