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C++ vsx_texture::get_depth_buffer_handle方法代码示例

本文整理汇总了C++中vsx_texture::get_depth_buffer_handle方法的典型用法代码示例。如果您正苦于以下问题:C++ vsx_texture::get_depth_buffer_handle方法的具体用法?C++ vsx_texture::get_depth_buffer_handle怎么用?C++ vsx_texture::get_depth_buffer_handle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_texture的用法示例。


在下文中一共展示了vsx_texture::get_depth_buffer_handle方法的1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: 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;
  }
开发者ID:Spartan190,项目名称:vsxu,代码行数:101,代码来源:main.cpp


注:本文中的vsx_texture::get_depth_buffer_handle方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。