本文整理汇总了C++中vsx_module_param_texture::get_addr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_texture::get_addr方法的具体用法?C++ vsx_module_param_texture::get_addr怎么用?C++ vsx_module_param_texture::get_addr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类vsx_module_param_texture
的用法示例。
在下文中一共展示了vsx_module_param_texture::get_addr方法的3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
void output(vsx_module_param_abs* param)
{
vsx_texture** t_a;
t_a = texture_a_in->get_addr();
vsx_texture** t_b;
t_b = texture_b_in->get_addr();
if (t_a && t_b) {
((vsx_module_param_texture*)texture_a_out)->set(*t_a);
((vsx_module_param_texture*)texture_b_out)->set(*t_b);
}
if (fade_pos_from_engine->get() != 0.0f)
{
fade_pos_out->set(fade_pos_in->get());
} else
{
fade_pos_out->set((float)fmod(engine->real_vtime, 1.0f));
}
}
示例3: run
void run() {
texture = texture_in->get_addr();
if (texture) {
(*texture)->bind();
GLint components;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_COMPONENTS,&components);
//printf("components: %d\n",components);
GLint pack;
glGetIntegerv(GL_PACK_ALIGNMENT,&pack);
// printf("pack: %d\n",pack);
if (pack == 4) {
GLint width;
GLint height;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&width);
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&height);
// printf("height: %d\n",height);
if (bitm.size_x != (unsigned int)width || bitm.size_y != (unsigned int)height) {
// printf("allocating new memory\n");
// printf("height: %d\n",height);
if (bitm.data) delete[] (vsx_bitmap_32bt*)bitm.data;
bitm.data = new vsx_bitmap_32bt[width*height];
bitm.size_x = width;
bitm.size_y = height;
}
//printf("bwidth: %d\n",width);
glGetTexImage(GL_TEXTURE_2D,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
bitm.data);
//printf("bdata: %d\n",(unsigned int)bitm.data[0]);
bitm.valid = true;
++bitm.timestamp;
result1->set_p(bitm);
}
(*texture)->_bind();
}
}