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C++ GLUTWindowRefPtr::getHeight方法代码示例

本文整理汇总了C++中GLUTWindowRefPtr::getHeight方法的典型用法代码示例。如果您正苦于以下问题:C++ GLUTWindowRefPtr::getHeight方法的具体用法?C++ GLUTWindowRefPtr::getHeight怎么用?C++ GLUTWindowRefPtr::getHeight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GLUTWindowRefPtr的用法示例。


在下文中一共展示了GLUTWindowRefPtr::getHeight方法的5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: keyboard

static void keyboard(unsigned char k, int, int)
{
    switch(k)
    {
    case 27:
    case 'q':
    case 'Q':
    {
        cleanup();
        osgExit();

        std::exit(EXIT_SUCCESS);
    }
    break;

    case '1':
    {
        UInt32 width  = win->getWidth();
        UInt32 height = win->getHeight();

        std::cout << "Creating acquisition stage "
                  << width << "x" << height
                  << std::endl;

        if (!dynamicVp) {
            createAcquisitionStage();
            createDynamicViewport();
        } else {
            enableStaticScene();
        }
    }
    break;
    }
    glutPostRedisplay();
}
开发者ID:jondo2010,项目名称:OpenSG,代码行数:35,代码来源:dyndrawing1.cpp

示例2: keyboard

static void keyboard(unsigned char k, int, int)
{
    UInt32 winWidth  = win->getWidth();
    UInt32 winHeight = win->getHeight();

    UInt32 width  = fw * winWidth;
    UInt32 height = fh * winHeight;

    switch(k)
    {
    case 27:
    case 'q':
    case 'Q':
    {
        cleanup();
        osgExit();

        std::exit(EXIT_SUCCESS);
    }
    break;

    case '1':
    {
        std::cout << "Creating screenshot (Grab FG) "
                  << width << "x" << height << " in '" << output_file
                  << std::endl;
        writeHiResScreenShot(output_file, width, height);
    }
    break;
    case '2':
    {
        std::cout << "Creating screenshot (FBO) "
                  << width << "x" << height << " in '" << output_file_fbo
                  << std::endl;
        writeHiResScreenShotFBO(output_file_fbo, width, height);
    }
    break;
    }
    glutPostRedisplay();
}
开发者ID:jondo2010,项目名称:OpenSG,代码行数:40,代码来源:hiresimage.cpp

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);
}
开发者ID:jondo2010,项目名称:OpenSG,代码行数:86,代码来源:dyndrawing1.cpp

示例4: writeHiResScreenShotFBO

//
// FBO solution
//
static void writeHiResScreenShotFBO(const char* name, UInt32 width, UInt32 height)
{
    size_t num_ports = win->getMFPort()->size();
    if (num_ports == 0)
        return;
    //
    // calc image dimensions
    //
    UInt32 winWidth  = win->getWidth();
    UInt32 winHeight = win->getHeight();

    if (width  < winWidth ) width  = winWidth;
    if (height < winHeight) height = winHeight;

    Real32 a = Real32(winWidth) / Real32(winHeight);
    width = UInt32(a*height);

    //
    // output stream for writing the final image
    //
    std::ofstream stream(name, std::ios::binary);
    if (stream.good() == false)
        return;

    //
    // Setup the FBO
    //
    FrameBufferObjectUnrecPtr fbo = FrameBufferObject::create();
    //
    // We use two render buffers. One for the color buffer and one for the depth and
    // stencil buffer. This example does not take credit of the stencil buffer. There-
    // fore a depth buffer would suffice. However, the use of the combined depth and
    // stencil buffer is useful in other contextes and hence used.
    //
    RenderBufferUnrecPtr colBuf = RenderBuffer::create();
    RenderBufferUnrecPtr  dsBuf = RenderBuffer::create();
    //
    // As we would like to read back the FBO color buffer, we must provide a fitting
    // image.
    //
    ImageUnrecPtr buffer_image = Image::create();
    buffer_image->set(Image::OSG_RGBA_PF, winWidth, winHeight);
    colBuf->setImage(buffer_image);
    //
    // We must setup the internal image formats of the two render buffers accordingly.
    //
    colBuf->setInternalFormat(GL_RGBA);
    dsBuf ->setInternalFormat(GL_DEPTH24_STENCIL8_EXT);
    //
    // we must inform the FBO about the actual used color render buffers.
    //
    fbo->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
    //
    // The FBO takes responsibility of the render buffers. Notice, that the shared
    // depth/stencil buffer is provided twice. As the depth render buffer and as the
    // stencil render buffer.
    //
    fbo->setColorAttachment  (colBuf, 0);
    fbo->setDepthAttachment  (dsBuf);
    fbo->setStencilAttachment(dsBuf);
    //
    // Also the FBO must be sized correctly.
    //
    fbo->setWidth (winWidth );
    fbo->setHeight(winHeight);
    //
    // In order to read the color buffer back next two statements are necessary.
    //
    fbo->setPostProcessOnDeactivate(true);
    fbo->getColorAttachments(0)->setReadBack(true);

