当前位置: 首页>>代码示例>>C++>>正文


C++ ITexture::GetActualWidth方法代码示例

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


在下文中一共展示了ITexture::GetActualWidth方法的6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: OverlayShowTexture

//-----------------------------------------------------------------------------
// Debugging aid to display a texture
//-----------------------------------------------------------------------------
static void OverlayShowTexture( const char* textureName, float scale )
{
	bool			foundVar;
	IMaterial		*pMaterial;
	IMaterialVar	*BaseTextureVar;
	ITexture		*pTex;
	float			x, y, w, h;

	// ___error is created in code in CMaterialSystem::CreateDebugMaterials()
	pMaterial = materials->FindMaterial( "___error", TEXTURE_GROUP_OTHER, true );
	BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
	if (!foundVar)
		return;

	CMatRenderContextPtr pRenderContext( materials );

	if ( textureName && textureName[0] )
	{
		pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false );
		BaseTextureVar->SetTextureValue( pTex );

		w = pTex->GetActualWidth() * scale;
		h = pTex->GetActualHeight() * scale;
	}
	else
	{
		w = h = 64.0f * scale;
	}

	// Center relative to current viewport
	int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
	pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
	x = ( nViewportWidth - w ) * 0.5f;
	y = ( nViewportHeight - h ) * 0.5f;

	pRenderContext->Bind( pMaterial );
	IMesh* pMesh = pRenderContext->GetDynamicMesh( true );

	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
	meshBuilder.Position3f( x, y, 0.0f );
	meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x+w, y, 0.0f );
	meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x+w, y+h, 0.0f );
	meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x, y+h, 0.0f );
	meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.End();
	pMesh->Draw();
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:58,代码来源:viewdebug.cpp

示例2: OverlayShowTexture

//-----------------------------------------------------------------------------
// Debugging aid to display a texture
//-----------------------------------------------------------------------------
static void OverlayShowTexture( const char* textureName, float scale )
{
	bool			foundVar;
	IMaterial		*pMaterial;
	IMaterialVar	*BaseTextureVar;
	ITexture		*pTex;
	float			x, y, w, h;

	// screen safe
	x = 32;
	y = 32;

	pMaterial = materials->FindMaterial( "___debug", TEXTURE_GROUP_OTHER, true );
	BaseTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false );
	if (!foundVar)
		return;

	CMatRenderContextPtr pRenderContext( materials );

	if ( textureName && textureName[0] )
	{
		pTex = materials->FindTexture( textureName, TEXTURE_GROUP_OTHER, false );
		BaseTextureVar->SetTextureValue( pTex );

		w = pTex->GetActualWidth() * scale;
		h = pTex->GetActualHeight() * scale;
	}
	else
	{
		w = h = 64.0f * scale;
	}

	pRenderContext->Bind( pMaterial );
	IMesh* pMesh = pRenderContext->GetDynamicMesh( true );

	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
	meshBuilder.Position3f( x, y, 0.0f );
	meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x+w, y, 0.0f );
	meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x+w, y+h, 0.0f );
	meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.Position3f( x, y+h, 0.0f );
	meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
	meshBuilder.AdvanceVertex();
	meshBuilder.End();
	pMesh->Draw();
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:55,代码来源:viewdebug.cpp

示例3: Render

//------------------------------------------------------------------------------
// CExampleEffect render
//------------------------------------------------------------------------------
void CExampleEffect::Render( int x, int y, int w, int h )
{
	if ( !IsEnabled() )
		return;

	// Render Effect
	Rect_t actualRect;
	UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect );
	ITexture *pTexture = GetFullFrameFrameBufferTexture( 0 );

	CMatRenderContextPtr pRenderContext( materials );

	pRenderContext->DrawScreenSpaceRectangle( m_Material, x, y, w, h,
											actualRect.x, actualRect.y, actualRect.x+actualRect.width-1, actualRect.y+actualRect.height-1, 
											pTexture->GetActualWidth(), pTexture->GetActualHeight() );
}
开发者ID:1n73rf4c3,项目名称:source-sdk-2013,代码行数:19,代码来源:ScreenSpaceEffects.cpp

