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C++ TextureChunkPtr::setNPOTMatrixScale方法代码示例

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


在下文中一共展示了TextureChunkPtr::setNPOTMatrixScale方法的3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: createSceneFBO


//.........这里部分代码省略.........
    // Make Torus Node (creates Torus in background of scene)
    NodePtr TorusGeometryNode = makeTorus(.5, 2, 24, 48);

    beginEditCP(TorusGeometryNode->getCore());
        GeometryPtr::dcast(TorusGeometryNode->getCore())->setMaterial(TheMaterial);
    endEditCP(TorusGeometryNode->getCore());
    calcVertexNormals(GeometryPtr::dcast(TorusGeometryNode->getCore()));
    calcVertexTangents(GeometryPtr::dcast(TorusGeometryNode->getCore()),0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId);

    RootTransformCore = Transform::create();

    NodePtr TorusTransformNode = Node::create();
    beginEditCP(TorusTransformNode, Node::CoreFieldMask);
        TorusTransformNode->setCore(RootTransformCore);
        TorusTransformNode->addChild(TorusGeometryNode);
    endEditCP(TorusTransformNode, Node::CoreFieldMask);

    //Create Light Beacon
    Matrix LightMat;
    LightMat.setTranslate(0.0f,10.0f,1.0f);
    TransformPtr LightBeconCore = Transform::create();
    beginEditCP(LightBeconCore, Transform::MatrixFieldMask);
        LightBeconCore->setMatrix(LightMat);
    endEditCP(LightBeconCore, Transform::MatrixFieldMask);

    NodePtr LightBeconNode = Node::create();
    beginEditCP(LightBeconNode, Node::CoreFieldMask);
        LightBeconNode->setCore(LightBeconCore);
    endEditCP(LightBeconNode, Node::CoreFieldMask);

    //Create Light
    TheLight = PointLight::create();
    beginEditCP(TheLight);
        TheLight->setBeacon(LightBeconNode);
    endEditCP(TheLight);

    NodePtr LightNode = Node::create();
    beginEditCP(LightNode, Node::CoreFieldMask);
        LightNode->setCore(TheLight);
        LightNode->addChild(TorusTransformNode);
    endEditCP(LightNode, Node::CoreFieldMask);


    //Create Root

    NodePtr TheRoot = Node::create();
    beginEditCP(TheRoot);
        TheRoot->setCore(Group::create());
        TheRoot->addChild(CameraBeconNode);
        TheRoot->addChild(LightNode);
        TheRoot->addChild(LightBeconNode);
    endEditCP(TheRoot);

    //Create Background
    SolidBackgroundPtr TheBackground = SolidBackground::create();
    TheBackground->setColor(Color3f(1.0,0.0,0.0));

    //DepthClearBackgroundPtr TheBackground = DepthClearBackground::create();

    //Create the Image
    ImagePtr TheColorImage = Image::create();
    TheColorImage->set(Image::OSG_RGB_PF,2,2,1,1,1,0.0f,0,Image::OSG_FLOAT16_IMAGEDATA);

    //Create the texture
    TextureChunkPtr TheColorTextureChunk = TextureChunk::create();
    beginEditCP(TheColorTextureChunk);
        TheColorTextureChunk->setImage(TheColorImage);

        TheColorTextureChunk->setMinFilter(GL_NEAREST);
        TheColorTextureChunk->setMagFilter(GL_NEAREST);

        TheColorTextureChunk->setWrapS(GL_CLAMP_TO_EDGE);
        TheColorTextureChunk->setWrapR(GL_CLAMP_TO_EDGE);

        TheColorTextureChunk->setScale(false);
        TheColorTextureChunk->setNPOTMatrixScale(true);
        
        TheColorTextureChunk->setEnvMode(GL_REPLACE);
        TheColorTextureChunk->setInternalFormat(GL_RGB16F);

    endEditCP(TheColorTextureChunk);


    //Create FBO
    FBOViewportPtr TheFBO = FBOViewport::create();
    beginEditCP(TheFBO);
        TheFBO->setBackground(TheBackground);
        TheFBO->setRoot(TheRoot);
        TheFBO->setCamera(TheCamera);

        TheFBO->setEnabled(true);
        TheFBO->getTextures().push_back(TheColorTextureChunk);

        TheFBO->setStorageWidth(TheColorTextureChunk->getImage()->getWidth());
        TheFBO->setStorageHeight(TheColorTextureChunk->getImage()->getHeight());
        
        TheFBO->setSize(0,0,TheColorTextureChunk->getImage()->getWidth()-1, TheColorTextureChunk->getImage()->getHeight()-1);
    endEditCP(TheFBO);
    return TheFBO;
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:04HDRFilter.cpp

示例2: createVideoMaterial

MaterialPtr createVideoMaterial(void)
{
    // Ok, now for the meat of the code...
    // first we need an Image to hold the picture(s) to show
    //image = Image::create();
    
    //beginEditCP(image);
    //{
        // set the image's size and type, and allocate memory
        // this example uses RGB. On some systems (e.g. Windows) BGR
        // or BGRA might be faster, it depends on how the images are 
        // acquired
    //    image->set(Image::OSG_RGB_PF, 2, 2);
    //}
    //endEditCP(image);
    
    // Now create the texture to be used for the background
    tex = TextureChunk::create();
    
    beginEditCP(tex);
    {
        // Associate image and texture
        //tex->setImage(image);
        
        // Set filtering modes. LINEAR is cheap and good if the image size
        // changes very little (i.e. the window is about the same size as 
        // the images).
        //tex->setMinFilter(GL_LINEAR);
        tex->setMinFilter(GL_NEAREST);
        tex->setMagFilter(GL_LINEAR);
        //tex->setMagFilter(GL_NEAREST);        
        
