本文整理汇总了C++中ErrorHandler::verbosity方法的典型用法代码示例。如果您正苦于以下问题:C++ ErrorHandler::verbosity方法的具体用法?C++ ErrorHandler::verbosity怎么用?C++ ErrorHandler::verbosity使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ErrorHandler
的用法示例。
在下文中一共展示了ErrorHandler::verbosity方法的4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: param
static void
getargs (int argc, const char *argv[])
{
static bool help = false;
OIIO::ArgParse ap;
ap.options ("Usage: testshade [options] shader...",
"%*", add_shader, "",
"--help", &help, "Print help message",
"-v", &verbose, "Verbose messages",
"--debug", &debug, "Lots of debugging info",
"--debug2", &debug2, "Even more debugging info",
"--stats", &stats, "Print run statistics",
"-g %d %d", &xres, &yres, "Make an X x Y grid of shading points",
"-o %L %L", &outputvars, &outputfiles,
"Output (variable, filename)",
"-od %s", &dataformatname, "Set the output data format to one of: "
"uint8, half, float",
"--layer %s", &layername, "Set next layer name",
"--fparam %L %L",
&fparams, &fparams,
"Add a float param (args: name value)",
"--iparam %L %L",
&iparams, &iparams,
"Add an integer param (args: name value)",
"--vparam %L %L %L %L",
&vparams, &vparams, &vparams, &vparams,
"Add a vector or color param (args: name x y z)",
"--sparam %L %L",
&sparams, &sparams,
"Add a string param (args: name value)",
"--connect %L %L %L %L",
&connections, &connections, &connections, &connections,
"Connect fromlayer fromoutput tolayer toinput",
"--raytype %s", &raytype, "Set the raytype",
"--iters %d", &iters, "Number of iterations",
"-O0", &O0, "Do no runtime shader optimization",
"-O1", &O1, "Do a little runtime shader optimization",
"-O2", &O2, "Do lots of runtime shader optimization",
"--center", &pixelcenters, "Shade at output pixel 'centers' rather than corners",
"--debugnan", &debugnan, "Turn on 'debugnan' mode",
"--options %s", &extraoptions, "Set extra OSL options",
// "-v", &verbose, "Verbose output",
NULL);
if (ap.parse(argc, argv) < 0 || shadernames.empty()) {
std::cerr << ap.geterror() << std::endl;
ap.usage ();
exit (EXIT_FAILURE);
}
if (help) {
std::cout <<
"testshade -- Test Open Shading Language\n"
"(c) Copyright 2009-2010 Sony Pictures Imageworks Inc. All Rights Reserved.\n";
ap.usage ();
exit (EXIT_SUCCESS);
}
if (debug || verbose)
errhandler.verbosity (ErrorHandler::VERBOSE);
}
示例2: Mshadptr
int
main (int argc, const char *argv[])
{
// Create a new shading system.
Timer timer;
SimpleRenderer rend;
shadingsys = ShadingSystem::create (&rend, NULL, &errhandler);
shadingsys->attribute("lockgeom", 1);
shadingsys->ShaderGroupBegin ();
getargs (argc, argv);
if (debug || verbose)
errhandler.verbosity (ErrorHandler::VERBOSE);
for (size_t i = 0; i < connections.size(); i += 4) {
if (i+3 < connections.size()) {
std::cout << "Connect "
<< connections[i] << "." << connections[i+1]
<< " to " << connections[i+2] << "." << connections[i+3]
<< "\n";
shadingsys->ConnectShaders (connections[i].c_str(),
connections[i+1].c_str(),
connections[i+2].c_str(),
connections[i+3].c_str());
}
}
shadingsys->ShaderGroupEnd ();
// getargs called 'add_shader' for each shader mentioned on the command
// line. So now we should have a valid shading state.
ShadingAttribStateRef shaderstate = shadingsys->state ();
// Set up shader globals and a little test grid of points to shade.
ShaderGlobals shaderglobals;
memset(&shaderglobals, 0, sizeof(ShaderGlobals));
// Make a shader space that is translated one unit in x and rotated
// 45deg about the z axis.
OSL::Matrix44 Mshad;
Mshad.translate (OSL::Vec3 (1.0, 0.0, 0.0));
Mshad.rotate (OSL::Vec3 (0.0, 0.0, M_PI_4));
// std::cout << "shader-to-common matrix: " << Mshad << "\n";
OSL::TransformationPtr Mshadptr (&Mshad);
shaderglobals.shader2common = Mshadptr;
// Make an object space that is translated one unit in y and rotated
// 90deg about the z axis.