示例4: draw_pp_shader

void draw_pp_shader( const CViewSetup &view, IMaterial *pMaterial)
{
	int x = view.x;
	int y = view.y;
	int w = view.width;
	int h = view.height;

	Rect_t actualRect;
	UpdateScreenEffectTexture( 0, x, y, w, h, false, &actualRect);
	int u1 = actualRect.x;
	int v1 = actualRect.y;
	int u2 = actualRect.x+actualRect.width-1;
	int v2 = actualRect.y+actualRect.height-1;

	ITexture *pTexture = GetFullFrameFrameBufferTexture( 0 );
	int aw = pTexture->GetActualWidth();
	int ah = pTexture->GetActualHeight();

	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->DrawScreenSpaceRectangle( pMaterial, x, y, w, h, u1, v1, u2, v2, aw, ah );
	pRenderContext.SafeRelease();
}
开发者ID:Chris528,项目名称:source-sdk-2013,代码行数:22,代码来源:ppshaderrender.cpp

示例5: ApplyEntityGlowEffects


//.........这里部分代码省略.........
	// Render the glow colors to _rt_FullFrameFB 
	//=============================================
	{
		PIXEvent pixEvent( pRenderContext, "RenderGlowModels" );
		RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext );
	}
	
	//===================================
	// Setup state for downsample/bloom
	//===================================

	pRenderContext->PushRenderTargetAndViewport();

	// Get viewport
	int nSrcWidth = pSetup->width;
	int nSrcHeight = pSetup->height;
	int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
	pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );

	// Get material and texture pointers
	IMaterial *pMatDownsample = materials->FindMaterial( "dev/glow_downsample", TEXTURE_GROUP_OTHER, true);
	IMaterial *pMatBlurX = materials->FindMaterial( "dev/glow_blur_x", TEXTURE_GROUP_OTHER, true );
	IMaterial *pMatBlurY = materials->FindMaterial( "dev/glow_blur_y", TEXTURE_GROUP_OTHER, true );

	ITexture *pRtFullFrame = materials->FindTexture( FULL_FRAME_TEXTURE, TEXTURE_GROUP_RENDER_TARGET );
	ITexture *pRtQuarterSize0 = materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET );
	ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );

	//============================================
	// Downsample _rt_FullFrameFB to _rt_SmallFB0
	//============================================

	// First clear the full target to black if we're not going to touch every pixel
	if ( ( pRtQuarterSize0->GetActualWidth() != ( pSetup->width / 4 ) ) || ( pRtQuarterSize0->GetActualHeight() != ( pSetup->height / 4 ) ) )
	{
		SetRenderTargetAndViewPort( pRtQuarterSize0, pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() );
		pRenderContext->ClearColor3ub( 0, 0, 0 );
		pRenderContext->ClearBuffers( true, false, false );
	}

	// Set the viewport
	SetRenderTargetAndViewPort( pRtQuarterSize0, pSetup->width / 4, pSetup->height / 4 );

	IMaterialVar *pbloomexpvar = pMatDownsample->FindVar( "$bloomexp", null );
	if ( pbloomexpvar != NULL )
	{
		pbloomexpvar->SetFloatValue( 2.5f );
	}

	IMaterialVar *pbloomsaturationvar = pMatDownsample->FindVar( "$bloomsaturation", null );
	if ( pbloomsaturationvar != NULL )
	{
		pbloomsaturationvar->SetFloatValue( 1.0f );
	}

	// note the -2's below. Thats because we are downsampling on each axis and the shader
	// accesses pixels on both sides of the source coord
	int nFullFbWidth = nSrcWidth;
	int nFullFbHeight = nSrcHeight;

	pRenderContext->DrawScreenSpaceRectangle( pMatDownsample, 0, 0, nSrcWidth/4, nSrcHeight/4,
		0, 0, nFullFbWidth - 4, nFullFbHeight - 4,
		pRtFullFrame->GetActualWidth(), pRtFullFrame->GetActualHeight() );

	//============================//
	// Guassian blur x rt0 to rt1 //
开发者ID:Romikus33,项目名称:MoreGreenTea,代码行数:67,代码来源:glow_outline_effect.cpp

