• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    迪恩网络公众号

C++ osg::TextureObjChunkRefPtr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osg::TextureObjChunkRefPtr的典型用法代码示例。如果您正苦于以下问题:C++ TextureObjChunkRefPtr类的具体用法?C++ TextureObjChunkRefPtr怎么用?C++ TextureObjChunkRefPtr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TextureObjChunkRefPtr类的2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: grabImage

void grabImage(OSG::Image *img)
{
    OSG::UInt8* data = img->editData();

    // for this example, just fill it with random junk
    if(changeOnlyPart)
    {
        // Just change a small rectangular area
        OSG::UInt32 x = rand() % (img->getWidth() - 100);
        OSG::UInt32 y = rand() % (img->getHeight() - 100);
        OSG::UInt32 w = rand() % 100;
        OSG::UInt32 h = rand() % 100;
        OSG::UInt32 bpp = img->getBpp();
        OSG::UInt32 bpl = img->getWidth() * bpp;
        OSG::UInt32 bytes = w * bpp;

        data += y * bpl + x * bpp;

        OSG::UInt8 val = ((rand() & 0x7f) + 0x80);

        for(OSG::UInt32 i = h; i > 0; --i, data += bpl)
        {
            OSG::UInt8 *d = data;

            for(OSG::UInt32 j = bytes; j > 0; --j)
                *d++ = val;
        }

        // If only a part of the image changed, only that part needs to
        // be updated. The speed of the update operation is pretty
        // directly dependent on the amount of data changed.
        texObj->imageContentChanged(x, x + w, y, y + h);
    }
    else
    {

        // Fill the whole picture

        for(OSG::UInt32 i = img->getHeight(); i > 0; --i)
        {
            OSG::UInt8 val = ((rand() & 0x3f) + 0x80);

            for(OSG::UInt32 j = img->getWidth() * img->getBpp(); j > 0; --j)
                *data++ = val;
        }

        // Everything changed
        texObj->imageContentChanged();
    }
}
开发者ID:jondo2010,项目名称:OpenSG,代码行数:50,代码来源:videotexturebackground.cpp


示例2: main

// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

    // GLUT init
    int winid = setupGLUT(&argc, argv);

    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();

        gwin->setGlutId(winid);
        gwin->init();

        // create the scene
        OSG::NodeRefPtr torus = OSG::makeTorus( .5, 2, 16, 32 );
        OSG::NodeRefPtr scene = OSG::Node::create();

        trans = OSG::Transform::create();

        scene->setCore(trans);
        scene->addChild(torus);

        // Create the parts needed for the video background
        OSG::UInt32 width  = 640;
        OSG::UInt32 height = 480;

        // get the desired size from the command line
        if(argc >= 3)
        {
            width  = atoi(argv[1]);
            height = atoi(argv[2]);
        }

        // To check OpenGL extensions, the Window needs to have run through
        // frameInit at least once. This automatically happens when rendering,
        // but we can't wait for that here.

        gwin->activate ();
        gwin->frameInit();

        // Now we can check for OpenGL extensions
        hasNPOT = gwin->hasExtension("GL_ARB_texture_non_power_of_two");

        // Print what we've got
        SLOG << "Got " << (isPOT?"":"non-") << "power-of-two images and "
            << (hasNPOT?"can":"cannot") << " use NPOT textures, changing "
            << (changeOnlyPart?"part":"all")
            << " of the screen"
            << std::endl;

        // Ok, now for the meat of the code...
        // first we need an Image to hold the picture(s) to show
        image = OSG::Image::create();

        // set the image's size and type, and allocate memory
        // this example uses RGB. On some systems (e.g. Windows) BGR
        // or BGRA might be faster, it depends on how the images are
        // acquired

        image->set(OSG::Image::OSG_RGB_PF, width, height);



        // Now create the texture to be used for the background
        texObj = OSG::TextureObjChunk::create();

        // Associate image and texture
        texObj->setImage(image);

        // Set filtering modes. LINEAR is cheap and good if the image size
        // changes very little (i.e. the window is about the same size as
        // the images).

        texObj->setMinFilter(GL_LINEAR);
        texObj->setMagFilter(GL_LINEAR);

        // Set the wrapping modes. We don't need repetition, it might actually
        // introduce artifactes at the borders, so switch it off.

        texObj->setWrapS(GL_CLAMP_TO_EDGE);
        texObj->setWrapT(GL_CLAMP_TO_EDGE);

        // Newer versions of OpenGL can handle NPOT textures directly.
        // OpenSG will do that internally automatically.
        //
        // Older versions need POT textures. By default OpenSG
        // will scale an NPOT texture to POT while defining it.
        // For changing textures that's too slow.
        // So tell OpenSG not to scale the image and adjust the texture
        // coordinates used by the TextureBackground (see below).

        texObj->setScale(false);

        // Create the background

        OSG::TextureBackgroundRefPtr back = OSG::TextureBackground::create();

//.........这里部分代码省略.........
开发者ID:jondo2010,项目名称:OpenSG,代码行数:101,代码来源:videotexturebackground.cpp



注:本文中的osg::TextureObjChunkRefPtr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。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ TextureOutput类代码示例发布时间:2022-05-31
下一篇:
C++ TextureMapperLayer类代码示例发布时间:2022-05-31
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap