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C++ vsx_module_param_float4::get方法代码示例

本文整理汇总了C++中vsx_module_param_float4::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_float4::get方法的具体用法?C++ vsx_module_param_float4::get怎么用?C++ vsx_module_param_float4::get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vsx_module_param_float4的用法示例。


在下文中一共展示了vsx_module_param_float4::get方法的7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: output

  void output(vsx_module_param_abs* param)
  {
    VSX_UNUSED(param);
    particles = in_particlesystem->get_addr();
    if (particles) {
      if (prev_num_particles != particles->particles->size())
      {
    	// remove all the old ones
    	/*for (unsigned long i = 0; i < gr.size(); i++)
    	{
    		delete gr[i];
    	}
        gr.reset_used(0);*/
        //printf("num particles: %d\n",particles->particles->size());
    	//printf("prev_num: %d\n",prev_num_particles);
        for (unsigned long i = prev_num_particles; i < particles->particles->size(); ++i) {
        	//if (i == prev_num_particles) printf("allocating again\n");
        	gr[i] = new gravity_strip;
          //printf("i: %d\n",i);
          gr[i]->init();
          gr[i]->init_strip();
        }
        prev_num_particles = particles->particles->size();
      }
      //printf("done alloc %d\n",particles->particles->size());

      for (unsigned long i = 0; i < particles->particles->size(); ++i) {
      	//gr[i].length = 0.0f;
      	gr[i]->width = ribbon_width->get();
				//gr[i].masses[1].mass = gr[i].masses[0].mass + ribbon_width->get();
				gr[i]->length = length->get();
				gr[i]->friction = friction->get();
        float tt = ((*particles->particles)[i].time/(*particles->particles)[i].lifetime);
        if (tt < 0.0f) tt = 0.0f;
        if (tt > 1.0f) tt = 1.0f;
			  gr[i]->color0[0] = color0->get(0)*tt;
			  gr[i]->color0[1] = color0->get(1)*tt;
			  gr[i]->color0[2] = color0->get(2)*tt;
			  gr[i]->color0[3] = color0->get(3)*tt;

			  gr[i]->color1[0] = color1->get(0);
			  gr[i]->color1[1] = color1->get(1);
			  gr[i]->color1[2] = color1->get(2);
			  gr[i]->step_freq = 10.0f * step_length->get();
		  	//if (last_update != engine->vtime) {
			  gr[i]->update(engine->dtime, (*(particles->particles))[i].pos.x, (*(particles->particles))[i].pos.y, (*(particles->particles))[i].pos.z);
					//last_upd ate = engine->vtime;
	  		//}
				//printf("%f, %f, %f\n", (*particles->particles)[i].pos.x, (*particles->particles)[i].pos.y, (*particles->particles)[i].pos.z);
			  gr[i]->render();
		//		printf("%d %d;;; %d\n",__LINE__,i, particles->particles->size());
        // add the delta-time to the time of the particle
        /*(*particles->particles)[i].pos.x += px*engine->dtime;
        (*particles->particles)[i].pos.y += py*engine->dtime;
        (*particles->particles)[i].pos.z += pz*engine->dtime;*/
      }
      //printf("done drawing\n");
    }
	render_result->set(1);
  }
开发者ID:Spartan190,项目名称:vsxu,代码行数:60,代码来源:main.cpp

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;
  }
开发者ID:CJFocke,项目名称:vsxu,代码行数:56,代码来源:main.cpp

示例3: run

  void run() {
    texture_out = texture_info_param_in->get_addr();
    if (texture_out)
    {
     if (param_updates)
     {
        (*texture_out)->bind();
  #ifdef VSXU_OPENGL_ES
        if (GL_EXT_texture_filter_anisotropic)
  #endif
  #ifndef VSXU_OPENGL_ES
          if (GLEW_EXT_texture_filter_anisotropic)
  #endif
          {
          float rMaxAniso;
          glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &rMaxAniso);
          if (anisotropic_filter->get())
          glTexParameterf((*texture_out)->texture_info.ogl_type, GL_TEXTURE_MAX_ANISOTROPY_EXT, rMaxAniso);
          else
          glTexParameterf((*texture_out)->texture_info.ogl_type, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
        }

        float vals[4];
        vals[0] = border_color->get(0);
        vals[1] = border_color->get(1);
        vals[2] = border_color->get(2);
        vals[3] = border_color->get(3);

