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C++ WindowPtr::frameInit方法代码示例

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


在下文中一共展示了WindowPtr::frameInit方法的5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: display

// redraw the window
void display(void)
{
    WindowPtr win = mgr->getWindow();
    
    //mgr->redraw();
    win->activate();
    win->frameInit();
    
    //RenderAction *rAct = (RenderAction*)mgr->getAction();
    
    if (multipass)
    {
        RenderAction *rAct = RenderAction::create();
        
        fbo_vp->setParent(win);
        
        rAct->setWindow(get_pointer(win));
        
        fbo_vp->render(rAct);
        
        fbo_vp->setParent(NullFC);
        
        delete rAct;
        
        //multipass = false;
    }

    win->getPort(0)->render(dynamic_cast<RenderAction *>(mgr->getAction()));
    //win->renderAllViewports(rAct);

    win->swap();
    win->frameExit();
    win->deactivate();
}
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:35,代码来源:testFboVP.cpp

示例2: glutGet

void
display(void)
{
    float t = glutGet( GLUT_ELAPSED_TIME );

    win->frameInit();

    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    Matrix m;
    Quaternion q;
    q.setValueAsAxisDeg( 0,1,0, -t/20 );
    m.setRotate( q );
    tchunk1->setMatrix( m );

    tchunk1->activate( dact );
    mchunk1->activate( dact );

    glCallList( dlid );

    m.setIdentity();
    m.setTranslate( cos(t/1000), 0, sin(t/1000) );
    tchunk2->setMatrix( m );


    tchunk2->changeFrom( dact, get_pointer(tchunk1));
    mchunk2->changeFrom( dact, get_pointer(mchunk1));
    blchunk->activate( dact );
    blchunk->activate( dact );
    cchunk1->activate( dact );
    gchunk1->activate( dact );

    glCallList( dlid );

    tchunk2->deactivate( dact );
    mchunk2->deactivate( dact );
    blchunk->deactivate( dact );
    cchunk1->deactivate( dact );
    gchunk1->deactivate( dact );

    xchunk1->activate( dact );
    txchunk->activate( dact );

    glCallList( dlid2 );

    xchunk1->deactivate( dact );
    txchunk->deactivate( dact );

    win->frameExit();

    glutSwapBuffers();
}
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:52,代码来源:testCubeTextureRender.cpp

示例3: glutGet

void
display(void)
{
    float t = glutGet( GLUT_ELAPSED_TIME );

    win->frameInit();

    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    Matrix m;
    Quaternion q;
    q.setValueAsAxisDeg( 0,1,0, -t/20 );
    m.setRotate( q );
    tchunk1->setMatrix( m );

    tchunk1->activate( dact );
    mchunk1->activate( dact );
    pchunk1->activate( dact );
    lichunk1->activate( dact );

    glCallList( dlid );

    m.setIdentity();
    m.setTranslate( cos(t/1000), 0, sin(t/1000) );
    tchunk2->setMatrix( m );


    pchunk2->changeFrom( dact, get_pointer(pchunk1) );
    tchunk2->changeFrom( dact, get_pointer(tchunk1) );
    mchunk2->changeFrom( dact, get_pointer(mchunk1) );
    lichunk2->changeFrom( dact, get_pointer(lichunk1) );
    blchunk->activate( dact );

    glCallList( dlid );

    tchunk2->deactivate( dact );
    mchunk2->deactivate( dact );
    pchunk2->deactivate( dact );
    lichunk2->deactivate( dact );
    blchunk->deactivate( dact );


    xchunk1->activate( dact );
    txchunk->activate( dact );

#if 0
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_PASS_THROUGH_NV);
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV,34102
);
glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_SCALE_NV, 0.0000 );
glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_BIAS_NV, 0.0000 );

glEnable(GL_TEXTURE_SHADER_NV);
GLint consistent;
glGetTexEnviv(GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV,
      &consistent);
if(!consistent)
{
    FWARNING(("Texture shaders not consistent!\n"));
}
#endif
   
    glCallList( dlid2 );

