本文整理汇总了C++中setViewport函数的典型用法代码示例。如果您正苦于以下问题:C++ setViewport函数的具体用法?C++ setViewport怎么用?C++ setViewport使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了setViewport函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: setViewport
void GLWidget::setMode(DISPLAY_MODE mode)
{
m_displayMode = mode;
setViewport();
paintGL();
}
示例2: display_runners_view
void display_runners_view() {
setViewport(0, 0, width, height);
glPushMatrix();
glLoadIdentity();
Man* looker = runners[chosen_runner];
double angle;
if (looker -> turn_angle == 0) angle = 0;
else if (looker -> turn_angle == 180.0) angle = -PI;
else angle = -looker -> turn_angle * PI / 180.0;
if (view_mode == RUNNERS_EYES) {
gluLookAt(looker -> head_x, looker -> head_y, looker -> head_z, looker -> head_x + cos(angle), looker -> head_y, looker -> head_z + sin(angle), 0.0, 1.0, 0.0);
} else {
double behind_shift = 10.0;
if (looker -> running_phase == FORWARD) {
gluLookAt(looker -> head_x - behind_shift, looker -> head_y, looker -> head_z, looker -> head_x + cos(angle), looker -> head_y, looker -> head_z + sin(angle), 0.0, 1.0, 0.0);
} else if (looker -> running_phase == FORWARD_TURN || looker -> running_phase == BACKWARD_TURN) {
gluLookAt(looker -> head_x - behind_shift * cos(angle), looker -> head_y, looker -> head_z - behind_shift * sin(angle), looker -> head_x - cos(angle), looker -> head_y, looker -> head_z - sin(angle), 0.0, 1.0, 0.0);
} else if (looker -> running_phase == BACKWARD) {
gluLookAt(looker -> head_x + behind_shift, looker -> head_y, looker -> head_z, looker -> head_x + cos(angle), looker -> head_y, looker -> head_z + sin(angle), 0.0, 1.0, 0.0);
}
}
draw_board_and_runners();
glPopMatrix();
}
示例3: copySurfaceToTexture
gl::Error Blit9::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
{
IDirect3DTexture9 *texture = NULL;
gl::Error error = copySurfaceToTexture(source, sourceRect, &texture);
if (error.isError())
{
return error;
}
IDirect3DDevice9 *device = mRenderer->getDevice();
saveState();
device->SetTexture(0, texture);
device->SetRenderTarget(0, dest);
setViewport(sourceRect, xoffset, yoffset);
setCommonBlitState();
error = setFormatConvertShaders(destFormat);
if (!error.isError())
{
render();
}
SafeRelease(texture);
restoreState();
return error;
}
示例4: glClear
void LfpDisplayCanvas::renderOpenGL()
{
glClear(GL_COLOR_BUFFER_BIT); // clear buffers to preset values
//drawTicks();
updateScreenBuffer();
for (int i = 0; i < nChans; i++)
{
bool isSelected = false;
if (selectedChan == i)
isSelected = true;
if (checkBounds(i)) {
setViewport(i);
//drawBorder(isSelected);
drawChannelInfo(i,isSelected);
drawWaveform(i,isSelected);
}
}
drawScrollBars();
//std::cout << "Render." << std::endl;
}
示例5: mainInit
void mainInit()
{
glClearColor(1.0,1.0,1.0,0.0);
glColor3f(0.0f,0.0f,0.0f);
setWindow();
setViewport(0, windowWidth, 0, windowHeight);
// habilita o z-buffer
glEnable(GL_DEPTH_TEST);
initTexture("Models\\Sea.bmp\0", &texture, &type);
// inicializa todos os modelos 3D que serão multiplicados
diglettModel = (GLMmodel*)malloc(sizeof(GLMmodel));
scytherModel = (GLMmodel*)malloc(sizeof(GLMmodel));
sharpedoModel = (GLMmodel*)malloc(sizeof(GLMmodel));
snorlaxModel = (GLMmodel*)malloc(sizeof(GLMmodel));
cube = (GLMmodel*)malloc(sizeof(GLMmodel));
cube_hole = (GLMmodel*)malloc(sizeof(GLMmodel));
cube_crack = (GLMmodel*)malloc(sizeof(GLMmodel));
load_new_model("Models/Diglett.obj", &diglettModel);
load_new_model("Models/Scyther.obj", &scytherModel);
load_new_model("Models/Sharpedo.obj", &sharpedoModel);
load_new_model("Models/Snorlax.obj", &snorlaxModel);
load_new_model("Models/cube.obj", &cube);
load_new_model("Models/cube_hole.obj", &cube_hole);
load_new_model("Models/cube_crack.obj", &cube_crack);
}
示例6: onWindowReshape
void onWindowReshape(int x, int y)
{
windowWidth = x;
windowHeight = y;
setWindow();
setViewport(0, windowWidth, 0, windowHeight);
}
示例7: QGraphicsView
RCanvas::RCanvas(Context *context, QWidget *parent) : QGraphicsView(parent), context(context)
{
// no frame, its ugly
setFrameStyle(QFrame::NoFrame);
#ifdef Q_OS_LINUX // mac and windows both have issues. sigh.