        // Set the wrapping modes. We don't need repetition, it might actually
        // introduce artifactes at the borders, so switch it off.
        tex->setWrapS(GL_CLAMP_TO_EDGE);
        tex->setWrapT(GL_CLAMP_TO_EDGE);             
        
        // Newer versions of OpenGl can handle NPOT textures directly.
        // OpenSG will do that internally automatically.
        //
        // Older versions need POT textures. By default OpenSG
        // will scale an NPOT texture to POT while defining it.
        // For changing textures that's too slow.
        // So tell OpenSG not to scale the image, but use the texture
        // matrix to scale. This only works if we're not using the
        // texture matrix for anything else, which is fine for video
        // backgrounds.
        // This does not do anything if NPOT textures are supported, so
        // it is safe to just set it.
        
        tex->setScale(false);            
        tex->setNPOTMatrixScale(true);
    }
    endEditCP(tex);

	ChunkMaterialPtr TheMaterial = ChunkMaterial::create();

	beginEditCP(TheMaterial, ChunkMaterial::ChunksFieldMask);
		TheMaterial->addChunk(tex);
		TheMaterial->addChunk(MaterialChunk::create());
	endEditCP(TheMaterial, ChunkMaterial::ChunksFieldMask);

	return TheMaterial;
}
开发者ID:ahuballah,项目名称:OpenSGToolbox,代码行数:64,代码来源:01PlayVideo.cpp

示例3: main

int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(MainWindow);
	
										
    // Make Torus Node (creates Torus in background of scene)
    NodePtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

    // Make Main Scene Node and add the Torus
    NodePtr scene = osg::Node::create();
    beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask);
        scene->setCore(osg::Group::create());
        scene->addChild(TorusGeometryNode);
    endEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask);

    //Create the Image
    Path ImagePath("./Data/TutorialImage.jpg");
    ImagePtr TheImage = ImageFileHandler::the().read(ImagePath.string().c_str());

    //Create the texture
    TextureChunkPtr TheTextureChunk = TextureChunk::create();
    beginEditCP(TheTextureChunk);
        TheTextureChunk->setImage(TheImage);

        TheTextureChunk->setMinFilter(GL_NEAREST);
        TheTextureChunk->setMagFilter(GL_NEAREST);

        TheTextureChunk->setWrapS(GL_CLAMP_TO_EDGE);
        TheTextureChunk->setWrapR(GL_CLAMP_TO_EDGE);

        TheTextureChunk->setScale(false);
        TheTextureChunk->setNPOTMatrixScale(true);
        
        TheTextureChunk->setEnvMode(GL_REPLACE); 
    endEditCP(TheTextureChunk);

    //Create a Texture Source
    TextureSourceTextureFilterPtr TutorialTextureSourceTextureFilter = TextureSourceTextureFilter::create();
    beginEditCP(TutorialTextureSourceTextureFilter, TextureSourceTextureFilter::TextureFieldMask);
        TutorialTextureSourceTextureFilter->setTexture(TheTextureChunk);
    endEditCP(TutorialTextureSourceTextureFilter, TextureSourceTextureFilter::TextureFieldMask);

    //Create a Grayscale filter
    std::string GrayScaleFragProg = "uniform sampler2D Slot0Texture; void main() { gl_FragColor = vec4(vec3( dot(vec3(0.3,0.59,0.11), texture2D(Slot0Texture,gl_TexCoord[0].st).rgb)), 1.0); }";

    //Create a shader Filter
    ShaderTextureFilterPtr GrayscaleTextureFilter = ShaderTextureFilter::create();
    GrayscaleTextureFilter->attachSource(TutorialTextureSourceTextureFilter, 0, 0);
    GrayscaleTextureFilter->setFragmentSource(GrayScaleFragProg);

    //Create a Color Mult filter
    std::string ColorMultFragProg = "uniform sampler2D Slot0Texture; void main() { gl_FragColor = vec4(vec3(1.0,0.0,0.0) * texture2D(Slot0Texture,gl_TexCoord[0].st).rgb, 1.0); }";

    //Create a shader Filter
    ShaderTextureFilterPtr ColorMultTextureFilter = ShaderTextureFilter::create();
    ColorMultTextureFilter->attachSource(GrayscaleTextureFilter,0,0);
    ColorMultTextureFilter->setFragmentSource(ColorMultFragProg);

    
    ////Create a Blur filter
    //std::string BlurFragProg = "";
    //BlurFragProg += 
    //"uniform sampler2D Slot0Texture;"
    //"void main()"
    //"{"
    //"    vec2 offsets[9];"
    //"    offsets[0] = vec2(-0.000625,0.00111111111);"
    //"    offsets[1] = vec2(0.0,0.00111111111);"
    //"    offsets[2] = vec2(0.000625,0.00111111111);"
    //"    offsets[3] = vec2(-0.000625,0.0);"
    //"    offsets[4] = vec2(0.0,0.0);"
    //"    offsets[5] = vec2(0.0,0.0);"
    //"    offsets[6] = vec2(-0.000625,-0.00111111111);"
    //"    offsets[7] = vec2(0.0,-0.00111111111);"
    //"    offsets[8] = vec2(0.000625,-0.00111111111);"
    //"    vec4 kernel[9];"
    ////"    kernel[0] = vec4(0.0);"
    ////"    kernel[1] = vec4(0.0);"
    ////"    kernel[2] = vec4(0.0);"
    ////"    kernel[3] = vec4(0.0);"
    ////"    kernel[4] = vec4(1.0);"
    ////"    kernel[5] = vec4(0.0);"
    ////"    kernel[6] = vec4(0.0);"
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:101,代码来源:02SimpleImagePipeline.cpp


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