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C++ TexturePtr类代码示例

本文整理汇总了C++中TexturePtr的典型用法代码示例。如果您正苦于以下问题:C++ TexturePtr类的具体用法?C++ TexturePtr怎么用?C++ TexturePtr使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了TexturePtr类的15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: GetCurrentTargetSize

bool GLES2Video::BeginTargetScene(const Color& dwBGColor, const bool clear)
{
	// explicit static cast for better performance
	TexturePtr texturePtr = m_currentTarget.lock();
	if (texturePtr)
	{
		Texture *pTexture = texturePtr.get(); // safety compile-time error checking
		GLES2Texture *pGLES2Texture = static_cast<GLES2Texture*>(pTexture); // safer direct cast
		const GLuint target = pGLES2Texture->GetFrameBufferID();
		glBindFramebuffer(GL_FRAMEBUFFER, target);

		CheckFrameBufferStatus(m_logger, target, pGLES2Texture->GetTextureID(), false);

		if (clear)
		{
			Vector4 color;
			color.SetColor(dwBGColor);
			glClearColor(color.x, color.y, color.z, color.w);
			glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
		}

		const Texture::PROFILE& profile = pGLES2Texture->GetProfile();
		Enable2D(static_cast<int>(profile.width), static_cast<int>(profile.height), true);
		m_shaderContext->ResetViewConstants(m_orthoMatrix, GetCurrentTargetSize());
	}
	else
	{
		Message(GS_L("There's no render target"), GSMT_ERROR);
	}
	m_rendering = true;
	return true;
}
开发者ID:angeltown,项目名称:ethanon,代码行数:32,代码来源:GLES2Video.cpp

示例2: scaleBias

void Material::bindShaderData() {

	m_gpuProgram->bind();

	m_gpuProgram->setUniform(ShaderConstants::UNIFORM_MaterialAmbient, m_ambient);
	m_gpuProgram->setUniform(ShaderConstants::UNIFORM_MaterialDiffuse, m_diffuse);
	m_gpuProgram->setUniform(ShaderConstants::UNIFORM_MaterialSpecular, m_specular);
	m_gpuProgram->setUniform(ShaderConstants::UNIFORM_MaterialShininess, m_shininess);

	// pack the parallax scale and bias in a single 2d vector
	Vec2f scaleBias(m_parallaxScale, m_parallaxBias);
	m_gpuProgram->setUniform(ShaderConstants::UNIFORM_MaterialParallaxScaleBias, scaleBias);

	if (m_transparent) {
		m_gpuProgram->setUniform(ShaderConstants::UNIFORM_MaterialOpacity, m_opacity);
	} else {
		float opacity = 1.0f;
		m_gpuProgram->setUniform(ShaderConstants::UNIFORM_MaterialOpacity, opacity);
	}

	uint numTextures = this->getActiveTextures();
	for (uint i = 0; i < numTextures; i++) {
		TexturePtr tex = m_texStack->textures[i];

//			std::cout << "binding texture " << tex->m_filename << " to unit " << (int)i << "\n";
		glActiveTexture(GL_TEXTURE0 + i);
		glClientActiveTexture(GL_TEXTURE0 + i);
		tex->bind();

		m_gpuProgram->setUniform(ShaderConstants::UNIFORM_Samplers[i], i);
		m_gpuProgram->setUniform(ShaderConstants::UNIFORM_TexEnvColors[i], tex->getEnvColour());
	}
	m_gpuProgram->setUniform(ShaderConstants::UNIFORM_NumTextures, numTextures);
}
开发者ID:vardis,项目名称:glraster,代码行数:34,代码来源:Material.cpp