// glDisable(GL_TEXTURE_SHADER_NV);
    xchunk1->deactivate( dact );
    txchunk->deactivate( dact );

    win->frameExit();

    glutSwapBuffers();
}
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:72,代码来源:testStateChunkRender.cpp

示例4: main

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

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    // glutReshapeFunc(resize);
    glutDisplayFunc(display);
    // glutMouseFunc(mouse);
    // glutMotionFunc(motion);

    glutIdleFunc(display);

    pImage = Image::create();

    // create the dummy structures

    // the window is needed for the chunks that access GLObjects

    win = GLUTWindow::create();
    win->frameInit(); // test for preliminary calls not messing up GLexts
    win->init();
    
    dact = DrawAction::create();
    dact->setWindow(get_pointer(win));

    win->init();

    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    gluPerspective( 60, 1, 0.1, 10 );
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();
    gluLookAt( 3, 3, 3,  0, 0, 0,   0, 1, 0 );

    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHTING );
    glEnable( GL_LIGHT0 );
    glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );

    dlid = glGenLists( 1 );
    glNewList( dlid, GL_COMPILE );
    glutSolidSphere( .8, 24, 24 );
    glEndList();

    dlid2 = glGenLists( 1 );
    glNewList( dlid2, GL_COMPILE );
    glBegin( GL_POLYGON );
    glNormal3f( 0, 1, 0 );
    glColor3f( 1, 1, 1 );
    glTexCoord3f( 0, 0, 0 );
    glVertex3f( -1.5, -1, -1.5 );
    glTexCoord3f( 2, 0, 0 );
    glVertex3f(  1.5, -1, -1.5 );
    glTexCoord3f( 2, 2, 2 );
    glVertex3f(  1.5, -1,  1.5 );
    glTexCoord3f( 0, 2, 2 );
    glVertex3f( -1.5, -1,  1.5 );
    glEnd();
    glEndList();


    Matrix m;

    tchunk1 = TransformChunk::create();
    m.setTranslate( 0, 1, 0 );
    tchunk1->setMatrix( m );

    tchunk2 = TransformChunk::create();
    tchunk2->setMatrix( Matrix::identity() );


    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] );

//.........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:testCubeTextureRender.cpp

示例5: main

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

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    // glutReshapeFunc(resize);
    glutDisplayFunc(display);
    // glutMouseFunc(mouse);
    // glutMotionFunc(motion);

    glutIdleFunc(display);

    pImage = Image::create();

    // create the dummy structures

    // the window is needed for the chunks that access GLObjects

    win = GLUTWindow::create();
    win->frameInit(); // test for preliminary calls not messing up GLexts
    win->init();
    
    dact = DrawAction::create();
    dact->setWindow(get_pointer(win));

    win->init();

    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    gluPerspective( 60, 1, 0.1, 10 );
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();
    gluLookAt( 3, 3, 3,  0, 0, 0,   0, 1, 0 );

    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHTING );
    glEnable( GL_LIGHT0 );
    glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );

    dlid = glGenLists( 1 );
    glNewList( dlid, GL_COMPILE );
    glutSolidSphere( .8, 8, 8 );
    glEndList();

    dlid2 = glGenLists( 1 );
    glNewList( dlid2, GL_COMPILE );
    glBegin( GL_POLYGON );
    glNormal3f( 0, 1, 0 );
    glColor3f( 1, 1, 1 );
    glTexCoord2f( 0, 0 );
    glVertex3f( -1.5, -1, -1.5 );
    glTexCoord2f( 2, 0 );
    glVertex3f(  1.5, -1, -1.5 );
    glTexCoord2f( 2, 2 );
    glVertex3f(  1.5, -1,  1.5 );
    glTexCoord2f( 0, 2 );
    glVertex3f( -1.5, -1,  1.5 );
    glEnd();
    glEndList();


    Matrix m;

    tchunk1 = TransformChunk::create();
    m.setTranslate( 0, 1, 0 );
    tchunk1->setMatrix( m );

    tchunk2 = TransformChunk::create();
    tchunk2->setMatrix( Matrix::identity() );


    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] );

//.........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:testStateChunkRender.cpp


注:本文中的WindowPtr::frameInit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。