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C++ TextureChunkPtr::setWrapT方法代码示例

本文整理汇总了C++中TextureChunkPtr::setWrapT方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureChunkPtr::setWrapT方法的具体用法?C++ TextureChunkPtr::setWrapT怎么用?C++ TextureChunkPtr::setWrapT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::setWrapT方法的7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: 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2: main

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

    // GLUT init
    glutInit(&argc, argv);
    
    glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    
    glutCreateWindow("OpenSG");
    
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutIdleFunc(idle);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);

    PassiveWindowPtr pwin=PassiveWindow::create();
    pwin->init();   
    
    // create the texture
    tx1 = TextureChunk::create();
   
    const UInt16 width = 16, height = 1;
    
    ImagePtr pImg1 = Image::create();
    pImg1->set(Image::OSG_RGB_PF, width, height );
    
    beginEditCP(pImg1);
    UInt8 *d = pImg1->editData();
    
    for(UInt16 y = 0; y < height; ++y)
    {
        for(UInt16 x = 0; x < width; ++x)
        {
            *d++ = static_cast<UInt8>(x * 255.f / width);
            *d++ = static_cast<UInt8>(y * 255.f / height);
            *d++ = static_cast<UInt8>(128);
        }
    }
    endEditCP(pImg1);
    
    
    beginEditCP(tx1);
    tx1->setImage(pImg1); 
    tx1->setMinFilter(GL_NEAREST);
    tx1->setMagFilter(GL_NEAREST);
    tx1->setWrapS(GL_REPEAT);
    tx1->setWrapT(GL_REPEAT);
    endEditCP(tx1);

    tg = TexGenChunk::create();
    
    beginEditCP(tg);
    tg->setGenFuncS(GL_EYE_LINEAR);
    tg->setGenFuncSPlane(Vec4f(0,.15,0,0));
    endEditCP(tg);
    
  
    // create the material
    SimpleMaterialPtr mat = SimpleMaterial::create();
    
    beginEditCP(mat);
    mat->setDiffuse(Color3f(1,1,1));
    mat->setLit(false);
    mat->addChunk(tx1);
    mat->addChunk(tg);
    endEditCP(mat);
    
    // create the scene

    NodePtr torus = makeTorus( .5, 2, 16, 32 );

    GeometryPtr geo = GeometryPtr::dcast(torus->getCore());
    
    beginEditCP(geo, Geometry::MaterialFieldMask);
    geo->setMaterial(mat);
    endEditCP(geo, Geometry::MaterialFieldMask);
      
    transn1 = makeCoredNode<Transform>(&trans1);
    beginEditCP(transn1, Node::CoreFieldMask | Node::ChildrenFieldMask);
    {
        transn1->addChild(torus);
    }
    endEditCP  (transn1, Node::CoreFieldMask | Node::ChildrenFieldMask);


    transn2 = makeCoredNode<Transform>(&trans2);

    NodePtr scene = makeCoredNode<Group>();  
    beginEditCP(scene);
    scene->addChild(transn1);
    scene->addChild(transn2);
    endEditCP(scene);
    
    beginEditCP(tg);
    tg->setSBeacon(torus);
    endEditCP(tg);
    
//.........这里部分代码省略.........
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:101,代码来源:testGenFunc.cpp

示例3: updateScene

void updateScene()
{
    statfg->editCollector().getElem(majorAlignDesc)->set(alignmentToString(layoutParam.majorAlignment));
    statfg->editCollector().getElem(minorAlignDesc)->set(alignmentToString(layoutParam.minorAlignment));
    statfg->editCollector().getElem(dirDesc)->set(layoutParam.horizontal ? "Horizontal" : "Vertical");
    statfg->editCollector().getElem(horiDirDesc)->set(layoutParam.leftToRight ? "Left to right" : "Right to left");
    statfg->editCollector().getElem(vertDirDesc)->set(layoutParam.topToBottom ? "Top to bottom" : "Bottom to top");

    if(face == NULL)
        return;