示例3: ResourceBuffer

bool SurveyMapTextureCreator::init()
{
	TexturePtr texture = TextureManager::getSingleton().createManual(getTextureName(), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 2048, 2048, TU_RENDERTARGET, PF_R8G8B8, TU_RENDERTARGET, new ResourceBuffer());
	
	if ( texture.isNull() ) return false;;

	mRttTex = texture->getBuffer()->getRenderTarget();

	if ( !mRttTex ) return false;

	mRttTex->setAutoUpdated(false);

	mCamera = gEnv->sceneManager->createCamera(getCameraName());

	mViewport = mRttTex->addViewport(mCamera);
	mViewport->setBackgroundColour(ColourValue::Black);
	mViewport->setOverlaysEnabled(false);
	mViewport->setShadowsEnabled(false);
	mViewport->setSkiesEnabled(false);

	mMaterial = MaterialManager::getSingleton().create(getMaterialName(), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

	if ( mMaterial.isNull() ) return false;

	mTextureUnitState = mMaterial->getTechnique(0)->getPass(0)->createTextureUnitState(getTextureName());

	mRttTex->addListener(this);

	mCamera->setFixedYawAxis(false);
	mCamera->setProjectionType(PT_ORTHOGRAPHIC);
	mCamera->setNearClipDistance(1.0f);

	return true;
}
开发者ID:Clever-Boy,项目名称:rigs-of-rods,代码行数:34,代码来源:SurveyMapTextureCreator.cpp

示例4: hash

	TexturePtr NullHWBufferManager::LoadTexture(const String & filename, float priority, int mipmaps, eUsage usage)
	{
		Hash2 hash(filename.c_str());

		TexturePtr p = _find(hash, filename);
		if (p == NULL)
		{
			NullTexture * pTexture = new NullTexture(filename, filename);
			pTexture->mWidth = 0;
			pTexture->mHeight = 0;
			pTexture->mMipmaps = 1;
			pTexture->mUsage = usage;
			pTexture->mFormat = ePixelFormat::UNKNOWN;
			pTexture->mPriority = priority;

			p = pTexture;

			mTextureMap.Insert(hash, p.c_ptr());
		}

		if (priority < 0)
		{
			p->EnsureLoad();
		}
		else
		{
			p->Load();
		}

		return p;
	}
开发者ID:MSoft1115,项目名称:Rad3D,代码行数:31,代码来源:NullHWBufferManager.cpp

示例5: DepthTexture

	void SDSMCascadedShadowLayer::DepthTexture(TexturePtr const & depth_tex)
	{
		depth_tex_ = depth_tex;

		if (!cs_support_)
		{
			RenderFactory& rf = Context::Instance().RenderFactoryInstance();

			uint32_t const width = depth_tex->Width(0);
			uint32_t const height = depth_tex->Height(0);

			depth_deriative_tex_ = rf.MakeTexture2D(width / 2, height / 2, 0, 1, EF_GR16F, 1, 0, EAH_GPU_Read | EAH_GPU_Write, nullptr);
			depth_deriative_small_tex_ = rf.MakeTexture2D(width / 4, height / 4, 0, 1, EF_GR16F, 1, 0, EAH_GPU_Write, nullptr);

			float delta_x = 1.0f / depth_tex_->Width(0);
			float delta_y = 1.0f / depth_tex_->Height(0);
			reduce_z_bounds_from_depth_pp_->SetParam(0, float4(delta_x, delta_y, -delta_x / 2, -delta_y / 2));
			reduce_z_bounds_from_depth_pp_->InputPin(0, depth_tex_);
			reduce_z_bounds_from_depth_pp_->OutputPin(0, depth_deriative_tex_);
			reduce_z_bounds_from_depth_mip_map_pp_->InputPin(0, depth_deriative_tex_);
			compute_log_cascades_from_z_bounds_pp_->SetParam(0, static_cast<float>(depth_deriative_tex_->NumMipMaps() - 1));
			compute_log_cascades_from_z_bounds_pp_->InputPin(0, depth_deriative_tex_);
			compute_log_cascades_from_z_bounds_pp_->OutputPin(0, interval_tex_);
		}
	}
开发者ID:dgkae,项目名称:KlayGE,代码行数:25,代码来源:CascadedShadowLayer.cpp

