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C++ ofShader::setUniformTexture方法代码示例

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


在下文中一共展示了ofShader::setUniformTexture方法的11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 draw(){
            wc.begin();
            if(!switchVideo){
                wc.setUniformTexture("colorMap", img.getTexture(),  1);
                wc.setUniformTexture("heightMap",gray.getTexture(), 2);
            }
            else{
                wc.setUniformTexture("colorMap", player.getTexture(), 1);
                fboDepth.begin();
                player.draw(0,0);
                fboDepth.end();
                wc.setUniformTexture("heightMap",fboDepth.getDepthTexture(),2);
            }
            wc.setUniform1f("time", ofGetElapsedTimef()*time);
            wc.setUniform1f("gradientStep", stepGradient);
            wc.setUniform1f("advectStep",   advectStep);
            wc.setUniform1f("flipHeightMap",flipHeightMap);
            wc.setUniform4f("advectMatrix",advectMatrix->w,advectMatrix->x,advectMatrix->y,advectMatrix->z);

            fbo.draw(0,0);

            wc.end();
            img.draw(0,0,img.getWidth()/4,img.getHeight()/4);
            player.draw(img.getWidth()/4,0,img.getWidth()/4,img.getHeight()/4);
            gui.draw();
        }
开发者ID:ReallyRad,项目名称:WaterColor,代码行数:26,代码来源:main.cpp

示例2: begin

//--------------------------------------------------------------- ACTIONS
void CloudsRGBDVideoPlayer::begin(ofShader& shader){

    if(playingVO){
        return;
    }
    
	if(!getPlayer().isLoaded() ){
		return;
	}
	
    if(!getTextureReference().isAllocated()){
        return;
    }
    

	getPlayer().bind();

    shader.setUniformTexture("rgbdTexture", getTextureReference(), 1);
    shader.setUniform2f("textureSize",  getPlayer().getWidth(), getPlayer().getHeight());
    
    shader.setUniform4f("colorRect", colorRect.x, colorRect.y, colorRect.width, colorRect.height);
    shader.setUniform2f("colorScale", colorScale.x, colorScale.y);
    
    shader.setUniform2f("colorFOV", colorFOV.x, colorFOV.y );
    shader.setUniform2f("colorPP", colorPrincipalPoint.x, colorPrincipalPoint.y);
    shader.setUniform3f("dK", distortionK.x, distortionK.y, distortionK.z);
    shader.setUniform2f("dP", distortionP.x, distortionP.y);
    
	ofMatrix4x4 adjustmentMatrix;
	adjustmentMatrix.rotate(adjustRotate.x, 0, 1, 0);
	adjustmentMatrix.rotate(adjustRotate.y, 1, 0, 0);
	adjustmentMatrix.translate(adjustTranslate.x, adjustTranslate.y, adjustTranslate.z);

	shader.setUniformMatrix4f("extrinsics", extrinsics * adjustmentMatrix );
    
    shader.setUniform4f("depthRect", depthRect.x, depthRect.y, depthRect.width, depthRect.height);
	shader.setUniform2f("depthPP", depthPrincipalPoint.x, depthPrincipalPoint.y);
	shader.setUniform2f("depthFOV", depthFOV.x, depthFOV.y);
    
    shader.setUniform4f("normalRect", normalRect.x, normalRect.y, normalRect.width, normalRect.height);
    shader.setUniform4f("faceFeatureRect", faceFeatureRect.x, faceFeatureRect.y, faceFeatureRect.width, faceFeatureRect.height);
    shader.setUniform4f("deltaChangeRect", deltaChangeRect.x, deltaChangeRect.y, deltaChangeRect.width, deltaChangeRect.height);
	
	shader.setUniform1f("farClip", farClip);
    shader.setUniform1f("nearClip", nearClip);
	shader.setUniform1f("edgeClip", edgeClip);

	shader.setUniform1f("minDepth", minDepth);
    shader.setUniform1f("maxDepth", maxDepth);
	
	shader.setUniform3f("skinSampleColor",skinSampleColor.r,skinSampleColor.g,skinSampleColor.b);
	shader.setUniform3f("skinWeights", skinWeights.x,skinWeights.y,skinWeights.z);
	shader.setUniform2f("skinThreshold", skinThreshold.min, skinThreshold.max);

	shader.setUniform3f("headPosition",headPosition.x,-headPosition.y,headPosition.z);
	
	shader.setUniform1f("flowPosition", flowPosition);
}
开发者ID:LuZhouheng,项目名称:CLOUDS,代码行数:59,代码来源:CloudsRGBDVideoPlayer.cpp