        glTexParameteri((*texture_out)->texture_info.ogl_type,GL_TEXTURE_MIN_FILTER, tex_filter[min_filter->get()]);
        glTexParameteri((*texture_out)->texture_info.ogl_type,GL_TEXTURE_MAG_FILTER, tex_filter[mag_filter->get()]);
  #ifndef VSXU_OPENGL_ES
        glTexParameterfv((*texture_out)->texture_info.ogl_type, GL_TEXTURE_BORDER_COLOR, vals);
  #endif
        glTexParameteri((*texture_out)->texture_info.ogl_type, GL_TEXTURE_WRAP_T, tex_wrap[wrap_t->get()]);
        glTexParameteri((*texture_out)->texture_info.ogl_type, GL_TEXTURE_WRAP_S, tex_wrap[wrap_s->get()]);
        (*texture_out)->_bind();

        --param_updates;
      }
      ((vsx_module_param_texture*)texture_result)->set(*texture_out);

    }	else {
      texture_result->valid = false;
    }
  }
开发者ID:datar-pl,项目名称:vsxu,代码行数:45,代码来源:main.cpp

示例4: 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);
	}
开发者ID:Who828,项目名称:vsxu,代码行数:19,代码来源:main.cpp

示例5: activate_offscreen

bool activate_offscreen() {
  //printf("ac1\n");
  //printf("activate offscreen\n");
  //glGetIntegerv(GL_VIEWPORT, viewport);
  //printf("old viewport is %d %d %d %d\n",viewport[0],viewport[1],viewport[2],viewport[3]);
#if defined(VSXU_OPENGL_ES) || defined (__APPLE__)
  glGetIntegerv (GL_VIEWPORT, viewport);
#endif

  bool rebuild = false;

  if (alpha_channel->get() != alpha_channel_int)
  {
    alpha_channel_int = alpha_channel->get();
    rebuild = true;
  }

  if (float_texture->get() != float_texture_int)
  {
    float_texture_int = float_texture->get();
    rebuild = true;
  }

  if (texture_size->get() >= 10)
  {
    glGetIntegerv (GL_VIEWPORT, viewport);
    int t_res_x = abs(viewport[2] - viewport[0]);
    int t_res_y = abs(viewport[3] - viewport[1]);

    if (texture_size->get() == 10) {
      if (t_res_x != res_x || t_res_y != res_y) rebuild = true;
    }

    if (texture_size->get() == 11) {
      if (t_res_x / 2 != res_x || t_res_y / 2 != res_y) rebuild = true;
    }

    if (texture_size->get() == 12) {
      if (t_res_x / 4 != res_x || t_res_y / 4 != res_y) rebuild = true;
    }

    if (texture_size->get() == 13) {
      if (t_res_x * 2 != res_x || t_res_y * 2 != res_y) rebuild = true;
    }

    if (texture_size->get() == 14) {
      if (t_res_x * 4 != res_x || t_res_y * 4 != res_y) rebuild = true;
    }
  }


  if (texture_size->get() != tex_size_internal || rebuild) {
    //printf("generating new framebuffer\n");
    tex_size_internal = texture_size->get();
    switch (tex_size_internal) {
      case 0: res_y = res_x = 2048; break;
      case 1: res_y = res_x = 1024; break;
      case 2: res_y = res_x = 512; break;
      case 3: res_y = res_x = 256; break;
      case 4: res_y = res_x = 128; break;
      case 5: res_y = res_x = 64; break;
      case 6: res_y = res_x = 32; break;
      case 7: res_y = res_x = 16; break;
      case 8: res_y = res_x = 8; break;
      case 9: res_y = res_x = 4; break;
      case 10: res_x = abs(viewport[2] - viewport[0]); res_y = abs(viewport[3] - viewport[1]); break;
      case 11: res_x = abs(viewport[2] - viewport[0]) / 2; res_y = abs(viewport[3] - viewport[1]) / 2; break;
      case 12: res_x = abs(viewport[2] - viewport[0]) / 4; res_y = abs(viewport[3] - viewport[1]) / 4; break;
      case 13: res_x = abs(viewport[2] - viewport[0]) * 2; res_y = abs(viewport[3] - viewport[1]) * 2; break;
      case 14: res_x = abs(viewport[2] - viewport[0]) * 4; res_y = abs(viewport[3] - viewport[1]) * 4; break;
    };

    texture->reinit_buffer(res_x, res_y,float_texture->get(),alpha_channel->get());
    if (support_feedback->get())
    texture2->reinit_buffer(res_x, res_y, float_texture->get(),alpha_channel->get());
  }

  if (!which_buffer || support_feedback->get() == 0)
    texture->begin_capture();
  else
    texture2->begin_capture();