示例6: generateRandomVelocityTexture

TexturePtr RandomTools::generateRandomVelocityTexture()
{
    // PPP: Temp workaround for DX 11 which does not seem to like usage dynamic
    // TextureUsage usage = (Root::getSingletonPtr()->getRenderSystem()->getName()=="Direct3D11 Rendering Subsystem") ?
    //     TU_DEFAULT : TU_DYNAMIC;
    TexturePtr texPtr = TextureManager::getSingleton().createManual(
        "RandomVelocityTexture",
        // ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
        "General",
        TEX_TYPE_1D, 
        1024, 1, 1, 
        0, 
        PF_FLOAT32_RGBA);//, 
        //usage);

    HardwarePixelBufferSharedPtr pixelBuf = texPtr->getBuffer();

    // Lock the buffer so we can write to it.
    pixelBuf->lock(HardwareBuffer::HBL_DISCARD);
    const PixelBox &pb = pixelBuf->getCurrentLock();
    
    float *randomData = static_cast<float*>(pb.data);
    // float randomData[NUM_RAND_VALUES * 4];
    for(int i = 0; i < NUM_RAND_VALUES * 4; i++)
    {
        randomData[i] = float( (rand() % 10000) - 5000 );
    }

    // PixelBox pixelBox(1024, 1, 1, PF_FLOAT32_RGBA, &randomData[0]);
    // pixelBuf->blitFromMemory(pixelBox);

    pixelBuf->unlock();

    return texPtr;
}
开发者ID:LiberatorUSA,项目名称:GUCEF,代码行数:35,代码来源:RandomTools.cpp

示例7: mSceneMgr

HeatHaze::HeatHaze(SceneManager *sceneMgr, RenderWindow *mWindow, Ogre::Camera *cam) : mSceneMgr(sceneMgr), rttTex(0), listener(0)
{
	TexturePtr rttTexPtr = TextureManager::getSingleton().createManual("heathaze_rtt", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, cam->getViewport()->getWidth(), cam->getViewport()->getHeight(), 0, PF_R8G8B8, TU_RENDERTARGET, new ResourceBuffer());
	rttTex = rttTexPtr->getBuffer()->getRenderTarget();
	{
		/*
		// we use the main camera now
		mHazeCam = mSceneMgr->createCamera("Hazecam");
		mHazeCam->setNearClipDistance(1.0);
		mHazeCam->setFarClipDistance(1000.0);
		mHazeCam->setPosition(Vector3(0, 0, 0));
		*/

		//mHazeCam->setAspectRatio(2.0);

		// setup viewport
		Viewport *v = rttTex->addViewport(cam);
		//v->setClearEveryFrame(true);
		//v->setBackgroundColour(ColourValue::Black);
		v->setOverlaysEnabled(false);
		

		// setup projected material
		MaterialPtr mat = MaterialManager::getSingleton().getByName("tracks/HeatHazeMat");
		tex = mat->getTechnique(0)->getPass(0)->getTextureUnitState(1);
		tex->setTextureName("heathaze_rtt");
		tex->setProjectiveTexturing(true, cam);

		listener = new HeatHazeListener(mSceneMgr);
		rttTex->addListener(listener);
		rttTex->setAutoUpdated(false);
	}
}
开发者ID:Winceros,项目名称:main,代码行数:33,代码来源:Heathaze.cpp

示例8: CPepeEngineEntity

// -----------------------------------------------------------------------------------------
void CDemoGlassApplication::createScene()
{
    m_pSceneManager->createSkyBox(_T("snow.jpg"), 500);

    CPepeEngineEntity*      pVase       = new CPepeEngineEntity(_T("Vase"), _T("Teapot.3ds"));
    CPepeEngineSceneNode*   pRootNode   = m_pSceneManager->getRootSceneNode();

    pRootNode->attachObject(pVase);
    pRootNode->setPosition(0.0f, 0.0f, -15.0f);
    pRootNode->setScale(0.1f, 0.1f, 0.1f);

    pVase->setVertexShader(_T("glass.vs"));
    pVase->setPixelShader(_T("glass.ps"));
    pVase->setCullingMode(CULL_CLOCKWISE);