示例3: draw

    void draw() {
        ofBackgroundGradient(64, 0);

	if(reflect || sreflect) 
		env.draw(0,0,env.getWidth()/8,env.getHeight()/8);
	if(sreflect) 
		env1.draw(env.getWidth()/8,0,env1.getWidth()/8,env1.getHeight()/8);

	ofEnableDepthTest();
        cam.begin();
        shader.begin();

	if(sreflect){
//        	shader.setUniform3f("CameraPos",cam.getGlobalPosition().x, cam.getGlobalPosition().y, cam.getGlobalPosition().z);
//		shader.setUniformMatrix4f("ModelWorld4x4",cam.getGlobalTransformMatrix());
        	shader.setUniform3f("CameraPos",cam.getPosition().x, cam.getPosition().y, cam.getPosition().z);
		shader.setUniformMatrix4f("ModelWorld4x4",cam.getModelViewMatrix());//getLocalTransformMatrix());
	        shader.setUniformTexture("frontMap",  env,1);
	        shader.setUniformTexture("backMap",  env1,2);
	}

	if(reflect){
        	shader.setUniformTexture("colorMap",env1,1);
	        shader.setUniformTexture("envMap",  env,2);
	}else if(sreflect==false){
        	shader.setUniformTexture("texture", img, 1);
        	shader.setUniform1f("time", ofGetElapsedTimef());
	}

	if(cube)
		ofDrawBox(200);
	else {
		ofTranslate(0,-150,0);
		ofRotateX(-90);
		ofRotateY(-90);
		ofRotateZ(45);
		model.drawFaces();
	}

        shader.end();
        cam.end();
	ofDisableDepthTest();

        ofDrawBitmapString(ofToString((int) ofGetFrameRate()), 10, 20);
    }
开发者ID:drakh,项目名称:glslMaterial,代码行数:45,代码来源:main.cpp

示例4: setUniforms

 void GpuParticles::setUniforms(ofShader& shader)
 {
     for (unsigned i = 0; i < fbos[currentReadFbo].getNumTextures(); ++i)
     {
         ostringstream oss;
         oss << UNIFORM_PREFIX << ofToString(i);
         shader.setUniformTexture(oss.str().c_str(), fbos[currentReadFbo].getTextureReference(i), i + textureLocation);
     }
 }
开发者ID:FaceAR,项目名称:RealSense-Book-CPP,代码行数:9,代码来源:GpuParticles.cpp

示例5: draw

//--------------------------------------------------------------
void testApp::draw(){
	ofEnableLighting();
	light.enable();
	if(rotating) t++;
	fbo.begin();
	glColor4f(1, 1, 1, 1);
	ofClear(0, 0, 0, 0);
	
	glPushMatrix();
	glScalef(2, 2, 2);
	glTranslatef(ofGetWidth()/2, ofGetHeight()/2, 0);
	glRotatef(t, 0, 1, 1);
	/*glBegin(GL_QUADS);
	glVertex2f(-100, -100);
	glVertex2f(100, -100);
	glVertex2f(100, 100);
	glVertex2f(-100, 100);
	
	glEnd();*/
	ofBox(0, 0, 0, 100);
	glPopMatrix();
	fbo.end();
	
	ofDisableLighting();

	if(shading) {
		fxaa.begin();
		fxaa.setUniformTexture("bgl_RenderedTexture", fbo.getTextureReference(0), 0);
		fxaa.setUniform1f("bgl_RenderedTextureWidth", fbo.getWidth());
		fxaa.setUniform1f("bgl_RenderedTextureHeight", fbo.getHeight());
	} else {
		fbo.getTextureReference(0).bind();
	}
	glBegin(GL_QUADS);
	
	glTexCoord2f(0, 0);
	glVertex2f(0, 0);
	
	glTexCoord2f(fbo.getWidth(), 0);
	glVertex2f(ofGetWidth(), 0);
	
	glTexCoord2f(fbo.getWidth(), fbo.getHeight());
	glVertex2f(ofGetWidth(), ofGetHeight());
	
	glTexCoord2f(0, fbo.getHeight());
	glVertex2f(0, ofGetHeight());
	
	glEnd();

	if(shading) {
		fxaa.end();
	} else {
		fbo.getTextureReference(0).unbind();
	}

}
开发者ID:mazbox,项目名称:ElectricityComesFromOtherPlanets,代码行数:57,代码来源:testApp.cpp

示例6: draw

void Model::draw(ofShader& shader) {
	// Scale and translate the model into position.
	ofRotateY(rotateY);
	ofScale(uniformScale, uniformScale, uniformScale);
	ofTranslate(0, translateY, 0); 
	// Set shader inputs and draw meshes.
	shader.setUniformTexture("diffuseTex", diffuse, 1);
	shader.setUniformTexture("specularTex", specular, 2);
	if (useNormalMapping) {
		shader.setUniformTexture("ambientTex", ambient, 3);
		shader.setUniformTexture("normalTex", normal, 4);
	}
	for (unsigned int i = 0; i < meshes.size(); ++i) {
		if (useNormalMapping) {
			shader.setAttribute4fv("tangent", tangents[i].data(), 4);
		}
		meshes[i].drawFaces();
	}
}
开发者ID:danielmorena,项目名称:creepyportrait,代码行数:19,代码来源:Model.cpp