OSL::Matrix44 Mobj;
Mobj.translate (OSL::Vec3 (0.0, 1.0, 0.0));
Mobj.rotate (OSL::Vec3 (0.0, 0.0, M_PI_2));
// std::cout << "object-to-common matrix: " << Mobj << "\n";
OSL::TransformationPtr Mobjptr (&Mobj);
shaderglobals.object2common = Mobjptr;
// Make a 'myspace that is non-uniformly scaled
OSL::Matrix44 Mmyspace;
Mmyspace.scale (OSL::Vec3 (1.0, 2.0, 1.0));
// std::cout << "myspace-to-common matrix: " << Mmyspace << "\n";
rend.name_transform ("myspace", Mmyspace);
shaderglobals.dudx = 1.0f / xres;
shaderglobals.dvdy = 1.0f / yres;
shaderglobals.raytype = ((ShadingSystemImpl *)shadingsys)->raytype_bit (ustring(raytype));
double setuptime = timer ();
double runtime = 0;
std::vector<float> pixel;
if (outputfiles.size() != 0)
std::cout << "\n";
// grab this once since we will be shading several points
ShadingSystemImpl *ssi = (ShadingSystemImpl *)shadingsys;
void* thread_info = ssi->create_thread_info();
for (int iter = 0; iter < iters; ++iter) {
for (int y = 0, n = 0; y < yres; ++y) {
for (int x = 0; x < xres; ++x, ++n) {
shaderglobals.u = (xres == 1) ? 0.5f : (float) x / (xres - 1);
shaderglobals.v = (yres == 1) ? 0.5f : (float) y / (yres - 1);
shaderglobals.P = Vec3 (shaderglobals.u, shaderglobals.v, 1.0f);
shaderglobals.dPdx = Vec3 (shaderglobals.dudx, shaderglobals.dudy, 0.0f);
shaderglobals.dPdy = Vec3 (shaderglobals.dvdx, shaderglobals.dvdy, 0.0f);
shaderglobals.N = Vec3 (0, 0, 1);
shaderglobals.Ng = Vec3 (0, 0, 1);
shaderglobals.dPdu = Vec3 (1.0f, 0.0f, 0.0f);
shaderglobals.dPdv = Vec3 (0.0f, 1.0f, 0.0f);
shaderglobals.surfacearea = 1;
// Request a shading context, bind it, execute the shaders.
// FIXME -- this will eventually be replaced with a public
// ShadingSystem call that encapsulates it.
ShadingContext *ctx = ssi->get_context (thread_info);
timer.reset ();
timer.start ();
// run shader for this point
ctx->execute (ShadUseSurface, *shaderstate, shaderglobals);
//.........这里部分代码省略.........
示例3: threads
static void
getargs (int argc, const char *argv[])
{
static bool help = false;
OIIO::ArgParse ap;
ap.options ("Usage: testshade [options] shader...",
"%*", add_shader, "",
"--help", &help, "Print help message",
"-v", &verbose, "Verbose messages",
"-t %d", &num_threads, "Render using N threads (default: auto-detect)",
"--debug", &debug, "Lots of debugging info",
"--debug2", &debug2, "Even more debugging info",
"--runstats", &runstats, "Print run statistics",
"--stats", &runstats, "", // DEPRECATED 1.7
"--profile %@", &set_profile, NULL, "Print profile information",
"--path %s", &shaderpath, "Specify oso search path",
"-g %d %d", &xres, &yres, "Make an X x Y grid of shading points",
"-res %d %d", &xres, &yres, "", // synonym for -g
"--options %s", &extraoptions, "Set extra OSL options",
"-o %L %L", &outputvars, &outputfiles,
"Output (variable, filename)",
"-d %s", &dataformatname, "Set the output data format to one of: "
"uint8, half, float",
"-od %s", &dataformatname, "", // old name
"--print", &print_outputs, "Print values of all -o outputs to console instead of saving images",
"--groupname %s", &groupname, "Set shader group name",
"--layer %s", &layername, "Set next layer name",
"--param %@ %s %s", &action_param, NULL, NULL,
"Add a parameter (args: name value) (options: type=%s, lockgeom=%d)",
"--connect %L %L %L %L",
&connections, &connections, &connections, &connections,
"Connect fromlayer fromoutput tolayer toinput",
"--reparam %@ %s %s %s", &action_reparam, NULL, NULL, NULL,
"Change a parameter (args: layername paramname value) (options: type=%s)",
"--group %@ %s", &action_groupspec, &groupspec,
"Specify a full group command",
"--archivegroup %s", &archivegroup,
"Archive the group to a given filename",
"--raytype %s", &raytype, "Set the raytype",
"--raytype_opt", &raytype_opt, "Specify ray type mask for optimization",
"--iters %d", &iters, "Number of iterations",
"-O0", &O0, "Do no runtime shader optimization",
"-O1", &O1, "Do a little runtime shader optimization",
"-O2", &O2, "Do lots of runtime shader optimization",
"--entry %L", &entrylayers, "Add layer to the list of entry points",
