本文整理汇总了C++中vsx_module_param_texture::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_texture::set方法的具体用法?C++ vsx_module_param_texture::set怎么用?C++ vsx_module_param_texture::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_texture
的用法示例。
在下文中一共展示了vsx_module_param_texture::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: start
void start()
{
texture = new vsx_texture;
texture->init_color_depth_buffer(res_x,res_x);
texture->valid = false;
texture_result->set(texture);
}
示例2: declare_params
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
texture_a_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_a_in");
texture_b_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_b_in");
fade_pos_from_engine = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_from_engine");
fade_pos_in = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_in");
fade_pos_out = (vsx_module_param_float*)out_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_out");
fade_pos_out->set(0.0f);
texture_a_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_a_out");
texture_b_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_b_out");
ab.bpp = 4;
ab.bformat = GL_RGBA;
ab.size_x = ab.size_y = 2;
ab.data = new vsx_bitmap_32bt[4];
((vsx_bitmap_32bt*)ab.data)[0] = 0xFFFF0000;
((vsx_bitmap_32bt*)ab.data)[1] = 0xFF000000;
((vsx_bitmap_32bt*)ab.data)[2] = 0xFF000000;
((vsx_bitmap_32bt*)ab.data)[3] = 0xFFFF0000;
ab.valid = true;
bb.bpp = 4;
bb.bformat = GL_RGBA;
bb.size_x = bb.size_y = 2;
bb.data = new vsx_bitmap_32bt[4];
((vsx_bitmap_32bt*)bb.data)[0] = 0xFF000000;
((vsx_bitmap_32bt*)bb.data)[1] = 0xFF0000FF;
((vsx_bitmap_32bt*)bb.data)[2] = 0xFF0000FF;
((vsx_bitmap_32bt*)bb.data)[3] = 0xFF000000;
bb.valid = true;
texture_a.locked = true;
texture_a.init_opengl_texture();
texture_b.locked = true;
texture_b.init_opengl_texture();
texture_a.upload_ram_bitmap(&ab,false);
texture_b.upload_ram_bitmap(&bb,false);
texture_a_out->set(&texture_a);
texture_b_out->set(&texture_b);
}
示例3: start
void start() {
which_buffer = false;
texture = new vsx_texture;
texture->init_buffer(res_x,res_x);
texture->valid = false;
texture_result->set(texture);
texture2 = new vsx_texture;
texture2->init_buffer(res_x,res_x);
texture2->valid = false;
}
示例4: activate_offscreen
//.........这里部分代码省略.........
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 (
depth_buffer_in_int != 0
)
{
vsx_texture* depth_in = depth_buffer_in->get();
if (
depth_in->texture_info.size_x != res_x ||
depth_in->texture_info.size_y != res_y
)
{
res_x = depth_in->texture_info.size_x;
res_y = depth_in->texture_info.size_y;
}
}
texture->reinit_color_depth_buffer
(
res_x,
res_y,
float_texture_int,
alpha_channel_int,
multisample_int,
depth_buffer_in_int
);
}
texture->begin_capture_to_buffer();
//printf("changing viewport to %d\n",res_x);
glViewport(0,0,res_x,res_y);
glDepthMask(GL_TRUE);
glEnable(GL_BLEND);
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&glsl_prog);
if ( atof((char*)glGetString(GL_VERSION)) >= 2.0 )
glUseProgram(0);
else
glUseProgramObjectARB(0);
depth_buffer_texture.texture_info.ogl_id = texture->get_depth_buffer_handle();
depth_buffer_texture.texture_info.ogl_type = GL_TEXTURE_2D;
depth_buffer_texture.texture_info.size_x = res_x;
depth_buffer_texture.texture_info.size_y = res_y;
depth_buffer_out->set(&depth_buffer_texture);
loading_done = true;
return true;
}