本文整理汇总了C++中ofFloatPixels::allocate方法的典型用法代码示例。如果您正苦于以下问题:C++ ofFloatPixels::allocate方法的具体用法?C++ ofFloatPixels::allocate怎么用?C++ ofFloatPixels::allocate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ofFloatPixels
的用法示例。
在下文中一共展示了ofFloatPixels::allocate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: readToPixels
//----------------------------------------------------------
void ofTexture::readToPixels(ofFloatPixels & pixels){
#ifndef TARGET_OPENGLES
pixels.allocate(texData.width,texData.height,ofGetImageTypeFromGLType(texData.glTypeInternal));
bind();
glGetTexImage(texData.textureTarget,0,ofGetGlFormat(pixels),GL_FLOAT,pixels.getPixels());
unbind();
#endif
}
示例2: readToPixels
void ofTexture::readToPixels(ofFloatPixels & pixels) const {
#ifndef TARGET_OPENGLES
pixels.allocate(texData.width,texData.height,ofGetImageTypeFromGLType(texData.glInternalFormat));
ofSetPixelStoreiAlignment(GL_PACK_ALIGNMENT,pixels.getWidth(),pixels.getBytesPerChannel(),pixels.getNumChannels());
glBindTexture(texData.textureTarget,texData.textureID);
glGetTexImage(texData.textureTarget,0,ofGetGlFormat(pixels),GL_FLOAT,pixels.getData());
glBindTexture(texData.textureTarget,0);
#endif
}
示例3: readToPixels
//----------------------------------------------------------
void ofFbo::readToPixels(ofFloatPixels & pixels, int attachmentPoint) const{
if(!bIsAllocated) return;
#ifndef TARGET_OPENGLES
getTexture(attachmentPoint).readToPixels(pixels);
#else
pixels.allocate(settings.width,settings.height,ofGetImageTypeFromGLType(settings.internalformat));
bind();
int format = ofGetGLFormatFromInternal(settings.internalformat);
glReadPixels(0,0,settings.width, settings.height, format, GL_FLOAT, pixels.getData());
unbind();
#endif
}
示例4: setupSpeakers
void setupSpeakers() {
ofVec3f speakers[n_speakers];
// maybe need to swap dimensions here?
// possibly change scale too
float eps = 0.001; // needed to avoid "== 0" check in shader
speakers[0] = ofVec3f(0,0,0)+eps; // front left
speakers[1] = ofVec3f(0,1,0)+eps; // front right
speakers[2] = ofVec3f(1,1,0)+eps; // rear right
speakers[3] = ofVec3f(1,0,0)+eps; // rear left
float speakerAreaSize = 0.02;
speakerXyzMap.allocate(n_samples, n_speakers, OF_IMAGE_COLOR_ALPHA);
speakerConfidenceMap.allocate(n_samples, n_speakers, OF_IMAGE_COLOR_ALPHA);
float* xyzPixels = speakerXyzMap.getPixels().getData();
float* confidencePixels = speakerConfidenceMap.getPixels().getData();
for(int i = 0; i < n_speakers; i++){
for(int j = 0; j < n_samples; j++){
// sample a spiral
float angle = j * TWO_PI / 20; // 20 samples per full rotation
float radius = ((float) j / n_samples) * speakerAreaSize; // 0 to speakerAreaSize
// might need to swap axes here too
xyzPixels[0] = speakers[i].x + sin(angle) * radius;
xyzPixels[1] = speakers[i].y + cos(angle) * radius;
xyzPixels[2] = speakers[i].z;
xyzPixels[3] = 1;
xyzPixels += 4;
confidencePixels[0] = 1;
confidencePixels[1] = 1;
confidencePixels[2] = 1;
confidencePixels[3] = 1;
confidencePixels += 4;
}
}
speakerXyzMap.update();
speakerConfidenceMap.update();
speakerFbo.allocate(n_samples, n_speakers);
speakerPixels.allocate(n_samples, n_speakers, OF_IMAGE_COLOR_ALPHA);
}
示例5: toPixels
// get float pixels from a fbo or texture
void ftUtil::toPixels(ofTexture& _tex, ofFloatPixels& _pixels) {
ofTextureData& texData = _tex.getTextureData();
int format = texData.glInternalFormat;
int readFormat, numChannels;
switch(format){
case GL_R32F: readFormat = GL_RED, numChannels = 1; break; // or is it GL_R
case GL_RG32F: readFormat = GL_RG, numChannels = 2; break;
case GL_RGB32F: readFormat = GL_RGB, numChannels = 3; break;
case GL_RGBA32F: readFormat = GL_RGBA, numChannels = 4; break;
default:
ofLogWarning("ftUtil") << "toPixels: " << "can only read float textures to ofFloatPixels";
return;
}
if (_pixels.getWidth() != texData.width || _pixels.getHeight() != texData.height || _pixels.getNumChannels() != numChannels) {
_pixels.allocate(texData.width, texData.height, numChannels);
}
ofSetPixelStoreiAlignment(GL_PACK_ALIGNMENT, texData.width, 4, numChannels);
glBindTexture(texData.textureTarget, texData.textureID);
glGetTexImage(texData.textureTarget, 0, readFormat, GL_FLOAT, _pixels.getData());
glBindTexture(texData.textureTarget, 0);
}