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C++ ErrorHandler::verbosity方法代码示例

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);
}
开发者ID:Shadowrom,项目名称:OpenShadingLanguage,代码行数:59,代码来源:testshade.cpp

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.........
开发者ID:cmstein,项目名称:OpenShadingLanguage,代码行数:101,代码来源:testshade.cpp

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));
}
开发者ID:boberfly,项目名称:gafferDependencies,代码行数:78,代码来源:testshade.cpp

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));
}
开发者ID:EfestoLab,项目名称:gafferDependencies,代码行数:63,代码来源:testshade.cpp


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