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C++ TextRenderer::Init方法代码示例

本文整理汇总了C++中TextRenderer::Init方法的典型用法代码示例。如果您正苦于以下问题:C++ TextRenderer::Init方法的具体用法?C++ TextRenderer::Init怎么用?C++ TextRenderer::Init使用的例子?那么恭喜您, 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TextRenderer的用法示例。


在下文中一共展示了TextRenderer::Init方法的2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: InitGUI

//--------------------------------------------------------------------------------------
//
//--------------------------------------------------------------------------------------
void InitGUI()
{
    // Initialize dialogs
    g_SettingsDlg.Init(&g_DialogResourceManager);
    g_HUD.Init(&g_DialogResourceManager);
    g_HUD.SetCallback(OnGUIEvent);
    g_TextRenderer.Init(&g_DialogResourceManager);
    
    int iY = 10; 
    g_HUD.AddButton  (IDC_TOGGLEFULLSCREEN,   L"Toggle full screen" ,   35, iY, 160, 22);
    g_HUD.AddButton  (IDC_TOGGLEREF,          L"Toggle REF (F3)"    ,   35, iY += 24, 160, 22, VK_F3);
    g_HUD.AddButton  (IDC_CHANGEDEVICE,       L"Change device (F2)" ,   35, iY += 24, 160, 22, VK_F2);
    iY += 20;

    g_HUD.AddCheckBox(IDC_DEINTERLEAVE,     L"Deinterleaved Texturing", 35, iY += 28, 125, 22, g_UseDeinterleavedTexturing);
    g_HUD.AddCheckBox(IDC_RANDOMIZE,        L"Randomize Samples",       35, iY += 28, 125, 22, g_RandomizeSamples);
    g_HUD.AddCheckBox(IDC_BLUR_AO,          L"Blur AO",                 35, iY += 28, 125, 22, g_BlurAO);
    iY += 24;

    CDXUTComboBox *pComboBox;
    g_HUD.AddComboBox(IDC_CHANGESCENE,    35, iY += 24, 160, 22, 'M', false, &pComboBox);
    for (int i = 0; i < ARRAYSIZE(g_MeshDesc); i++)
    {
        pComboBox->AddItem(g_MeshDesc[i].Name, NULL);
    }
    iY += 24;

    WCHAR sz[100];
    int dy = 20;
    StringCchPrintf(sz, 100, UI_RADIUS_MULT L"%0.2f", g_AOParams.Radius); 
    g_HUD.AddStatic(IDC_RADIUS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_RADIUS_SLIDER, 50, iY += dy, 100, 22, 0, 100, int(g_AOParams.Radius / MAX_RADIUS_MULT * 100));

    StringCchPrintf(sz, 100, UI_AO_BIAS L"%g", g_AOParams.Bias); 
    g_HUD.AddStatic(IDC_BIAS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_BIAS_SLIDER, 50, iY += dy, 100, 22, 0, 500, int(g_AOParams.Bias * 1000));

    StringCchPrintf(sz, 100, UI_POW_EXPONENT L"%0.2f", g_AOParams.PowerExponent); 
    g_HUD.AddStatic(IDC_EXPONENT_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_EXPONENT_SLIDER, 50, iY += dy, 100, 22, 0, 400, (int)(100.0f*g_AOParams.PowerExponent));

    StringCchPrintf(sz, 100, UI_BLUR_SHARPNESS L"%0.2f", g_AOParams.Blur.Sharpness); 
    g_HUD.AddStatic(IDC_BLUR_SHARPNESS_STATIC, sz, 35, iY += dy, 125, 22);
    g_HUD.AddSlider(IDC_BLUR_SHARPNESS_SLIDER, 50, iY += dy, 100, 22, 0, 1600, (int)(100.0f*g_AOParams.Blur.Sharpness));

    UINT ButtonGroup = 0;
    iY += 24;
    g_HUD.AddRadioButton( IDC_1xMSAA,       ButtonGroup, L"1X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_1X) );
    g_HUD.AddRadioButton( IDC_2xMSAA,       ButtonGroup, L"2X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_2X) );
    g_HUD.AddRadioButton( IDC_4xMSAA,       ButtonGroup, L"4X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_4X) );
    g_HUD.AddRadioButton( IDC_8xMSAA,       ButtonGroup, L"8X MSAA",                35, iY += 24, 125, 22,  (g_MSAACurrentSettings == MSAA_MODE_8X) );

    ++ButtonGroup;
    iY += 24;
    g_HUD.AddRadioButton( IDC_PER_PIXEL_AO,   ButtonGroup, L"PER_PIXEL_AO",         35, iY += 24, 125, 22,  (g_AOParams.Output.MSAAMode == GFSDK_SSAO_PER_PIXEL_AO) );
    g_HUD.AddRadioButton( IDC_PER_SAMPLE_AO,  ButtonGroup, L"PER_SAMPLE_AO",        35, iY += 24, 125, 22,  (g_AOParams.Output.MSAAMode == GFSDK_SSAO_PER_SAMPLE_AO) );
}
开发者ID:151706061,项目名称:D3DSamples,代码行数:60,代码来源:DeinterleavedTexturing.cpp