示例7: setupProjectionUniforms

//--------------------------------------------------------------- ACTIONS
void CloudsRGBDVideoPlayer::setupProjectionUniforms(ofShader& shader){
    
	if(!getPlayer().isLoaded()){
		ofLogWarning() << " CloudsRGBDVideoPlayer::setupProjectionUniforms -- player is not ready";
		return;
	}
	
    shader.setUniformTexture("rgbdTexture", getPlayer().getTextureReference(), 0);
    shader.setUniform2f("textureSize",  getPlayer().getWidth(), getPlayer().getHeight());
    
    shader.setUniform4f("colorRect", colorRect.x, colorRect.y, colorRect.width, colorRect.height);
    shader.setUniform2f("colorScale", colorScale.x, colorScale.y);
    
    shader.setUniform2f("colorFOV", colorFOV.x, colorFOV.y );
    shader.setUniform2f("colorPP", colorPrincipalPoint.x, colorPrincipalPoint.y);
    shader.setUniform3f("dK", distortionK.x, distortionK.y, distortionK.z);
    shader.setUniform2f("dP", distortionP.x, distortionP.y);
    
	ofMatrix4x4 adjustmentMatrix;
	adjustmentMatrix.rotate(adjustRotate.x, 0, 1, 0);
	adjustmentMatrix.rotate(adjustRotate.y, 1, 0, 0);
	adjustmentMatrix.translate(adjustTranslate.x, adjustTranslate.y, adjustTranslate.z);

	shader.setUniformMatrix4f("extrinsics", extrinsics * adjustmentMatrix );
    
    shader.setUniform4f("depthRect", depthRect.x, depthRect.y, depthRect.width, depthRect.height);
	shader.setUniform2f("depthPP", depthPrincipalPoint.x, depthPrincipalPoint.y);
	shader.setUniform2f("depthFOV", depthFOV.x, depthFOV.y);
    
    shader.setUniform4f("normalRect", normalRect.x, normalRect.y, normalRect.width, normalRect.height);
    shader.setUniform4f("faceFeatureRect", faceFeatureRect.x, faceFeatureRect.y, faceFeatureRect.width, faceFeatureRect.height);
    shader.setUniform4f("deltaChangeRect", deltaChangeRect.x, deltaChangeRect.y, deltaChangeRect.width, deltaChangeRect.height);

	shader.setUniform1i("useFaces", useFaces ? 1 : 0);
	shader.setUniform1f("flowPosition", flowPosition);
	
	shader.setUniform1f("farClip", farClip);
    shader.setUniform1f("nearClip", nearClip);
	shader.setUniform1f("edgeClip", edgeClip);

	shader.setUniform1f("minDepth", minDepth);
    shader.setUniform1f("maxDepth", maxDepth);

}
开发者ID:CLOUDS-Interactive-Documentary,项目名称:VisualSystemsLibrary,代码行数:45,代码来源:CloudsRGBDVideoPlayer.cpp

示例8: updateMaterial

void ofMaterial::updateMaterial(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
	shader.setUniform4fv("mat_ambient", &data.ambient.r);
	shader.setUniform4fv("mat_diffuse", &data.diffuse.r);
	shader.setUniform4fv("mat_specular", &data.specular.r);
	shader.setUniform4fv("mat_emissive", &data.emissive.r);
	shader.setUniform4fv("global_ambient", &ofGetGlobalAmbientColor().r);
	shader.setUniform1f("mat_shininess",data.shininess);
	for(auto & uniform: uniforms1f){
		shader.setUniform1f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms2f) {
		shader.setUniform2f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms3f) {
		shader.setUniform3f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms4f) {
		shader.setUniform4f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms1i) {
		shader.setUniform1i(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms2i) {
		shader.setUniform2i(uniform.first, uniform.second.x, uniform.second.y);
	}
	for (auto & uniform : uniforms3i) {
		shader.setUniform3i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z);
	}
	for (auto & uniform : uniforms4i) {
		shader.setUniform4i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z, uniform.second.w);
	}
	for (auto & uniform : uniforms4m) {
		shader.setUniformMatrix4f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniforms3m) {
		shader.setUniformMatrix3f(uniform.first, uniform.second);
	}
	for (auto & uniform : uniformstex) {
		shader.setUniformTexture(uniform.first,
								 uniform.second.textureTarget,
								 uniform.second.textureID,
								 uniform.second.textureLocation);
	}
}
开发者ID:kashimAstro,项目名称:openFrameworks,代码行数:44,代码来源:ofMaterial.cpp

