本文整理汇总了C++中clan::Canvas::get_projection方法的典型用法代码示例。如果您正苦于以下问题:C++ Canvas::get_projection方法的具体用法?C++ Canvas::get_projection怎么用?C++ Canvas::get_projection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clan::Canvas
的用法示例。
在下文中一共展示了Canvas::get_projection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: render_bloom_combine
void App::render_bloom_combine(clan::Canvas &canvas, clan::Texture2D &tex_base, clan::Texture2D &tex_bloom, clan::ProgramObject &program_object)
{
canvas.flush();
clan::GraphicContext gc = canvas.get_gc();
gc.set_texture(0, tex_base);
gc.set_texture(1, tex_bloom);
gc.set_program_object(program_object);
program_object.set_uniform1i(("BaseTexture"), 0);
program_object.set_uniform1f(("BaseIntensity"), base_intensity);
program_object.set_uniform1f(("BaseSaturation"), base_saturation);
program_object.set_uniform1i(("BloomTexture"), 1);
program_object.set_uniform1f(("BloomIntensity"), bloom_intensity);
program_object.set_uniform1f(("BloomSaturation"), bloom_saturation);
program_object.set_uniform_matrix("cl_ModelViewProjectionMatrix", canvas.get_projection() * canvas.get_transform());
draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
gc.reset_texture(1);
}
示例2: render_gaussian_blur
void App::render_gaussian_blur(clan::Canvas &canvas, float blur_amount, clan::Texture2D &source_texture, clan::ProgramObject &program_object, float dx, float dy)
{
uniforms.sample[0].weight = compute_gaussian(0, blur_amount);
uniforms.sample[0].offset_x = 0.0f;
uniforms.sample[0].offset_y = 0.0f;
float totalWeights = uniforms.sample[0].weight;
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = compute_gaussian(i + 1.0f, blur_amount);
uniforms.sample[i * 2 + 1].weight = weight;
uniforms.sample[i * 2 + 2].weight = weight;
totalWeights += weight * 2;
float sampleOffset = i * 2 + 1.5f;
clan::Vec2f delta(dx * sampleOffset, dy * sampleOffset);
uniforms.sample[i * 2 + 1].offset_x = delta.x;
uniforms.sample[i * 2 + 1].offset_y = delta.y;
uniforms.sample[i * 2 + 2].offset_x = -delta.x;
uniforms.sample[i * 2 + 2].offset_y = -delta.y;
}
for (int i = 0; i < sampleCount; i++)
{
uniforms.sample[i].weight /= totalWeights;
}
canvas.flush();
clan::GraphicContext gc = canvas.get_gc();
gc.set_texture(0, source_texture);
gc.set_program_object(program_object);
uniforms.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_transform();
gpu_uniforms.upload_data(gc, &uniforms, 1);
gc.set_uniform_buffer(0, gpu_uniforms);
draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
}
示例3: render_shockwave
void App::render_shockwave(clan::Canvas &canvas, clan::Texture2D &source_texture, clan::ProgramObject &program_object)
{
canvas.flush();
clan::GraphicContext gc = canvas.get_gc();
gc.set_texture(0, source_texture);
gc.set_program_object(program_object);
uniforms.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_modelview();
gpu_uniforms.upload_data(gc, &uniforms, 1);
gc.set_uniform_buffer(0, gpu_uniforms);
draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
}
示例4: render_extract_highlights
void App::render_extract_highlights(clan::Canvas &canvas, clan::Texture2D &source_texture, clan::ProgramObject &program_object)
{
canvas.flush();
clan::GraphicContext gc = canvas.get_gc();
gc.set_texture(0, source_texture);
gc.set_program_object(program_object);
program_object.set_uniform1i(("SourceTexture"), 0);
program_object.set_uniform1f(("Threshold"), highlight_threshold);
program_object.set_uniform_matrix("cl_ModelViewProjectionMatrix", canvas.get_projection() * canvas.get_transform());
draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));
gc.reset_program_object();
gc.reset_texture(0);
}