示例2: main

int main()
{
	InitGlfw initGlfw;
	ShaderLoader shaderLoader;
	TextureLoader textureLoader;
	TextRenderer textRenderer;

	// Init
	initGlfw.Init();
	textRenderer.Init();
	glfwSetKeyCallback(initGlfw.window, KeyCallback);
	glfwSetMouseButtonCallback(initGlfw.window, MouseButtonCallback);
	glfwSetCursorPosCallback(initGlfw.window, MouseMoveCallback);

	// Shader loading
	GLuint defaultShaderProgram;
	GLuint textShaderProgram;
	GLuint simpleShaderProgram;
	defaultShaderProgram = shaderLoader.CreateProgram("Shaders\\vertex_shader.glsl", "Shaders\\fragment_shader.glsl");
	textShaderProgram = shaderLoader.CreateProgram("Shaders\\text_vs.glsl", "Shaders\\text_fs.glsl");
	simpleShaderProgram = shaderLoader.CreateProgram("Shaders\\simple_vertex_shader.glsl", "Shaders\\simple_fragment_shader.glsl");
	

	// Load texture
	GLuint texture = textureLoader.LoadRGB("Images\\container.jpg");
	GLuint blankTexture = textureLoader.LoadBlank();
	cout << "Blank texture status: " << blankTexture << endl;

	// Define camera component vectors
	float wallDistanceMargin = 0.2f;
	float currentX;
	float currentZ;

	glm::vec3 cameraPos = glm::vec3(0.0f, -0.5f, 6.0f);
	glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
	glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
	float yaw = -90.0f;
	glm::vec3 front(cos(glm::radians(yaw)), 0.0f, sin(glm::radians(yaw)));
	
	// Define model and view matrices and get shader locations
	GLuint modelLocation = glGetUniformLocation(defaultShaderProgram, "model");
	GLuint viewLocation = glGetUniformLocation(defaultShaderProgram, "view");
	GLuint projectionLocation = glGetUniformLocation(defaultShaderProgram, "projection");

	double currentTime = glfwGetTime();
	double delta;

	glm::mat4 view;
	glm::mat4 proj1;
	glm::mat4 idm  = glm::mat4();
	
	// Hard-coded virtual environment
	Square backWall;
	Square leftWall;
	Square rightWall;
	Square floorSquare;
	Square frontWall;
	Square rewardZone;

	float corridorDepth = 10.0f;
	float corridorWidth = 3.0f;
	float wallHeight = 2.0f;

	float rewardZoneDepth = 2.0f;
	float rewardZonePosition = -3.0f;

	float rewardZoneLowZ = rewardZonePosition - rewardZoneDepth;
	float rewardZoneHighZ = rewardZonePosition + rewardZoneDepth;
	bool inRewardZone = false;

	backWall.SetColor(0.5f, 0.5f, 0.9f);
	backWall.SetScaling(corridorWidth, wallHeight);
	backWall.SetPosition(0.0f, wallHeight/2, -corridorDepth);
	
	frontWall.SetColor(0.5f, 0.5f, 0.9f);
	frontWall.SetScaling(corridorWidth, wallHeight);
	frontWall.SetPosition(0.0f, wallHeight / 2.0f, corridorDepth);

	leftWall.SetColor(0.5f, 0.9f, 0.5f);
	leftWall.SetScaling(corridorDepth, wallHeight);
	leftWall.SetRotation(0.0f, 90.0f, 0.0f);
	leftWall.SetPosition(-corridorWidth, wallHeight/2, 0.0f);
	
	rightWall.SetColor(0.5f, 0.9f, 0.5f);
	rightWall.SetScaling(corridorDepth, wallHeight);
	rightWall.SetRotation(0.0f, 90.0f, 0.0f);
	rightWall.SetPosition(corridorWidth,wallHeight/2, 0.0f);
	
	floorSquare.SetColor(0.1f, 0.1f, 0.1f);
	floorSquare.SetScaling(corridorWidth, corridorDepth);
	floorSquare.SetRotation(-90.0f, 0.0f, 0.0f);
	floorSquare.SetPosition(0.0f, -wallHeight/2.0f, 0.0f);

	rewardZone.SetColor(0.2f, 0.9f, 0.2f);
	rewardZone.SetScaling(corridorWidth, rewardZoneDepth);
	rewardZone.SetRotation(-90.0f, 0.0f, 0.0f);
	rewardZone.SetPosition(0.0f, -wallHeight / 2.0f + 0.01f, rewardZonePosition);

	proj1 = glm::perspective(45.0f, (float)2.0f*initGlfw.windowInfo.width / initGlfw.windowInfo.height, 0.1f, 100.0f);
	glEnable(GL_DEPTH_TEST);
//.........这里部分代码省略.........
开发者ID:benvermaercke,项目名称:Virtual-reality,代码行数:101,代码来源:main.cpp


注:本文中的TextRenderer::Init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。