本文整理汇总了C++中ParamValueList::size方法的典型用法代码示例。如果您正苦于以下问题:C++ ParamValueList::size方法的具体用法?C++ ParamValueList::size怎么用?C++ ParamValueList::size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ParamValueList
的用法示例。
在下文中一共展示了ParamValueList::size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:
static void
inject_params ()
{
for (size_t p = 0; p < params.size(); ++p) {
const ParamValue &pv (params[p]);
shadingsys->Parameter (pv.name().c_str(), pv.type(), pv.data(),
pv.interp() == ParamValue::INTERP_CONSTANT);
}
}
示例2: roi
extern "C" OSL_DLL_EXPORT int
test_shade (int argc, const char *argv[])
{
OIIO::Timer timer;
// Create a new shading system. We pass it the RendererServices
// object that services callbacks from the shading system, NULL for
// the TextureSystem (that just makes 'create' make its own TS), and
// an error handler.
shadingsys = new ShadingSystem (&rend, NULL, &errhandler);
// Register the layout of all closures known to this renderer
// Any closure used by the shader which is not registered, or
// registered with a different number of arguments will lead
// to a runtime error.
register_closures(shadingsys);
// Remember that each shader parameter may optionally have a
// metadata hint [[int lockgeom=...]], where 0 indicates that the
// parameter may be overridden by the geometry itself, for example
// with data interpolated from the mesh vertices, and a value of 1
// means that it is "locked" with respect to the geometry (i.e. it
// will not be overridden with interpolated or
// per-geometric-primitive data).
//
// In order to most fully optimize shader, we typically want any
// shader parameter not explicitly specified to default to being
// locked (i.e. no per-geometry override):
shadingsys->attribute("lockgeom", 1);
// Now we declare our shader.
//
// Each material in the scene is comprised of a "shader group."
// Each group is comprised of one or more "layers" (a.k.a. shader
// instances) with possible connections from outputs of
// upstream/early layers into the inputs of downstream/later layers.
// A shader instance is the combination of a reference to a shader
// master and its parameter values that may override the defaults in
// the shader source and may be particular to this instance (versus
// all the other instances of the same shader).
//
// A shader group declaration typically looks like this:
//
// ShaderGroupRef shadergroup = ss->ShaderGroupBegin ();
// ss->Parameter ("paramname", TypeDesc paramtype, void *value);
// ... and so on for all the other parameters of...
// ss->Shader ("shadertype", "shadername", "layername");
// The Shader() call creates a new instance, which gets
// all the pending Parameter() values made right before it.
// ... and other shader instances in this group, interspersed with...
// ss->ConnectShaders ("layer1", "param1", "layer2", "param2");
// ... and other connections ...
// ss->ShaderGroupEnd ();
//
// It looks so simple, and it really is, except that the way this
// testshade program works is that all the Parameter() and Shader()
// calls are done inside getargs(), as it walks through the command
// line arguments, whereas the connections accumulate and have
// to be processed at the end. Bear with us.
// Start the shader group and grab a reference to it.
shadergroup = shadingsys->ShaderGroupBegin (groupname);
// Get the command line arguments. That will set up all the shader
// instances and their parameters for the group.
getargs (argc, argv);
if (! shadergroup) {
std::cerr << "ERROR: Invalid shader group. Exiting testshade.\n";
return EXIT_FAILURE;
}
shadingsys->attribute (shadergroup.get(), "groupname", groupname);
// Now set up the connections
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());
}
}
// End the group
shadingsys->ShaderGroupEnd ();
if (verbose || do_oslquery) {
std::string pickle;
shadingsys->getattribute (shadergroup.get(), "pickle", pickle);
std::cout << "Shader group:\n---\n" << pickle << "\n---\n";
std::cout << "\n";
ustring groupname;
shadingsys->getattribute (shadergroup.get(), "groupname", groupname);
std::cout << "Shader group \"" << groupname << "\" layers are:\n";
int num_layers = 0;
//.........这里部分代码省略.........
示例3: getargs
extern "C" int
test_shade (int argc, const char *argv[])
{
OIIO::Timer timer;
// Create a new shading system. We pass it the RendererServices
// object that services callbacks from the shading system, NULL for
// the TextureSystem (that just makes 'create' make its own TS), and
// an error handler.
shadingsys = ShadingSystem::create (&rend, NULL, &errhandler);
register_closures(shadingsys);
// Remember that each shader parameter may optionally have a
// metadata hint [[int lockgeom=...]], where 0 indicates that the
// parameter may be overridden by the geometry itself, for example
// with data interpolated from the mesh vertices, and a value of 1
// means that it is "locked" with respect to the geometry (i.e. it
// will not be overridden with interpolated or
// per-geometric-primitive data).
//
// In order to most fully optimize shader, we typically want any
// shader parameter not explicitly specified to default to being
// locked (i.e. no per-geometry override):
shadingsys->attribute("lockgeom", 1);
// Now we declare our shader.
//
// Each material in the scene is comprised of a "shader group."
// Each group is comprised of one or more "layers" (a.k.a. shader
// instances) with possible connections from outputs of
// upstream/early layers into the inputs of downstream/later layers.