    // Put it all together into a Geometry NodeCore.
    TextLayoutResult layoutResult;
    Real32 scale = 2.f;
    face->layout(lines, layoutParam, layoutResult);
#if 0
    GeometryPtr geo = Geometry::create();
    face->fillGeo(geo, layoutResult, scale);
    NodePtr textNode = Node::create();
    beginEditCP(textNode, Node::CoreFieldMask);
    {
        textNode->setCore(geo);
    }
    endEditCP(textNode, Node::CoreFieldMask);
#else
    NodePtr textNode = face->makeNode(layoutResult, scale);
    GeometryPtr geo = GeometryPtr::dcast(textNode->getCore());
#endif
    NodePtr transNodePtr = Node::create();
    TransformPtr transPtr = Transform::create();
    Matrix transMatrix;
    transMatrix.setTranslate(0.f, 0.f, -0.03f);
    beginEditCP(transPtr);
    {
        transPtr->setMatrix(transMatrix);
    }
    endEditCP(transPtr);
    beginEditCP(transNodePtr, Node::CoreFieldMask | Node::ChildrenFieldMask);
    {
        transNodePtr->setCore(transPtr);
        transNodePtr->addChild(textNode);
    }
    endEditCP(transNodePtr, Node::CoreFieldMask | Node::ChildrenFieldMask);

    ImagePtr imagePtr = face->getTexture();
    TextureChunkPtr texChunk = TextureChunk::create();
    beginEditCP(texChunk);
    {
        texChunk->setImage(imagePtr);
        texChunk->setWrapS(GL_CLAMP);
        texChunk->setWrapT(GL_CLAMP);
        texChunk->setMagFilter(GL_NEAREST);
        texChunk->setMinFilter(GL_NEAREST);
        texChunk->setEnvMode(GL_MODULATE);
    }
    endEditCP(texChunk);

    MaterialChunkPtr matChunk = MaterialChunk::create();
    beginEditCP(matChunk);
    {
        matChunk->setAmbient(Color4f(1.f, 1.f, 1.f, 1.f));
        matChunk->setDiffuse(Color4f(1.f, 1.f, 1.f, 1.f));
        matChunk->setEmission(Color4f(0.f, 0.f, 0.f, 1.f));
        matChunk->setSpecular(Color4f(0.f, 0.f, 0.f, 1.f));
        matChunk->setShininess(0);
    }
    endEditCP(matChunk);

    BlendChunkPtr blendChunk = BlendChunk::create();
    beginEditCP(blendChunk);
    {
        blendChunk->setSrcFactor(GL_SRC_ALPHA);
        blendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
    }
    endEditCP(blendChunk);

    ChunkMaterialPtr m = ChunkMaterial::create();
    beginEditCP(m);
    {
        m->addChunk(texChunk);
        m->addChunk(matChunk);
        m->addChunk(blendChunk);
    }
    endEditCP(m);

    beginEditCP(geo, Geometry::MaterialFieldMask);
    {
        geo->setMaterial(m);
    }
    endEditCP(geo, Geometry::MaterialFieldMask);

    beginEditCP(scene, Node::ChildrenFieldMask);
    {
        scene->editMFChildren()->clear();
        scene->addChild(createCoordinateCross());
        scene->addChild(createMetrics(face, scale, layoutParam, layoutResult));
        scene->addChild(transNodePtr);
    }
    endEditCP(scene, Node::ChildrenFieldMask);

//.........这里部分代码省略.........
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:101,代码来源:testTextTXFGeo.cpp

示例4: main


//.........这里部分代码省略.........

    mchunk1 = MaterialChunk::create();
    mchunk1->setDiffuse( Color4f( 1,0,0,0 ) );
    mchunk1->setAmbient( Color4f( 1,0,0,0 ) );
    mchunk1->setShininess( 20 );

    mchunk2 = MaterialChunk::create();
    mchunk2->setDiffuse( Color4f( 0,1,0,0 ) );
    mchunk2->setAmbient( Color4f( 0,1,0,0 ) );
    mchunk2->setShininess( 50 );