// Enabled on Linux depending on Open GL version
if (QGLFormat::openGLVersionFlags().testFlag(QGLFormat::OpenGL_Version_2_0)) {
setViewport(new QGLWidget( QGLFormat(QGL::SampleBuffers)));
setViewportUpdateMode(QGraphicsView::FullViewportUpdate);
}
#endif
// allow to click and drag
setDragMode(QGraphicsView::ScrollHandDrag);
// add a scene
scene = new QGraphicsScene(this);
this->setScene(scene);
// turn on antialiasing too
setRenderHint(QPainter::Antialiasing, true);
// set colors etc
configChanged(CONFIG_APPEARANCE);
// connect
connect(context, SIGNAL(configChanged(qint32)), this, SLOT(configChanged(qint32)));
}
示例8: copySurfaceToTexture
bool Blit9::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest)
{
IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect);
if (!texture)
{
return false;
}
IDirect3DDevice9 *device = mRenderer->getDevice();
saveState();
device->SetTexture(0, texture);
device->SetRenderTarget(0, dest);
setViewport(sourceRect, xoffset, yoffset);
setCommonBlitState();
if (setFormatConvertShaders(destFormat))
{
render();
}
SafeRelease(texture);
restoreState();
return true;
}
示例9: QDeclarativeView
MainWidget::MainWidget(QWidget *parent)
: QDeclarativeView(parent)
{
// Switch to fullscreen in device
#if defined(Q_OS_SYMBIAN) || defined(Q_WS_MAEMO_5)
setWindowState(Qt::WindowFullScreen);
#endif
setResizeMode(QDeclarativeView::SizeRootObjectToView);
// Register Tile to be available in QML
qmlRegisterType<Tile>("gameCore", 1, 0, "Tile");
// Setup context
m_context = rootContext();
m_context->setContextProperty("mainWidget", this);
m_context->setContextProperty("gameData", &m_gameData);
// Set view optimizations not already done for QDeclarativeView
setAttribute(Qt::WA_OpaquePaintEvent);
setAttribute(Qt::WA_NoSystemBackground);
// Make QDeclarativeView use OpenGL backend
QGLWidget *glWidget = new QGLWidget(this);
setViewport(glWidget);
setViewportUpdateMode(QGraphicsView::FullViewportUpdate);
// Open root QML file
setSource(QUrl(filename));
}
示例10: l_RenderWindow_setViewport
static int l_RenderWindow_setViewport(lua_State *L) {
auto renderWindow = lua_torenderwindow(L, 1);
if (lua_istable(L, 2)) {
//x offset
lua_getfield(L, -1, "x");
integerType xOffset = luaL_checkint(L, -1);
lua_pop(L, 1);
//y offset
lua_getfield(L, -1, "y");
integerType yOffset = luaL_checkint(L, -1);
lua_pop(L, 1);
//width value
lua_getfield(L, -1, "w");
integerType width = luaL_checkint(L, -1);
lua_pop(L, 1);
//height value
lua_getfield(L, -1, "h");
integerType height = luaL_checkint(L, -1);
lua_pop(L, 1);
renderWindow->setViewport(xOffset, yOffset,
width, height);
}
else {
luaL_error(L, "setViewport function takes a table as its second argument.");
}
return 0;
}
示例11: drawSub1
///////////////////////////////////////////////////////////////////////////////
// draw 2D/3D scene
///////////////////////////////////////////////////////////////////////////////
void ModelGL::draw()
{
drawSub1();
drawSub2();
if(windowSizeChanged)
{