    //
    // We tile the final image and render each tile with the screen resolution
    // into the FBO. The more tiles we use the bigger the resolution of the
    // final image gets with respect to a provided measure of length.
    //
    typedef boost::tuple<TileCameraDecoratorUnrecPtr, bool, SimpleStageUnrecPtr, ViewportUnrecPtr> TupleT;
    std::vector<TupleT> decorators;
    decorators.resize(num_ports);

    //
    // Remember the stage viewports for later cleanup
    //
    std::stack<ViewportUnrecPtr> stage_viewports;

    //
    // Setup the tile camera decorators for each viewport of the window and
    // disable the tile property of tileable viewport backgrounds.
    //
    for (size_t i = 0; i < num_ports; ++i) {
        Viewport* vp = win->getPort(i);

        TileCameraDecoratorUnrecPtr decorator = TileCameraDecorator::create();

        decorator->setFullSize (width, height);
        decorator->setDecoratee(vp->getCamera());

//.........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:hiresimage.cpp

示例5: writeHiResScreenShot

//
// GrabForeground based solution
//
static void writeHiResScreenShot(
    const char* name,
    UInt32 width,
    UInt32 height)
{
    size_t num_ports = win->getMFPort()->size();
    if (num_ports == 0)
        return;
    //
    // calc image dimensions
    //
    UInt32 winWidth  = win->getWidth();
    UInt32 winHeight = win->getHeight();

    if (width  < winWidth ) width  = winWidth;
    if (height < winHeight) height = winHeight;

    Real32 a = Real32(winWidth) / Real32(winHeight);
    width = UInt32(a*height);

    //
    // output stream for writing the final image
    //
    std::ofstream stream(name, std::ios::binary);

    if (stream.good() == false)
        return;

    //
    // Tile image used for foreground grabbing
    //
    ImageUnrecPtr grab_image = Image::create();

    GrabForegroundUnrecPtr grabber = GrabForeground::create();
    grabber->setImage     (grab_image);
    grabber->setActive    (true);
    grabber->setAutoResize(false);

    //
    // We tile the final image and render each tile with the screen resolution
    // into the window. The more tiles we use the bigger the resolution of the
    // final image gets with respect to a provided measure of length.
    //
    typedef boost::tuple<TileCameraDecoratorUnrecPtr, bool> TupleT;
    std::vector<TupleT> decorators;
    decorators.resize(num_ports);

    //
    // Setup the tile camera decorators for each viewport of the window and
    // disable the tile property of tileable viewport backgrounds.
    //
    for (size_t i = 0; i < num_ports; ++i) {
        Viewport* vp = win->getPort(i);

        TileCameraDecoratorUnrecPtr decorator = TileCameraDecorator::create();

        decorator->setFullSize (width, height);
        decorator->setDecoratee(vp->getCamera());

        vp->setCamera(decorator);

        bool bTiled = false;
        TileableBackground* tbg = dynamic_cast<TileableBackground*>(vp->getBackground());
        if (tbg) {
            bTiled = tbg->getTile();
            tbg->setTile(false);
        }

        //
        // remember the decorator and the background tile prop setting
        //
        decorators[i] = boost::make_tuple(decorator, bTiled);
    }

    //
    // Add the grabber to the forgrounds of the first viewport
    //
    Viewport* vp0 = win->getPort(0);
    vp0->addForeground(grabber);

    //
    // 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)
//.........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:hiresimage.cpp


注:本文中的GLUTWindowRefPtr::getHeight方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。