    GPUProgramPtr   pVasePS         = IPepeEngineGPUProgramManager::getSingleton().getByName(_T("glass.ps"));
    TexturePtr      pRainbowTexture = IPepeEngineTextureManager::getSingleton().create(_T("Rainbow.tga"));
    pRainbowTexture->load();

    pVasePS->getParameters()->bindTexture(_T("Rainbow"), pRainbowTexture);
    pVasePS->getParameters()->setNamedConstant(_T("indexOfRefractionRatio"), 1.14f);
    pVasePS->getParameters()->setNamedConstant(_T("rainbowSpread"), 0.18f);
    pVasePS->getParameters()->setNamedConstant(_T("rainbowScale"), 0.2f);
    pVasePS->getParameters()->setNamedConstant(_T("reflectionScale"), 1.0f);
    pVasePS->getParameters()->setNamedConstant(_T("refractionScale"), 1.0f);
    pVasePS->getParameters()->setNamedConstant(_T("ambient"), 0.2f);
    pVasePS->getParameters()->setNamedConstant(_T("baseColor"), CPepeEngineVector4(0.78f, 0.78f, 0.78f, 1.0f));
}
开发者ID:pepewuzzhere,项目名称:PepeEngine,代码行数:30,代码来源:CDemoGlassApplication.cpp

示例9: assert

void D3D9VideoBufferManager::BitBlt(TexturePtr texDest, ImagePtr imageSrc, const Rect * pDest, const Rect * pSrc)
{
    IDirect3DTexture9 * pD3DDestTexture = NULL;
    IDirect3DTexture9 * pD3DSrcTexture = NULL;

    if (texDest->GetTextureType() == TEXTYPE_2D)
    {
        pD3DDestTexture = static_cast<D3D9Texture*>(texDest.c_ptr())->mD3D9Texture;
    }

    D3D9Image * img = (D3D9Image*)imageSrc.c_ptr();
    pD3DSrcTexture = img->_MyTexture();
    
    assert(pD3DDestTexture && pD3DSrcTexture);

    IDirect3DSurface9 * pDestSurface;
    IDirect3DSurface9 * pSrcSurface;
    const RECT * pDestRect = reinterpret_cast<const RECT *>(pDest);
    const RECT * pSrcRect = reinterpret_cast<const RECT *>(pSrc);

    pD3DDestTexture->GetSurfaceLevel(0, &pDestSurface);
    pD3DSrcTexture->GetSurfaceLevel(0, &pSrcSurface);

    D3DXLoadSurfaceFromSurface(pDestSurface, 
                               NULL,
                               pDestRect,
                               pSrcSurface,
                               NULL,
                               pSrcRect,
                               D3DX_DEFAULT,
                               0);
}
开发者ID:ak4hige,项目名称:myway3d,代码行数:32,代码来源:MWD3D9VideoBufferManager.cpp

示例10: CreateTextureFromBitmap

CPixelBufferView::TexturePtr CPixelBufferView::CreateTextureFromBitmap(const Framework::CBitmap& bitmap)
{
	TexturePtr texture;

	if(!bitmap.IsEmpty())
	{
		HRESULT result = S_OK;
		result = m_device->CreateTexture(bitmap.GetWidth(), bitmap.GetHeight(), 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr);
		assert(SUCCEEDED(result));