示例6: Render

void CGodRaysEffect::Render( int x, int y, int w, int h )
{
	CMatRenderContextPtr pRenderContext( materials );

	// Save off the current render target and put the occlusion
	// mask on the top of the rt stack.
	pRenderContext->PushRenderTargetAndViewport( m_OcclusionMask );

		// Create the god rays rendering view.
		CViewRender* pViewRender = CViewRender::GetMainView();
		CRefPtr<CGodRaysView> pGodRaysView = new CGodRaysView( pViewRender );

		// Set the sun instance.
		pGodRaysView->m_pSun = m_pSun;

		// Draw the occlusion mask.
		pViewRender->AddViewToScene( pGodRaysView );

	// Restore original render targets.
	pRenderContext->PopRenderTargetAndViewport();
	
	// Now, downsample the occlusion mask. Start by setting the quarter
	// sized render target as the texture to render to.
	pRenderContext->PushRenderTargetAndViewport( m_SmallRT0 );
	
		// Get the dimensions of the god rays texture.
		ITexture* pMaskTexture = m_OcclusionMask;
		const int nSrcWidth = pMaskTexture->GetActualWidth();
		const int nSrcHeight = pMaskTexture->GetActualHeight();
		const int nQtrWidth = nSrcWidth / 4;
		const int nQtrHeight = nSrcHeight / 4;

		// Blit the data from the occlusion mask texture to the quarter sized one
		// and use the downsample shader to do it with.
		pRenderContext->DrawScreenSpaceRectangle(
			m_DownsampleMaterial,
			0, 0,
			nQtrWidth, nQtrHeight,
			0, 0, 
			nSrcWidth - 2, nSrcHeight - 2,
			nSrcWidth, nSrcHeight );
	
	// Restore the original render target.
	pRenderContext->PopRenderTargetAndViewport();

	Vector vLightPos;
	GetLightPosition( vLightPos );
	if( SetMaterialParms( vLightPos ) )
	{
		// Apply godrays on _rt_SmallFB0 -> _rt_SmallFB1.
		pRenderContext->PushRenderTargetAndViewport( m_SmallRT1 );

		pRenderContext->DrawScreenSpaceRectangle(
			m_GodRaysMaterial,
			0, 0, 
			nQtrWidth, nQtrHeight,
			0, 0, 
			nQtrWidth - 2, nQtrHeight - 2,
			nQtrWidth, nQtrHeight );

		pRenderContext->PopRenderTargetAndViewport();

		// Now blur _rt_SmallFB1 -> _rt_SmallFB0.
		pRenderContext->PushRenderTargetAndViewport( m_SmallRT0 );

		pRenderContext->DrawScreenSpaceRectangle(
			m_BlurYMaterial,
			0, 0, 
			nQtrWidth, nQtrHeight,
			0, 0, 
			nQtrWidth - 2, nQtrHeight - 2,
			nQtrWidth, nQtrHeight );

		pRenderContext->PopRenderTargetAndViewport();

		// Now blur _rt_SmallFB0 -> _rt_SmallFB1.
		pRenderContext->PushRenderTargetAndViewport( m_SmallRT1 );

		pRenderContext->DrawScreenSpaceRectangle(
			m_BlurXMaterial,
			0, 0, 
			nQtrWidth, nQtrHeight,
			0, 0, 
			nQtrWidth - 2, nQtrHeight - 2,
			nQtrWidth, nQtrHeight );

		// Restore old render target and viewport.
		pRenderContext->PopRenderTargetAndViewport();

		// This forces the framebuffer to update with the latest scene.
		UpdateScreenEffectTexture( 0, x, y, w, h, true );

		// Now combine the godrays results with the main frame buffer.
		pRenderContext->DrawScreenSpaceQuad( m_GodRaysCombineMaterial );
	}

	// Release the render context.
	pRenderContext->Release();
}
开发者ID:SCell555,项目名称:source-sdk-2013,代码行数:99,代码来源:gfx_godrays.cpp


注:本文中的ITexture::GetActualWidth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。