本文整理汇总了C++中vsx_module_param_float3::get方法的典型用法代码示例。如果您正苦于以下问题:C++ vsx_module_param_float3::get方法的具体用法?C++ vsx_module_param_float3::get怎么用?C++ vsx_module_param_float3::get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vsx_module_param_float3
的用法示例。
在下文中一共展示了vsx_module_param_float3::get方法的4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: run
void vsx_module_texture_rotate::run() {
//printf("rotate_begin\n");
vsx_texture** texture_info_in = texture_info_param_in->get_addr();
//printf("validness: %d\n",texture_info_param_in->valid);
// if (texture_info_in->valid)
if (texture_info_in)
{
texture_out->valid = (*texture_info_in)->valid;
// if (texture_info_in->texture_info) {
texture_out->texture_info = (*texture_info_in)->texture_info;
// }
float x = rotation_axis->get(0);
float y = rotation_axis->get(1);
float z = rotation_axis->get(2);
float a = rotation_angle->get()*360;
vsx_transform_obj* prev_transform = (*texture_info_in)->get_transform();
transform.set_previous_transform(prev_transform);
transform.update(a, x, y, z);
// if (texture_out)
texture_out->set_transform(&transform);
((vsx_module_param_texture*)texture_result)->set(texture_out);
} else {
//printf("fooble\n");
texture_result->valid = false;
}
}
示例2: output
// this is run for each connection to this in-param.
void output(vsx_module_param_abs* param)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// translation
glTranslatef(position->get(0),position->get(1),position->get(2));
// rotation
glRotatef(
(float)angle->get()*360,
rotation_axis->get(0),
rotation_axis->get(1),
rotation_axis->get(2)
);
// scaling
glScalef(size->get(0), size->get(1), size->get(2));
// color
glColor4f(
color_rgb->get(0),
color_rgb->get(1),
color_rgb->get(2),
color_rgb->get(3)
);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(0.0f,1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glTexCoord2f(1.0f,1.0f);
glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord2f(1.0f,0.0f);
glVertex3f( 1.0f, -1.0f, 0.0f);
glEnd();
if (border->get())
{
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.5);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_LINE_STRIP);
glColor3f(0, 0, 0);
glVertex3f(-2, -0.4f, 0);
glVertex3f(-2, -0.2f, 0);
glVertex3f( 2, -0.2f, 0);
glVertex3f( 2, -0.4f, 0);
glVertex3f(-2, -0.4f, 0);
glEnd();
}
glPopMatrix();
render_result->set(1);
loading_done = true;
}
示例3: output
void output(vsx_module_param_abs* param) {
gr.friction = friction->get();
gr.color0[0] = color0->get(0);
gr.color0[1] = color0->get(1);
gr.color0[2] = color0->get(2);
gr.color0[3] = color0->get(3);
gr.color1[0] = color1->get(0);
gr.color1[1] = color1->get(1);
gr.color1[2] = color1->get(2);
gr.step_freq = 10.0f * step_length->get();
if (last_updated != engine->vtime)
{
gr.update(engine->dtime, pos->get(0), pos->get(1), pos->get(2));
last_updated = engine->vtime;
}
gr.render();
render_result->set(1);
}
示例4: output
void output(vsx_module_param_abs* param)
{
VSX_UNUSED(param);
if (text_in->updates)
{
if (process_lines())
text_in->updates = 0;
}
if (text_alpha->get() <= 0)
return;
if (!ftfont)
{
user_message = "module||error loading font "+cur_font;
return;
}
if (text_in->get() == "_")
return;
float obj_size = size->get();
gl_state->matrix_mode (VSX_GL_MODELVIEW_MATRIX );
gl_state->matrix_push();
gl_state->matrix_rotate_f( (float)angle->get()*360, rotation_axis->get(0), rotation_axis->get(1), rotation_axis->get(2) );
if (obj_size < 0)
obj_size = 0;
gl_state->matrix_scale_f( obj_size*0.8*0.01, obj_size*0.01, obj_size*0.01 );
int l_align = align->get();
float l_leading = leading->get();
float ypos = 0;
if (cur_render_type == 0)
glEnable(GL_TEXTURE_2D);
glColor4f(red->get(),green->get(),blue->get(),text_alpha->get());
for (unsigned long i = 0; i < lines.size(); ++i)
{
float ll = limit_line->get();
if (ll != -1.0f)
{
if (trunc(ll) != i) continue;
}
gl_state->matrix_push();
if (l_align == 0)
{
gl_state->matrix_translate_f( 0, ypos, 0 );
} else
if (l_align == 1)
{
gl_state->matrix_translate_f( -lines[i].size_x*0.5f,ypos,0 );
}
if (l_align == 2)
{
gl_state->matrix_translate_f( -lines[i].size_x,ypos,0 );
}
if (cur_render_type == 1)
{
if (outline_alpha->get() > 0.0f && ftfont2) {
float pre_linew;
pre_linew = gl_state->line_width_get();
gl_state->line_width_set( outline_thickness->get() );
glColor4f(outline_color->get(0),outline_color->get(1),outline_color->get(2),outline_alpha->get()*outline_color->get(3));
ftfont2->Render(lines[i].string.c_str());
gl_state->line_width_set( pre_linew );
}
glColor4f(red->get(),green->get(),blue->get(),text_alpha->get());
}
ftfont->Render(lines[i].string.c_str());
gl_state->matrix_pop();
ypos += l_leading;
}
if (cur_render_type == 0)
glDisable(GL_TEXTURE_2D);
gl_state->matrix_pop();
render_result->set(1);
loading_done = true;
}