    // Texture chunk

//  UChar8 imgdata[] =
//      {  255,0,0,0,  0,255,0,0,  0,0,255,255,  255,255,255,255 };
    UChar8 imgdata[] =
        {  255,0,0,  255,0,0,  255,0,255,
           255,0,0,  255,0,0,  255,0,255,
           255,255,0,  255,255,0,  255,255,255,
           255,255,0,  255,255,0,  255,255,255, };
//  UChar8 limgdata[] =
//      {  0, 128, 64, 255 };
    pImage->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata );

    if ( argc > 1 )
        pImage->read( argv[1] );

    xchunk1 = TextureChunk::create();
    beginEditCP(xchunk1);
    xchunk1->setImage( pImage );
    xchunk1->setMinFilter( GL_LINEAR );
    xchunk1->setMagFilter( GL_NEAREST );
    xchunk1->setWrapS( GL_REPEAT );
    xchunk1->setWrapT( GL_REPEAT );
    xchunk1->setEnvMode( GL_REPLACE );
    xchunk1->setScale( false );
    endEditCP(xchunk1);

    xchunk1->imageContentChanged();

    beginEditCP(xchunk1);
    xchunk1->setImage( pImage );
    xchunk1->setLodBias( 10 );
    endEditCP(xchunk1);

    UChar8 imgdata2[] =
    {  255,0,0,  0,255,0,  0,0,255,  255,255,255 };

    ImagePtr pImage2 = Image::create();
    pImage2->set(Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata2);

    xchunk2 = TextureChunk::create();
    beginEditCP(xchunk2);
    xchunk2->setImage( pImage2 );
    xchunk2->setMinFilter( GL_LINEAR );
    xchunk2->setMagFilter( GL_NEAREST );
    xchunk2->setWrapS( GL_REPEAT );
    xchunk2->setWrapT( GL_REPEAT );
    xchunk2->setEnvMode( GL_MODULATE );
    xchunk2->setLodBias( 10 );
    endEditCP(xchunk2);
    
    // Cube Texture chunk
    
    UChar8 negz[] = {  255,0,0,  128,0,0,  64,0,0,   255,255,255 },
           posz[] = {  0,255,0,  0,128,0,  0,64,0,  255,255,255 },
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:67,代码来源:testCubeTextureRender.cpp

示例5: traverseGState


//.........这里部分代码省略.........
                        type = Image::OSG_UINT8_IMAGEDATA;
                        FWARNING(("PerformerLoader::traverseGState: "
                                  "Unknown tex format %d!\n",
                                   tex->getFormat(PFTEX_EXTERNAL_FORMAT)));
                        extformat = tex->getFormat(PFTEX_EXTERNAL_FORMAT);
                        break;
                    }
                    
                    intformat = tex->getFormat(PFTEX_INTERNAL_FORMAT);
                    
                    
                    ImagePtr img = Image::create();
                    beginEditCP(img);
                    
                    img->set(pf, w, h, d, 1, 1, 0, NULL, type, 1, sides);
                    
                    if(sides == 1)
                    {
                        memcpy(img->getData(), pdata, img->getSize());
                    }
                    else
                    {
                        FWARNING(("PerformerLoader::traverseGState: "
                                  "CubeTex not impl yet!\n"));
                    }
                    
                    endEditCP(img);
                    
                    texc->setImage(img);
                    
                    texc->setInternalFormat(intformat);
                    
                    texc->setWrapS(tex->getRepeat(PFTEX_WRAP_S));
                    texc->setWrapT(tex->getRepeat(PFTEX_WRAP_T));
                    texc->setWrapR(tex->getRepeat(PFTEX_WRAP_R));
 