"--entryoutput %L", &entryoutputs, "Add output symbol to the list of entry points",
"--center", &pixelcenters, "Shade at output pixel 'centers' rather than corners",
"--debugnan", &debugnan, "Turn on 'debug_nan' mode",
"--debuguninit", &debug_uninit, "Turn on 'debug_uninit' mode",
"--groupoutputs", &use_group_outputs, "Specify group outputs, not global outputs",
"--oslquery", &do_oslquery, "Test OSLQuery at runtime",
"--inbuffer", &inbuffer, "Compile osl source from and to buffer",
"--shadeimage", &use_shade_image, "Use shade_image utility",
"--noshadeimage %!", &use_shade_image, "Don't use shade_image utility",
"--expr %@ %s", &specify_expr, NULL, "Specify an OSL expression to evaluate",
"--offsetuv %f %f", &uoffset, &voffset, "Offset s & t texture coordinates (default: 0 0)",
"--offsetst %f %f", &uoffset, &voffset, "", // old name
"--scaleuv %f %f", &uscale, &vscale, "Scale s & t texture lookups (default: 1, 1)",
"--scalest %f %f", &uscale, &vscale, "", // old name
"--userdata_isconnected", &userdata_isconnected, "Consider lockgeom=0 to be isconnected()",
"-v", &verbose, "Verbose output",
NULL);
if (ap.parse(argc, argv) < 0 || (shadernames.empty() && groupspec.empty())) {
std::cerr << ap.geterror() << std::endl;
ap.usage ();
exit (EXIT_FAILURE);
}
if (help) {
std::cout << "testshade -- Test Open Shading Language\n"
OSL_COPYRIGHT_STRING "\n";
ap.usage ();
exit (EXIT_SUCCESS);
}
if (debug || verbose)
errhandler.verbosity (ErrorHandler::VERBOSE);
raytype_bit = shadingsys->raytype_bit (ustring (raytype));
}
示例4: threads
static void
getargs (int argc, const char *argv[])
{
static bool help = false;
OIIO::ArgParse ap;
ap.options ("Usage: testshade [options] shader...",
"%*", add_shader, "",
"--help", &help, "Print help message",
"-v", &verbose, "Verbose messages",
"-t %d", &num_threads, "Render using N threads (default: auto-detect)",
"--debug", &debug, "Lots of debugging info",
"--debug2", &debug2, "Even more debugging info",
"--stats", &stats, "Print run statistics",
"--profile", &profile, "Print profile information",
"-g %d %d", &xres, &yres, "Make an X x Y grid of shading points",
"-o %L %L", &outputvars, &outputfiles,
"Output (variable, filename)",
"-od %s", &dataformatname, "Set the output data format to one of: "
"uint8, half, float",
"--groupname %s", &groupname, "Set shader group name",
"--layer %s", &layername, "Set next layer name",
"--param %@ %s %s", &action_param, NULL, NULL,
"Add a parameter (args: name value) (options: type=%s, lockgeom=%d)",
"--connect %L %L %L %L",
&connections, &connections, &connections, &connections,
"Connect fromlayer fromoutput tolayer toinput",
"--reparam %@ %s %s %s", &action_reparam, NULL, NULL, NULL,
"Change a parameter (args: layername paramname value) (options: type=%s)",
"--group %@ %s", &action_groupspec, &groupspec,
"Specify a full group command",
"--archivegroup %s", &archivegroup,
"Archive the group to a given filename",
"--raytype %s", &raytype, "Set the raytype",
"--iters %d", &iters, "Number of iterations",
"-O0", &O0, "Do no runtime shader optimization",
"-O1", &O1, "Do a little runtime shader optimization",
"-O2", &O2, "Do lots of runtime shader optimization",
"--center", &pixelcenters, "Shade at output pixel 'centers' rather than corners",
"--debugnan", &debugnan, "Turn on 'debug_nan' mode",
"--debuguninit", &debug_uninit, "Turn on 'debug_uninit' mode",
"--options %s", &extraoptions, "Set extra OSL options",
"--groupoutputs", &use_group_outputs, "Specify group outputs, not global outputs",
"--oslquery", &do_oslquery, "Test OSLQuery at runtime",
"--inbuffer", &inbuffer, "Compile osl source from and to buffer",
// "-v", &verbose, "Verbose output",
NULL);
if (ap.parse(argc, argv) < 0 || (shadernames.empty() && groupspec.empty())) {
std::cerr << ap.geterror() << std::endl;
ap.usage ();
exit (EXIT_FAILURE);
}
if (help) {
std::cout <<
"testshade -- Test Open Shading Language\n"
"(c) Copyright 2009-2010 Sony Pictures Imageworks Inc. All Rights Reserved.\n";
ap.usage ();
exit (EXIT_SUCCESS);
}
if (debug || verbose)
errhandler.verbosity (ErrorHandler::VERBOSE);
raytype_bit = shadingsys->raytype_bit (ustring (raytype));
}