本文整理汇总了C++中ofFloatImage::getTextureReference方法的典型用法代码示例。如果您正苦于以下问题:C++ ofFloatImage::getTextureReference方法的具体用法?C++ ofFloatImage::getTextureReference怎么用?C++ ofFloatImage::getTextureReference使用的例子?那么, 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类ofFloatImage
的用法示例。
在下文中一共展示了ofFloatImage::getTextureReference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: draw
//----------------------------------------------------------
void ofGLRenderer::draw(ofFloatImage & image, float x, float y, float z, float w, float h, float sx, float sy, float sw, float sh){
if(image.isUsingTexture()){
ofTexture& tex = image.getTextureReference();
if(tex.bAllocated()) {
tex.drawSubsection(x,y,z,w,h,sx,sy,sw,sh);
} else {
ofLogWarning() << "ofGLRenderer::draw(): texture is not allocated";
}
}
}
示例2: draw
//----------------------------------------------------------
void ofGLRenderer::draw(const ofFloatImage & image, float x, float y, float z, float w, float h, float sx, float sy, float sw, float sh) const{
if(image.isUsingTexture()){
const ofTexture& tex = image.getTextureReference();
if(tex.bAllocated()) {
tex.bind();
draw(tex.getMeshForSubsection(x,y,z,w,h,sx,sy,sw,sh),false,true,false);
tex.unbind();
} else {
ofLogWarning("ofGLRenderer") << "draw(): texture is not allocated";
}
}
}
示例3: draw
//--------------------------------------------------------------
void ofApp::draw(){
ofEnableAlphaBlending();
float time = ofGetElapsedTimef();
float w = ofGetWidth();
float h = ofGetHeight();
fbo.begin();
//Draw something on the screen
//Set a gradient background from white to gray
//See "Sharp sphere example" in chapter "Creating in 3D with openFrameworks"
ofBackgroundGradient( ofColor( 255 ), ofColor( 128 ) );
ofSetColor( 255, 255, 255 );
image.draw( 351, 221 );
fbo.end();
//Draw first image
fbo2.begin();
ofBackground( 0, 0, 0 );
float ang = time * 30;
//ang = 0;
ofPushMatrix();
ofTranslate( w/2, h/2 );
ofRotate( ang );
ofFill();
ofSetColor( 255, 255, 255 );
ofTriangle( -200, -114, 200, -114, 0, 230 );
ofPopMatrix();
fbo2.end();
//Enable shader
shader.begin();
//pass time value to shader
shader.setUniform1f("time", time );
//we also pass in the mouse position
//we have to transform the coords to what the shader is expecting which is 0,0 in the center and y axis flipped.
//shader.setUniform2f("mouse", mouseX - ofGetWidth()/2, ofGetHeight()/2-mouseY );
shader.setUniformTexture( "texture1", fbo2.getTextureReference(), 1 ); //"1" means that it is texture 1
shader.setUniformTexture( "texture2", spectrumImage.getTextureReference(), 2 ); //"2" means that it is texture 2
//shader.setUniform1i( "N", N );
shader.setUniform1fv( "specArray", spectrum, N );
//Draw image through shader
ofSetColor( 255, 255, 255 );
fbo.draw( 0, 0 );
//ofSetColor( 255, 255, 255, 128 );
//fbo2.draw( 0, 0 );
shader.end();
//Draw spectrum
/* ofFill();
ofSetColor( 0, 255, 0 );
for (int i=0; i<N; i++) {
ofRect( w/2 + i * 7, h/2, 7, -spectrum[i] * 100 );
}
ofSetColor( 255, 255, 255 );
spectrumImage.draw( w/2, 0, N*7, 50 );
*/
}