                    static int ptexfilter[] = { PFTEX_POINT,
                                                PFTEX_LINEAR,
                                                PFTEX_BILINEAR,
                                                PFTEX_TRILINEAR,
                                                PFTEX_QUADLINEAR,
                                                PFTEX_MIPMAP_POINT,
                                                PFTEX_MIPMAP_LINEAR,
                                                PFTEX_MIPMAP_BILINEAR,
                                                PFTEX_MIPMAP_TRILINEAR,
                                                PFTEX_MIPMAP_QUADLINEAR,
                                                -1
                                              };
                    static int otexfilter[] = { GL_NEAREST,
                                                GL_LINEAR,
                                                GL_LINEAR,
                                                GL_LINEAR,
                                                GL_LINEAR,
                                                GL_NEAREST_MIPMAP_NEAREST,
                                                GL_NEAREST_MIPMAP_LINEAR,
                                                GL_LINEAR_MIPMAP_NEAREST,
                                                GL_LINEAR_MIPMAP_LINEAR,
                                                GL_LINEAR_MIPMAP_LINEAR
                                              };

                    int ptf = tex->getFilter(PFTEX_MINFILTER);
                    UInt32 otf = GL_NONE;
                    for (UInt16 i = 0; ptexfilter[i] != -1; ++i)
                        if(ptexfilter[i] == ptf)
                            otf = otexfilter[i];
                    texc->setMinFilter(otf);
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:67,代码来源:OSGPerformerLoader.cpp

示例6: main

int main (int argc, char **argv)
{

    // GLUT init

    osgInit(argc, argv);
    osgLog().setLogLevel ( OSG::LOG_DEBUG );

    FieldContainerPtr pProto = Geometry::getClassType().getPrototype();

    GeometryPtr pGeoProto = GeometryPtr::dcast(pProto);

    if(pGeoProto != NullFC)
    {
        pGeoProto->setDlistCache(true);
    }

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    UInt32 id = glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    glutReshapeFunc(resize);
    glutDisplayFunc(display);       
    // glutMouseFunc(mouse);   
    // glutMotionFunc(motion); 
    
    glutIdleFunc(display);
    
    // create a material (need that to test textures)
    
    ChunkMaterialPtr mat;  

    beginEditCP(mat);
    
    mat = ChunkMaterial::create();
   
    MaterialChunkPtr mc = MaterialChunk::create();  
 
    beginEditCP(mc);
    mc->setDiffuse( Color4f( 1,.8,.8,1 ) );
    mc->setAmbient( Color4f( 0.1,0.1,0.1,1 ) );
    mc->setSpecular( Color4f( 1,1,1,1 ) );
    mc->setShininess( 20 );
 
    mc->setBackMaterial(true);
    mc->setBackColorMaterial(GL_DIFFUSE);
    mc->setBackDiffuse( Color4f( 1,0,0,1 ) );
    mc->setBackAmbient( Color4f( 0.1,0.1,0.1,1 ) );
    mc->setBackSpecular( Color4f( 0,1,0,1 ) );
    mc->setBackShininess( 10 );
    mc->setLit(true);
 
    endEditCP(mc);

    mat->addChunk(mc);

    // Texture chunk
    
    UChar8 imgdata[] = 
        {  255,0,0,128,  0,255,0,128,  0,0,255,255,  255,255,255,255 };
    ImagePtr pImage = Image::create();
    pImage->set( Image::OSG_RGBA_PF, 2, 2, 1, 1, 1, 0, imgdata );

    if ( argc > 1 )
        pImage->read( argv[1] );
    