示例9: draw

		void draw() {
			ofBackground(25);

			fbo.begin();
			ofClear(0,0,0,0);
			ofEnableDepthTest();
			camera.begin();
			    glPushMatrix();

			    glEnable(GL_BLEND);
		        glBlendFunc(GL_SRC_ALPHA, GL_ONE);
		        glEnable(GL_ALPHA_TEST);
		        glAlphaFunc(GL_GREATER, 0);

		        if(dvel) draw_velocity();
		        if(dden){
                        draw_density();
                }

                glDisable(GL_BLEND);
		        glDisable(GL_ALPHA_TEST);

		        glPopMatrix();
                if( drawAxis ){	ofDrawAxis(15); }

			camera.end();
			ofDisableDepthTest();
			fbo.end();

            shader.begin();
            shader.setUniformTexture("tex",fbo.getTextureReference(),0);
            shader.setUniform2f("resolution",dw,dh);
            shader.setUniform1f("timer",ofGetElapsedTimef());

            fbo.draw(0,0);

            shader.end();
			gui.draw();
		}
开发者ID:kashimAstro,项目名称:3DFlare,代码行数:39,代码来源:main.cpp

示例10: update

	void update() {
#ifdef INSTALL
		if(cam.update()) {
			ofPixels& pixels = cam.getColorPixels();
#else
		cam.update();
		if(cam.isFrameNew()) {
			ofPixels& pixels = cam.getPixelsRef();
#endif
			// next two could be replaced with one line
			ofxCv::rotate90(pixels, rotated, rotate ? 270 : 0);
			ofxCv:flip(rotated, rotated, 1);
			Mat rotatedMat = toCv(rotated);
			if(tracker.update(rotatedMat))  {
				ofVec2f position = tracker.getPosition();
				vector<FaceTrackerData*> neighbors = data.getNeighborsCount(position, neighborCount);
				FaceTrackerData curData;
				curData.load(tracker);
				if(!neighbors.empty()) {
					nearestData = *faceCompare.nearest(curData, neighbors);
					if(nearestData.label != lastLabel) {
						similar.loadImage(nearestData.getImageFilename());
#ifdef INSTALL
						whitePoint = getWhitePoint(similar);
#else
						whitePoint.set(1, 1, 1);
#endif
					}
					lastLabel = nearestData.label;
				}
				if(faceCompare.different(curData, currentData) && faceCompare.different(curData, neighbors)) {
					saveFace(curData, rotated);
					currentData.push_back(pair<ofVec2f, FaceTrackerData>(position, curData));
				}
			}
			presence.update(tracker.getFound());
			if(presence.wasTriggered()) {
				presenceFade.stop();
			}
			if(presence.wasUntriggered()) {
				for(int i = 0; i < currentData.size(); i++) {
					data.add(currentData[i].first, currentData[i].second);
				}
				currentData.clear();
				presenceFade.start();
			}
		}
	}
	void draw() {
		ofBackground(255);
		CGDisplayHideCursor(NULL);
		ofSetColor(255);
		if(similar.isAllocated()) {
			shader.begin();
			shader.setUniformTexture("tex", similar, 0);
			shader.setUniform3fv("whitePoint", (float*) &whitePoint);
			similar.draw(0, 0);
			shader.end();
		}
		ofPushStyle();
		if(presenceFade.getActive()) {
			ofSetColor(0, ofMap(presenceFade.get(), 0, 1, 0, 128));
			ofFill();
			ofRect(0, 0, ofGetWidth(), ofGetHeight());
			ofSetColor(255, ofMap(presenceFade.get(), 0, 1, 0, 32));
			data.drawBins();
			ofSetColor(255, ofMap(presenceFade.get(), 0, 1, 0, 64));
			data.drawData();
		}
		ofSetColor(255, 64);
		ofNoFill();
		if(!tracker.getFound()) {
			ofCircle(tracker.getPosition(), 10);
		}
		tracker.draw();
		ofPopStyle();
		
#ifndef INSTALL
		drawFramerate();
#endif
	}
开发者ID:Abhayshar,项目名称:SharingFaces,代码行数:81,代码来源:main.cpp

示例11: update

	//--------------------------------------------------------------
	void SnapshotRamses::update(ofShader& shader)
	{
		shader.setUniformTexture("uTransform", m_bufferTexture, 0);
	}
开发者ID:arturoc,项目名称:Entropy,代码行数:5,代码来源:SnapshotRamses.cpp


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