setViewport(0, 0, windowWidth, windowHeight);
windowSizeChanged = false;
}
if(drawModeChanged)
{
if(drawMode == 0) // fill mode
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
else if(drawMode == 1) // wireframe mode
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
else if(drawMode == 2) // point mode
{
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
//glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
drawModeChanged = false;
}
}
示例12: QGLWidget
void MainWindow::setRenderingSystem()
{
QWidget *viewport = 0;
#ifndef QT_NO_OPENGL
if (Colors::openGlRendering) {
QGLWidget *glw = new QGLWidget(QGLFormat(QGL::SampleBuffers));
if (Colors::noScreenSync)
glw->format().setSwapInterval(0);
glw->setAutoFillBackground(false);
viewport = glw;
setCacheMode(QGraphicsView::CacheNone);
if (Colors::verbose)
qDebug() << "- using OpenGL";
} else // software rendering
#endif
{
// software rendering
viewport = new QWidget;
setCacheMode(QGraphicsView::CacheBackground);
if (Colors::verbose)
qDebug() << "- using software rendering";
}
setViewport(viewport);
}
示例13: qDebug
void View::initGL()
{
qDebug( "* OpenGL:" );
setViewportUpdateMode( QGraphicsView::FullViewportUpdate );
setFrameShape( QFrame::NoFrame );
QGLFormat glFormat( QGL::DoubleBuffer | QGL::DepthBuffer | QGL::Rgba | QGL::DirectRendering );
glFormat.setVersion( 2, 1 );
// glFormat.setSwapInterval( 1 );
QSettings settings;
glFormat.setSampleBuffers( settings.value( "sampleBuffers", false ).toBool() );
mGLWidget = new GLWidget( glFormat, this );
setViewport( mGLWidget );
const GLubyte * vendorGL = glGetString( GL_VENDOR );
qDebug( "\t* %s:\t%s", qPrintable(tr("Vendor")), vendorGL );
const GLubyte * rendererGL = glGetString( GL_RENDERER );
qDebug( "\t* %s:\t%s", qPrintable(tr("Renderer")), rendererGL );
const GLubyte * versionGL = glGetString( GL_VERSION );
qDebug( "\t* %s:\t%s", qPrintable(tr("Version")), versionGL );
const GLubyte * glslVersionGL = glGetString( GL_SHADING_LANGUAGE_VERSION );
qDebug( "\t* %s:\t%s", qPrintable(tr("GLSL version")), glslVersionGL );
// const GLubyte * extensionsGL = glGetString( GL_EXTENSIONS );
// qDebug( "\t* %s:\t%s", qPrintable(tr("Supported extensions")), extensionsGL );
}
示例14: copySurfaceToTexture
bool Blit::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest)
{
IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source));
if (!texture)
{
return false;
}
IDirect3DDevice9 *device = getDevice();
saveState();
device->SetTexture(0, texture);
device->SetRenderTarget(0, dest);
setVertexShader(SHADER_VS_STANDARD);
setPixelShader(SHADER_PS_PASSTHROUGH);
setCommonBlitState();
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
setViewport(getSurfaceRect(dest), 0, 0);
render();
texture->Release();
restoreState();
return true;
}
示例15: screenInit
void screenInit()
{
glColor3f(0.0f,0.0f,0.0f);
setWindow();
setViewport(0, windowWidth, 0, windowHeight);
initTexture("Screens\\InitialScreen.bmp", &initialScreenTexture, &initialScreenType);
}