		D3DLOCKED_RECT lockedRect = {};

		result = texture->LockRect(0, &lockedRect, nullptr, 0);
		assert(SUCCEEDED(result));
		
		uint32* dstPtr = reinterpret_cast<uint32*>(lockedRect.pBits);
		uint32* srcPtr = reinterpret_cast<uint32*>(bitmap.GetPixels());
		for(unsigned int y = 0; y < bitmap.GetHeight(); y++)
		{
			memcpy(dstPtr, srcPtr, bitmap.GetWidth() * sizeof(uint32));
			dstPtr += lockedRect.Pitch / sizeof(uint32);
			srcPtr += bitmap.GetPitch() / sizeof(uint32);
		}

		result = texture->UnlockRect(0);
		assert(SUCCEEDED(result));
	}

	return texture;
}
开发者ID:RikoudoX,项目名称:Play-,代码行数:30,代码来源:PixelBufferView.cpp

示例11: RenderTargetPtr

RenderTargetPtr D3D9VideoBufferManager::CreateRenderTarget(TexturePtr rtTex)
{
	int rWidth = rtTex->GetWidth(), rHeight = rtTex->GetHeight(); 

	if (rWidth == -1 || rHeight == -1)
	{
		rWidth = Engine::Instance()->GetDeviceProperty()->Width;
		rHeight = Engine::Instance()->GetDeviceProperty()->Height;
	}

	IDirect3DSurface9 * pD3D9RenderTarget = NULL;

	D3D9RenderTarget * pTexture = new D3D9RenderTarget(mD3D9Device);

	pTexture->mName = rtTex->GetName();
	pTexture->mWidth = rWidth;
	pTexture->mHeight = rHeight;
	pTexture->mFormat = rtTex->GetFormat();
	pTexture->mMSAA = MSAA_NONE;
	pTexture->mTexture = rtTex;

	D3D9Texture * d3dTex = (D3D9Texture *)rtTex.c_ptr();

	d3dTex->GetD3DTexture()->GetSurfaceLevel(0, &pTexture->mRenderTarget);

	mRenderTargets.Insert(pTexture->GetName(), pTexture);

	return RenderTargetPtr(pTexture);
}
开发者ID:ak4hige,项目名称:myway3d,代码行数:29,代码来源:MWD3D9VideoBufferManager.cpp

示例12: NxScreen

NxScreen * NxScreenManager::CreateExternalWindow( int MonitorID, bool FullScreen, unsigned int Width, unsigned int Height )
{
	//Viewport * mainviewport = NxEngine::getSingleton().GetNxViewport(); 
	//Log("Enabling Output Compositor...");
	//Ogre::CompositorManager::getSingleton().setCompositorEnabled( mainviewport , "NxCompositorOutput" , true );
	//Log("Enabling Output Compositor:Done");

	static bool Initialized = false;

	if( !Initialized )
	{
		TexturePtr tester = TextureManager::getSingleton().createManual( "RTT_Texture_100",
			ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D,
		32, 32, 0, Ogre::PF_BYTE_BGR, TU_RENDERTARGET  );

		mRenderTexture = tester->getBuffer(0,0)->getRenderTarget();
		mRenderTexture->setAutoUpdated( false );
		//Ogre::Viewport * NxViewport = mRenderTexture->addViewport( NxEngine::getSingleton().GetNxCamera() ); // view from main scene

		Ogre::Viewport * NxViewport = mRenderTexture->addViewport(  NxEngine::getSingleton().GetNxWindow()->GetViewport(0)->GetViewport()->getCamera( ) );
		Initialized = true;
	}
 
	NxScreen * Output = new NxScreen( MonitorID, FullScreen, Width, Height );
	MonitorListActive.push_back( Output );

	return Output ;
}
开发者ID:nxgraphics,项目名称:NxGraphics,代码行数:28,代码来源:NxWindowManager.cpp

示例13: mDashCam

Dashboard::Dashboard() :
	  mDashCam(0)
	, mDashboardListener(0)
	, rttTex(0)
{
	TexturePtr rttTexPtr = TextureManager::getSingleton().createManual("dashtexture", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 1024, 512, 0, PF_R8G8B8, TU_RENDERTARGET, new ResourceBuffer());
	rttTex = rttTexPtr->getBuffer()->getRenderTarget();

	mDashCam = gEnv->sceneManager->createCamera("DashCam");
	mDashCam->setNearClipDistance(1.0);
	mDashCam->setFarClipDistance(10.0);
	mDashCam->setPosition(Vector3(0.0, -10000.0, 0.0));

	mDashCam->setAspectRatio(2.0);