// A shader instance is the combination of a reference to a shader
// master and its parameter values that may override the defaults in
// the shader source and may be particular to this instance (versus
// all the other instances of the same shader).
//
// A shader group declaration typically looks like this:
//
// ShaderGroupRef shadergroup = ss->ShaderGroupBegin ();
// ss->Parameter ("paramname", TypeDesc paramtype, void *value);
// ... and so on for all the other parameters of...
// ss->Shader ("shadertype", "shadername", "layername");
// The Shader() call creates a new instance, which gets
// all the pending Parameter() values made right before it.
// ... and other shader instances in this group, interspersed with...
// ss->ConnectShaders ("layer1", "param1", "layer2", "param2");
// ... and other connections ...
// ss->ShaderGroupEnd ();
//
// It looks so simple, and it really is, except that the way this
// testshade program works is that all the Parameter() and Shader()
// calls are done inside getargs(), as it walks through the command
// line arguments, whereas the connections accumulate and have
// to be processed at the end. Bear with us.
// Start the shader group and grab a reference to it.
ShaderGroupRef shadergroup = shadingsys->ShaderGroupBegin ();
// Get the command line arguments. That will set up all the shader
// instances and their parameters for the group.
getargs (argc, argv);
// Now set up the connections
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());
}
}
// End the group
shadingsys->ShaderGroupEnd ();
if (outputfiles.size() != 0)
std::cout << "\n";
// Set up the named transformations, including shader and object.
// For this test application, we just do this statically; in a real
// renderer, the global named space (like "myspace") would probably
// be static, but shader and object spaces may be different for each
// object.
setup_transformations (rend, Mshad, Mobj);
// Set up the image outputs requested on the command line
setup_output_images (shadingsys, shadergroup);
// Set up shader globals and a little test grid of points to shade.
ShaderGlobals shaderglobals;
double setuptime = timer.lap ();
// Optional: high-performance apps may request this thread-specific
// pointer in order to save a bit of time on each shade. Just like
// the name implies, a multithreaded renderer would need to do this
//.........这里部分代码省略.........
示例4: roi
extern "C" int
test_shade (int argc, const char *argv[])
{
OIIO::Timer timer;
// Create a new shading system. We pass it the RendererServices
// object that services callbacks from the shading system, NULL for
// the TextureSystem (that just makes 'create' make its own TS), and
// an error handler.
shadingsys = new ShadingSystem (&rend, NULL, &errhandler);
register_closures(shadingsys);
// Remember that each shader parameter may optionally have a
// metadata hint [[int lockgeom=...]], where 0 indicates that the
// parameter may be overridden by the geometry itself, for example
// with data interpolated from the mesh vertices, and a value of 1
// means that it is "locked" with respect to the geometry (i.e. it
// will not be overridden with interpolated or
// per-geometric-primitive data).
//
// In order to most fully optimize shader, we typically want any
// shader parameter not explicitly specified to default to being
// locked (i.e. no per-geometry override):
shadingsys->attribute("lockgeom", 1);
// Now we declare our shader.
//
// Each material in the scene is comprised of a "shader group."
// Each group is comprised of one or more "layers" (a.k.a. shader
// instances) with possible connections from outputs of
// upstream/early layers into the inputs of downstream/later layers.
// A shader instance is the combination of a reference to a shader
// master and its parameter values that may override the defaults in
// the shader source and may be particular to this instance (versus
// all the other instances of the same shader).
//
// A shader group declaration typically looks like this:
//
// ShaderGroupRef shadergroup = ss->ShaderGroupBegin ();
// ss->Parameter ("paramname", TypeDesc paramtype, void *value);
// ... and so on for all the other parameters of...
// ss->Shader ("shadertype", "shadername", "layername");
// The Shader() call creates a new instance, which gets
// all the pending Parameter() values made right before it.
// ... and other shader instances in this group, interspersed with...
// ss->ConnectShaders ("layer1", "param1", "layer2", "param2");
// ... and other connections ...
// ss->ShaderGroupEnd ();
//
// It looks so simple, and it really is, except that the way this
// testshade program works is that all the Parameter() and Shader()
// calls are done inside getargs(), as it walks through the command
// line arguments, whereas the connections accumulate and have
// to be processed at the end. Bear with us.
// Start the shader group and grab a reference to it.
ShaderGroupRef shadergroup = shadingsys->ShaderGroupBegin ();
// Get the command line arguments. That will set up all the shader
// instances and their parameters for the group.
getargs (argc, argv);
// Now set up the connections
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());
}
}
// End the group
shadingsys->ShaderGroupEnd ();
if (outputfiles.size() != 0)
std::cout << "\n";
// Set up the named transformations, including shader and object.
// For this test application, we just do this statically; in a real
// renderer, the global named space (like "myspace") would probably
// be static, but shader and object spaces may be different for each
// object.
setup_transformations (rend, Mshad, Mobj);
// Set up the image outputs requested on the command line
setup_output_images (shadingsys, shadergroup);
if (debug)
test_group_attributes (shadergroup.get());
if (num_threads < 1)
num_threads = boost::thread::hardware_concurrency();
double setuptime = timer.lap ();
//.........这里部分代码省略.........