  //printf("changing viewport to %d\n",res_x);
	glViewport(0,0,res_x,res_y);
	glDepthMask(GL_TRUE);
	//glDisable(GL_DEPTH_TEST);
	glClearColor(clear_color->get(0),clear_color->get(1),clear_color->get(2),clear_color->get(3));
  //printf("clear buffer\n");
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear Screen And Depth Buffer
//#ifdef __APPLE__
	glEnable(GL_BLEND);
//#endif
  glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&glsl_prog);
  glUseProgram(0);
  //glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  loading_done = true;
  return true;
};
开发者ID:datar-pl,项目名称:vsxu,代码行数:98,代码来源:main.cpp

示例6: 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;
  }
开发者ID:vovoid,项目名称:vsxu,代码行数:90,代码来源:main_render.text.cpp

示例7: activate_offscreen

bool activate_offscreen() {
  #if defined(VSXU_OPENGL_ES) || defined (__APPLE__)
    glGetIntegerv (GL_VIEWPORT, viewport);
  #endif

  bool rebuild = false;

  if (support_feedback->get() != support_feedback_int)
  {
    support_feedback_int = support_feedback->get();
    rebuild = true;
  }

  if (alpha_channel->get() != alpha_channel_int)
  {
    alpha_channel_int = alpha_channel->get();
    rebuild = true;
  }

  if (float_texture->get() != float_texture_int)
  {
    float_texture_int = float_texture->get();
    rebuild = true;
  }

  if (multisample->get() != multisample_int)
  {
    multisample_int = multisample->get();
    rebuild = true;
  }

  if (multisample->get() != multisample_int)
  {
    multisample_int = multisample->get();
    rebuild = true;
  }

  if (texture_size->get() >= 10)
  {
    glGetIntegerv (GL_VIEWPORT, viewport);
    int t_res_x = abs(viewport[2] - viewport[0]);
    int t_res_y = abs(viewport[3] - viewport[1]);

    if (texture_size->get() == 10) {
      if (t_res_x != res_x || t_res_y != res_y) rebuild = true;
    }

    if (texture_size->get() == 11) {
      if (t_res_x / 2 != res_x || t_res_y / 2 != res_y) rebuild = true;
    }

    if (texture_size->get() == 12) {
      if (t_res_x / 4 != res_x || t_res_y / 4 != res_y) rebuild = true;
    }

    if (texture_size->get() == 13) {
      if (t_res_x * 2 != res_x || t_res_y * 2 != res_y) rebuild = true;
    }

    if (texture_size->get() == 14) {
      if (t_res_x * 4 != res_x || t_res_y * 4 != res_y) rebuild = true;
    }
  }


  if (texture_size->get() != tex_size_internal || rebuild) {
    //printf("generating new framebuffer\n");
    tex_size_internal = texture_size->get();
    switch (tex_size_internal) {
      case 0: res_y = res_x = 2048; break;
      case 1: res_y = res_x = 1024; break;
      case 2: res_y = res_x = 512; break;
      case 3: res_y = res_x = 256; break;
      case 4: res_y = res_x = 128; break;
      case 5: res_y = res_x = 64; break;
      case 6: res_y = res_x = 32; break;
      case 7: res_y = res_x = 16; break;
      case 8: res_y = res_x = 8; break;
      case 9: res_y = res_x = 4; break;
      case 10: res_x = abs(viewport[2] - viewport[0]); res_y = abs(viewport[3] - viewport[1]); break;
      case 11: res_x = abs(viewport[2] - viewport[0]) / 2; res_y = abs(viewport[3] - viewport[1]) / 2; break;
      case 12: res_x = abs(viewport[2] - viewport[0]) / 4; res_y = abs(viewport[3] - viewport[1]) / 4; break;
      case 13: res_x = abs(viewport[2] - viewport[0]) * 2; res_y = abs(viewport[3] - viewport[1]) * 2; break;
      case 14: res_x = abs(viewport[2] - viewport[0]) * 4; res_y = abs(viewport[3] - viewport[1]) * 4; break;
    };

    if (0 == support_feedback_int)
    {
      texture->reinit_color_depth_buffer
      (
        res_x,
        res_y,
        float_texture_int,
        alpha_channel_int,
        multisample_int
      );
      texture->bind();
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,0);
      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//.........这里部分代码省略.........
开发者ID:Spartan190,项目名称:vsxu,代码行数:101,代码来源:main.cpp


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