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C++ safe_ptr::attach方法代码示例

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


在下文中一共展示了safe_ptr::attach方法的2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: post_process

	void post_process(
			const safe_ptr<device_buffer>& background, bool straighten_alpha)
	{
		bool should_post_process = 
				supports_texture_barrier_
				&& straighten_alpha
				&& post_processing_;

		if (!should_post_process)
			return;

		if (!blend_modes_)
			ogl_->disable(GL_BLEND);

		ogl_->disable(GL_POLYGON_STIPPLE);

		ogl_->attach(*background);

		background->bind(texture_id::background);

		ogl_->use(*shader_);
		shader_->set("background", texture_id::background);
		shader_->set("post_processing", should_post_process);
		shader_->set("straighten_alpha", straighten_alpha);

		ogl_->viewport(0, 0, background->width(), background->height());

		glBegin(GL_QUADS);
			glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glVertex2d(-1.0, -1.0);
			glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glVertex2d( 1.0, -1.0);
			glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glVertex2d( 1.0,  1.0);
			glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glVertex2d(-1.0,  1.0);
		glEnd();

		glTextureBarrierNV();

		if (!blend_modes_)
			ogl_->enable(GL_BLEND);
	}
开发者ID:AKinanS,项目名称:Server,代码行数:39,代码来源:image_kernel.cpp

示例2: draw


//.........这里部分代码省略.........
		}

		// Setup image-adjustements
		
		if(params.transform.levels.min_input  > epsilon		||
		   params.transform.levels.max_input  < 1.0-epsilon	||
		   params.transform.levels.min_output > epsilon		||
		   params.transform.levels.max_output < 1.0-epsilon	||
		   std::abs(params.transform.levels.gamma - 1.0) > epsilon)
		{
			shader_->set("levels", true);	
			shader_->set("min_input",	params.transform.levels.min_input);	
			shader_->set("max_input",	params.transform.levels.max_input);
			shader_->set("min_output",	params.transform.levels.min_output);
			shader_->set("max_output",	params.transform.levels.max_output);
			shader_->set("gamma",		params.transform.levels.gamma);
		}
		else
			shader_->set("levels", false);	

		if(std::abs(params.transform.brightness - 1.0) > epsilon ||
		   std::abs(params.transform.saturation - 1.0) > epsilon ||
		   std::abs(params.transform.contrast - 1.0)   > epsilon)
		{
			shader_->set("csb",	true);	
			
			shader_->set("brt", params.transform.brightness);	
			shader_->set("sat", params.transform.saturation);
			shader_->set("con", params.transform.contrast);
		}
		else
			shader_->set("csb",	false);	
		
		// Setup interlacing

		if(params.transform.field_mode == core::field_mode::progressive)			
			ogl_->disable(GL_POLYGON_STIPPLE);			
		else			
		{
			ogl_->enable(GL_POLYGON_STIPPLE);

			if(params.transform.field_mode == core::field_mode::upper)
				ogl_->stipple_pattern(upper_pattern);
			else if(params.transform.field_mode == core::field_mode::lower)
				ogl_->stipple_pattern(lower_pattern);
		}

		// Setup drawing area
		
		ogl_->viewport(0, 0, params.background->width(), params.background->height());
								
		auto m_p = params.transform.clip_translation;
		auto m_s = params.transform.clip_scale;

		bool scissor = m_p[0] > std::numeric_limits<double>::epsilon()			|| m_p[1] > std::numeric_limits<double>::epsilon() ||
					   m_s[0] < (1.0 - std::numeric_limits<double>::epsilon())	|| m_s[1] < (1.0 - std::numeric_limits<double>::epsilon());

		if(scissor)
		{
			double w = static_cast<double>(params.background->width());
			double h = static_cast<double>(params.background->height());
		
			ogl_->enable(GL_SCISSOR_TEST);
			ogl_->scissor(static_cast<size_t>(m_p[0]*w), static_cast<size_t>(m_p[1]*h), static_cast<size_t>(m_s[0]*w), static_cast<size_t>(m_s[1]*h));
		}

		auto f_p = params.transform.fill_translation;
		auto f_s = params.transform.fill_scale;
		
		// Set render target
		
		ogl_->attach(*params.background);
		
		// Draw
				
		/*
			GL_TEXTURE0 are texture coordinates to the source material, what will be rendered with this call. These are always set to the whole thing.
			GL_TEXTURE1 are texture coordinates to background- / key-material, that which will have to be taken in consideration when blending. These are set to the rectangle over which the source will be rendered
		*/
		glBegin(GL_QUADS);
			glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        ,  f_p[1]        );		glVertex2d( f_p[0]        *2.0-1.0,  f_p[1]        *2.0-1.0);
			glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]),  f_p[1]        );		glVertex2d((f_p[0]+f_s[0])*2.0-1.0,  f_p[1]        *2.0-1.0);
			glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), (f_p[1]+f_s[1]));		glVertex2d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);
			glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        , (f_p[1]+f_s[1]));		glVertex2d( f_p[0]        *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);
		glEnd();
		
		// Cleanup

		ogl_->disable(GL_SCISSOR_TEST);	
						
		params.textures.clear();
		ogl_->yield(); // Return resources to pool as early as possible.

		if(blend_modes_)
		{
			// http://www.opengl.org/registry/specs/NV/texture_barrier.txt
			// This allows us to use framebuffer (background) both as source and target while blending.
			glTextureBarrierNV(); 
		}
	}
开发者ID:AKinanS,项目名称:Server,代码行数:101,代码来源:image_kernel.cpp


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