	Viewport *v = rttTex->addViewport(mDashCam);
	v->setClearEveryFrame(true);
	v->setBackgroundColour(ColourValue::Black);
	//v->setOverlaysEnabled(false);

	MaterialPtr mat = MaterialManager::getSingleton().getByName("renderdash");
	mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("dashtexture");

	mDashboardListener = new DashboardListener();

	rttTex->addListener(mDashboardListener);

	mDashboardListener->dashOverlay     = OverlayManager::getSingleton().getByName("tracks/3D_DashboardOverlay");
	mDashboardListener->needlesOverlay  = OverlayManager::getSingleton().getByName("tracks/3D_NeedlesOverlay");
	mDashboardListener->blendOverlay    = OverlayManager::getSingleton().getByName("tracks/3D_BlendOverlay");
	mDashboardListener->truckHUDOverlay = OverlayManager::getSingleton().getByName("tracks/TruckInfoBox");
//	mDashboardListener->dbdebugOverlay  = OverlayManager::getSingleton().getByName("Core/DebugOverlay");
//	mDashboardListener->dbeditorOverlay = OverlayManager::getSingleton().getByName("tracks/EditorOverlay");
}
开发者ID:Bob-Z,项目名称:rigs-of-rods,代码行数:34,代码来源:Dashboard.cpp

示例14: saveTexture

void TextureToolWindow::saveTexture(String texName, bool usePNG)
{
    try
    {
        TexturePtr tex = TextureManager::getSingleton().getByName(texName);
        if (tex.isNull())
            return;

        Image img;
        tex->convertToImage(img);

        // Save to disk!
        String outname = std::string(App::sys_user_dir.GetActive()) + RoR::PATH_SLASH + texName;
        if (usePNG)
            outname += ".png";

        img.save(outname);

        UTFString msg = _L("saved texture as ") + outname;
        RoR::App::GetConsole()->putMessage(Console::CONSOLE_MSGTYPE_INFO, Console::CONSOLE_MSGTYPE_INFO, msg, "information.png");
    }
    catch (Exception& e)
    {
        UTFString str = "Exception while saving image: " + e.getFullDescription();
        RoR::App::GetConsole()->putMessage(Console::CONSOLE_MSGTYPE_INFO, Console::CONSOLE_MSGTYPE_INFO, str, "error.png");
    }
}
开发者ID:jirijunek,项目名称:rigs-of-rods,代码行数:27,代码来源:GUI_TextureToolWindow.cpp

示例15: ImagePtr

TexturePtr LightView::generateLightBubble(float centerFactor)
{
    int bubbleRadius = 256;
    int centerRadius = bubbleRadius * centerFactor;
    int bubbleDiameter = bubbleRadius * 2;
    ImagePtr lightImage = ImagePtr(new Image(Size(bubbleDiameter, bubbleDiameter)));

    for(int x = 0; x < bubbleDiameter; x++) {
        for(int y = 0; y < bubbleDiameter; y++) {
            float radius = std::sqrt((bubbleRadius - x)*(bubbleRadius - x) + (bubbleRadius - y)*(bubbleRadius - y));
            float intensity = stdext::clamp<float>((bubbleRadius - radius) / (float)(bubbleRadius - centerRadius), 0.0f, 1.0f);

            // light intensity varies inversely with the square of the distance
            intensity = intensity * intensity;
            uint8_t colorByte = intensity * 0xff;

            uint8_t pixel[4] = {colorByte,colorByte,colorByte,0xff};
            lightImage->setPixel(x, y, pixel);
        }
    }

    TexturePtr tex = TexturePtr(new Texture(lightImage, true));
    tex->setSmooth(true);
    return tex;
}
开发者ID:DSpeichert,项目名称:otclient,代码行数:25,代码来源:lightview.cpp


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