本文整理汇总了C++中GLUTWindowRefPtr::addPort方法的典型用法代码示例。如果您正苦于以下问题:C++ GLUTWindowRefPtr::addPort方法的具体用法?C++ GLUTWindowRefPtr::addPort怎么用?C++ GLUTWindowRefPtr::addPort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GLUTWindowRefPtr
的用法示例。
在下文中一共展示了GLUTWindowRefPtr::addPort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: enableStaticScene
static void enableStaticScene()
{
win->subPortByObj(dynamicVp);
dynamicVp = nullptr;
NodeUnrecPtr root = makeCoredNode<Group>();
root->addChild(staticScene);
mgr->setRoot(root);
mgr->getNavigator()->setViewport(staticVp);
staticVp->setCamera(camera);
win->addPort(staticVp);
}
示例2: createDynamicViewport
static void createDynamicViewport()
{
win->subPortByObj(staticVp);
FBOBackgroundUnrecPtr fboBckgnd = FBOBackground::create();
fboBckgnd->setFrameBufferObject(spSimpleFBO->fbo());
NodeUnrecPtr root = makeCoredNode<Group>();
root->addChild(dynamicScene);
mgr->setRoot(root);
dynamicVp = Viewport::create();
dynamicVp->setRoot (rootNode(root));
dynamicVp->setBackground(fboBckgnd);
dynamicVp->setCamera (camera);
dynamicVp->setSize (0,0, 1,1);
mgr->getNavigator()->setViewport(dynamicVp);
win->addPort(dynamicVp);
mgr->update();
}
示例3: createAcquisitionStage
//
// setup of the image generation stage
//
static void createAcquisitionStage()
{
size_t num_ports = win->getMFPort()->size();
if (num_ports == 0)
return;
UInt32 width = win->getWidth();
UInt32 height = win->getHeight();
Real32 a = Real32(width) / Real32(height);
width = UInt32(a*height);
Viewport* vp = staticVp;
Node* internalRoot = rootNode(mgr->getRoot());
//
// Setup the FBO
//
spSimpleFBO.reset(new SimpleFBO(width, height, true, true, true, false));
//spSimpleFBO->fbo()->setPostProcessOnDeactivate(true);
//spSimpleFBO->colorBuffer(0)->setReadBack(true);
//
// We would like to render the scene but won't detach it from its parent.
// The VisitSubTree allows just that.
//
VisitSubTreeUnrecPtr visitor = VisitSubTree::create();
visitor->setSubTreeRoot(internalRoot);
NodeUnrecPtr visit_node = makeNodeFor(visitor);
//
// The stage object does provide a render target for the frame buffer attachment.
// SimpleStage has a camera, a background and the left, right, top, bottom
// fields to let you restrict rendering to a sub-rectangle of your FBO, i.e.
// they give you a viewport.
//
SimpleStageUnrecPtr stage = SimpleStage::create();
stage->setRenderTarget(spSimpleFBO->fbo());
stage->setCamera (vp->getCamera());
stage->setBackground (vp->getBackground());
//
// Give the stage core a place to live
//
NodeUnrecPtr stage_node = makeNodeFor(stage);
stage_node->addChild(visit_node);
//
// root
// |
// +- SimpleStage
// |
// +- VisitSubTree -> ApplicationScene
//
NodeUnrecPtr root = makeCoredNode<Group>();
root->addChild(stage_node);
//
// Give the root node a place to live, i.e. create a passive
// viewport and add it to the window.
//
ViewportUnrecPtr stage_viewport = PassiveViewport::create();
stage_viewport->setRoot (stage_node);
stage_viewport->setBackground(vp->getBackground());
stage_viewport->setCamera (vp->getCamera());
win->addPort(stage_viewport);
mgr->update();
win->renderNoFinish(mgr->getRenderAction());
win->frameExit();
win->deactivate ();
//ImageUnrecPtr col_image = Image::create();
//col_image->set(Image::OSG_RGBA_PF, width, height);
//TextureObjChunk* texObj = spSimpleFBO->colorTexObj(0);
//texObj->getImage()->subImage(0, 0, 0, width, height, 1, col_image);
//col_image->write("d:/my_Test_opensg.png");
win->subPortByObj(stage_viewport);
}
示例4: writeHiResScreenShotFBO
//.........这里部分代码省略.........
//
// The stage object does provide a render target for the frame buffer attachment.
// SimpleStage has a camera, a background and the left, right, top, bottom
// fields to let you restrict rendering to a sub-rectangle of your FBO, i.e.
// they give you a viewport.
//
SimpleStageUnrecPtr stage = SimpleStage::create();
stage->setRenderTarget(fbo);
stage->setCamera (decorator);
stage->setBackground (vp->getBackground());
//
// Give the stage core a place to live
//
NodeUnrecPtr stage_node = makeNodeFor(stage);
stage_node->addChild(visit_node);
//
// root
// |
// +- SimpleStage
// |
// +- VisitSubTree -> ApplicationScene
//
NodeUnrecPtr root = makeCoredNode<Group>();
root->addChild(stage_node);
//
// Give the root node a place to live, i.e. create a passive
// viewport and add it to the window.
//
ViewportUnrecPtr stage_viewport = PassiveViewport::create();
stage_viewport->setRoot (root);
stage_viewport->setBackground(vp->getBackground());
stage_viewport->setCamera (camera);
win->addPort(stage_viewport);
//
// remember the decorator, the background tile prop setting and the stage setup
//
decorators[i] = boost::make_tuple(decorator, bTiled, stage, stage_viewport);
}
//
// We write the image in simple ppm format. This one starts with a description
// header which we output once on first write.
//
bool write_header = true;
//
// Calc the max y start position (width). We process the tiles from bottom
// up and from left tp right as determined by the image format.
//
UInt32 yPosLast = 0;
for (; yPosLast < height-winHeight; yPosLast += winHeight);
//
// Process from bottom to top
//
for (Int32 yPos = yPosLast; yPos >= 0; yPos -= winHeight)
{
UInt32 ySize = std::min(winHeight, height - yPos);
//
// Collect the tile images for each row, i.e. we write the
// image in row manner to disk. This way the main memory is
// only moderately stressed.
//