    TextureChunkPtr xchunk;
    xchunk = TextureChunk::create();
    xchunk->setImage( pImage );
    xchunk->setMinFilter( GL_NEAREST );
    xchunk->setMagFilter( GL_NEAREST );
    xchunk->setWrapS( GL_REPEAT );
    xchunk->setWrapT( GL_REPEAT );
    xchunk->setEnvMode( GL_MODULATE );

    mat->addChunk( xchunk );

    endEditCP(mat);

    objects[0] = makePolygon(ccwSquare, 
                             sizeof(ccwSquare)/sizeof(double[3]));
    objects[1] = makePolygon(ccwSquare, 
                             sizeof(ccwSquare)/sizeof(double[3]));
    
    objects[2] = makePolygon(star,
                             sizeof(star)/sizeof(double[3]));
    objects[3] = makePolygon(star,
                             sizeof(star)/sizeof(double[3]));
    
    objects[4] = makePolygon(cwSquare, 
                             sizeof(cwSquare)/sizeof(double[3]));
    objects[5] = makePolygon(cwSquare, 
                             sizeof(cwSquare)/sizeof(double[3]));
    
    objects[6] = makePolygon(doubleEight, 
                             sizeof(doubleEight)/sizeof(double[3]));
    objects[7] = makePolygon(doubleEight, 
                             sizeof(doubleEight)/sizeof(double[3]));

    //tesselate every second object
//.........这里部分代码省略.........
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:101,代码来源:testCreateConvexPrimitives.cpp

示例7: main


//.........这里部分代码省略.........
    mchunk1->setDiffuse( Color4f( 1,0,0,0 ) );
    mchunk1->setAmbient( Color4f( 1,0,0,0 ) );
    mchunk1->setShininess( 20 );

    mchunk2 = MaterialChunk::create();
    mchunk2->setDiffuse( Color4f( 0,1,0,0 ) );
    mchunk2->setAmbient( Color4f( 0,1,0,0 ) );
    mchunk2->setShininess( 50 );

    // Texture chunk

//  UChar8 imgdata[] =
//      {  255,0,0,0,  0,255,0,0,  0,0,255,255,  255,255,255,255 };
    UChar8 imgdata[] =
        {  255,0,0,  255,0,0,  255,0,255,
           255,0,0,  255,0,0,  255,0,255,
           255,255,0,  255,255,0,  255,255,255,
           255,255,0,  255,255,0,  255,255,255, };
//  UChar8 limgdata[] =
//      {  0, 128, 64, 255 };
    pImage->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata );

    if ( argc > 1 )
        pImage->read( argv[1] );

    xchunk1 = TextureChunk::create();
    beginEditCP(xchunk1);
    xchunk1->setImage( pImage ); // NOTE: the image is NOT copied, the variable
                                 // needs to be kept around as long as the 
                                 // texture is used
    xchunk1->setMinFilter( GL_LINEAR );
    xchunk1->setMagFilter( GL_NEAREST );
    xchunk1->setWrapS( GL_REPEAT );
    xchunk1->setWrapT( GL_REPEAT );
    xchunk1->setEnvMode( GL_REPLACE );
    xchunk1->setEnvColor( Color4f(.5,.5,.5,0) );
    xchunk1->setScale( false );
    
//    xchunk1->setShaderOperation(GL_PASS_THROUGH_NV);
    
    endEditCP(xchunk1);

    xchunk1->imageContentChanged();

    beginEditCP(xchunk1);
    xchunk1->setImage( pImage );
    endEditCP(xchunk1);

    // blend chunk

    blchunk = BlendChunk::create();
#ifdef GL_EXT_blend_color
    blchunk->setSrcFactor( GL_CONSTANT_ALPHA );
    blchunk->setDestFactor( GL_ONE_MINUS_CONSTANT_ALPHA );
#endif
    blchunk->setColor( Color4f( .5,.5,.5,0.1 ) );
    blchunk->setEquation(GL_FUNC_SUBTRACT);

    std::cout << "BlendChunk is trans:" << blchunk->isTransparent() << std::endl;
    
    // texture transform chunk

    txchunk = TextureTransformChunk::create();
    beginEditCP(txchunk);
    txchunk->setMatrix( Matrix(4,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1) );
    endEditCP(txchunk);
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:67,代码来源:testStateChunkRender.cpp


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