本文整理汇总了C++中vsx_module_param_int::set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_int::set方法的具体用法?C++ vsx_module_param_int::set怎么用?C++ vsx_module_param_int::set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_int
的用法示例。
在下文中一共展示了vsx_module_param_int::set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: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
my_render = (vsx_module_param_render*)in_parameters.create(VSX_MODULE_PARAM_ID_RENDER, "render_in",false,false);
res_x = 512;
support_feedback = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "support_feedback");
support_feedback->set(1);
float_texture = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "float_texture");
float_texture->set(0);
float_texture_int = 0;
alpha_channel = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "alpha_channel");
alpha_channel->set(1);
alpha_channel_int = 1;
clear_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "clear_color");
clear_color->set(0,0);
clear_color->set(0,1);
clear_color->set(0,2);
clear_color->set(1,3);
texture_size = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "texture_size");
texture_size->set(2);
tex_size_internal = -1;
texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_out");
allocate_second_texture = true;
start();
}
示例2: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
my_render = (vsx_module_param_render*)in_parameters.create(VSX_MODULE_PARAM_ID_RENDER, "render_in",false,false);
res_x = 512;
float_texture = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "float_texture");
float_texture->set(0);
float_texture_int = 0;
alpha_channel = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "alpha_channel");
alpha_channel->set(1);
alpha_channel_int = 1;
multisample = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "multisample");
multisample_int = 0;
texture_size = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "texture_size");
texture_size->set(2);
tex_size_internal = -1;
texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"color_buffer");
depth_buffer_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"depth_buffer");
depth_buffer_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"depth_buffer");
depth_buffer_in_int = 0;
start();
}
示例3: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
{
filename = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING,"filename");
filename->set("");
//load_avi_file();
drive = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"drive");
drive->set(0);
time = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT,"time");
result1 = (vsx_module_param_bitmap*)out_parameters.create(VSX_MODULE_PARAM_ID_BITMAP,"bitmap");
result1->set_p(bitm);
work_bitmap = &bitm;
bitm.data = 0;
bitm.bpp = 3;
bitm.bformat = GL_RGBA;
bitm.valid = false;
bitm_timestamp = bitm.timestamp = rand();
need_to_rebuild = true;
previous_frame = -1;
}
示例4: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
{
declare_run = false;
size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "size");
size->set(1.0f);
angle = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "angle");
angle->set(0.0f);
text_in = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING, "text_in");
text_in->set("Vovoid VSX Ultra");
text_in->updates = 1;
font_in = (vsx_module_param_resource*)in_parameters.create(VSX_MODULE_PARAM_ID_RESOURCE, "font_in");
font_in->set("resources/fonts/pala.ttf");
cur_font = "";
limit_line = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "limit_line");
limit_line->set(-1.0f);
leading = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "leading");
leading->set(1.0f);
glyph_size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "glyph_size");
glyph_size->set(24.0f);
cur_glyph_size = 24.0f;
render_type = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"render_type");
render_type->set(0);
align = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"align");
align->set(0);
cur_render_type = 0;
ftfont = 0;
ftfont2 = 0;
rotation_axis = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "rotation_axis");
rotation_axis->set(0.0f, 0);
rotation_axis->set(1.0f, 1);
rotation_axis->set(0.0f, 2);
red = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "red");
red->set(1.0f);
green = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "green");
green->set(1.0f);
blue = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "blue");
blue->set(1.0f);
text_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "text_alpha");
text_alpha->set(1.0);
outline_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_alpha");
outline_alpha->set(0.5);
outline_thickness = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_thickness");
outline_thickness->set(3.0);
outline_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "outline_color");
outline_color->set(0.0f, 0);
outline_color->set(0.0f, 1);
outline_color->set(0.0f, 2);
outline_color->set(0.0f, 3);
render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out");
render_result->set(0);
declare_run = true;
gl_state = vsx_gl_state::get();
}