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C++ InterfaceGl::addParam方法代码示例

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


在下文中一共展示了InterfaceGl::addParam方法的15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: setup

void SpirographApp::setup()
{
	mLoc = Vec2f(getWindowWidth()/2, getWindowHeight()/2);
	
	mSpirograph = new SpirographPoint();
	
	// Base Spirograph parameters
	mAngle = 0.0f;
	mRadius = 65.0f;
	
	mIncAngle = 0.02f;
	
	
	// Setup the parameters
	mParams = params::InterfaceGl("Spirograph Parameters", Vec2i(100, 200));
	
	mParams.addParam("Angle", &mAngle);
	mParams.addParam("Increment Angle", &mIncAngle);
	mParams.addParam("Radius", &mRadius);
	mParams.addSeparator();
	mParams.addParam("Spirograph Angle", &mSpirograph->mAngle);
	mParams.addParam("Spirograph Radius", &mSpirograph->mRadius);
	
	
	mSaveFrames = false;
	
	
	// Opengl blending
	glEnable(GL_BLEND);
	
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	
	glEnable(GL_POLYGON_SMOOTH);
	glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); // GL_FASTEST	
}
开发者ID:jasonm23,项目名称:Spirograph,代码行数:35,代码来源:SpirographApp.cpp

示例2: getWindowAspectRatio

void SierpinskiTriangleChaos3DApp::setup()
{
    
    // SETUP CAMERA
	mCameraDistance = 1000.0f;
	mEye			= Vec3f( 0.0f, 300.0f, mCameraDistance );
	mCenter			= Vec3f( 0.0f, 300.0f, 0.0f );
	mUp				= Vec3f::yAxis();
	mCam.setPerspective( 75.0f, getWindowAspectRatio(), 5.0f, 3000.0f );
    
    
    //PARAMS
    mParams = params::InterfaceGl( "Control Panel", Vec2i( 200, 160 ) );
    mParams.addParam( "Scene Rotation", &mSceneRotation );
    mParams.addParam( "Eye Distance", &mCameraDistance, "min=50.0 max=1300.0 step=20.0 keyIncr=s keyDecr=w" );
    
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	
	gl::enableDepthWrite();
	gl::enableDepthRead();
	gl::enableAlphaBlending();
    
    glDisable( GL_TEXTURE_2D );
    
    mDirectional = 1.0f;
    
    marker1.set( 0.0f, 0.0f, 400.0f);
    marker2.set( -346.5f, 0.0f, -200.0f);
    marker3.set( 346.5f, 0.0f, -200.0f);
    marker4.set( 0.0f, 600.0f, 0.0f);
    
    thePoint.set( Rand::randFloat(-100.0f, 100.0f), Rand::randFloat(-100.0f, 100.0f), Rand::randFloat(-100.0f, 100.0f) );
    
    mSaveFrame = true;
}
开发者ID:williamchyr,项目名称:FractalExperiments,代码行数:35,代码来源:SierpinskiTriangleChaos3DApp.cpp

示例3: setup

void FractalStudyApp::setup()
{
    // SETUP CAMERA
	mCameraDistance = 1200.0f;
	mEye			= Vec3f( 0.0f, 0.0f, mCameraDistance );
	mCenter			= Vec3f( 0.0f, 0.0f, 0.0f );
	mUp				= Vec3f::yAxis();
	mCam.setPerspective( 75.0f, getWindowAspectRatio(), 5.0f, 2000.0f );
    
    
    //PARAMS
    mParams = params::InterfaceGl( "Control Panel", Vec2i( 200, 160 ) );
    mParams.addParam( "Scene Rotation", &mSceneRotation );
    mParams.addParam( "Eye Distance", &mCameraDistance, "min=50.0 max=1500.0 step=50.0 keyIncr=s keyDecr=w" );
    
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
	
	gl::enableDepthWrite();
	gl::enableDepthRead();
	gl::enableAlphaBlending();
    
    glDisable( GL_TEXTURE_2D );
    
    mDirectional = 1.0f;
    
    camAngle = 0;
    
    mSaveFrame = false;
}
开发者ID:williamchyr,项目名称:FractalExperiments,代码行数:29,代码来源:FractalStudyApp.cpp

示例4: setup

void ArmyDemoApp::setup()
{

	mSender.bind();
#if ! USE_UDP
	mSender.connect();
#endif

	model::Skeleton::sRenderMode = model::Skeleton::RenderMode::CLEANED;

	mLightPos = vec3(10.0f, 20.0f, 20.0f);
	mMouseHorizontalPos = 0;
	mMeshIndex = 0;
	mParams = params::InterfaceGl( "Parameters", ivec2( 200, 250 ) );
	mParams.addParam( "Fps", &mFps, "", true );
	mParams.addSeparator();
	mDrawMesh = true;
	mParams.addParam( "Draw Mesh", &mDrawMesh );
	mDrawSkeleton = false;
	mParams.addParam( "Draw Skeleton", &mDrawSkeleton );
	mDrawAbsolute = true;
	mParams.addParam( "Relative/Abolute skeleton", &mDrawAbsolute );
	mEnableWireframe = false;
	mParams.addParam( "Wireframe", &mEnableWireframe );
	
	gl::enableDepthWrite();
	gl::enableDepthRead();
	gl::enableAlphaBlending();
	
	mSkeletalMesh = model::SkeletalMesh::create( model::AssimpLoader( loadAsset( "maggot3.md5mesh" ) ) );
}
开发者ID:PetrosKataras,项目名称:Cinder-CMakeBlockApp,代码行数:31,代码来源:BlockApp.cpp

示例5: setup

void kinectSkelApp::setup()
{
	console() << "There are " << Kinect::getNumDevices() << " Kinects connected." << std::endl;

	mKinect = Kinect( Kinect::Device() ); // the default Device implies the first Kinect connected
	
	mParams = params::InterfaceGl( "KinectSkel", Vec2i( 200, 180 ) );
	mParams.addParam( "Kinect Tilt", &mKinectTilt, "min=-31 max=31 keyIncr=T keyDecr=t" );
	mParams.addParam( "lo thresh", &mLo, "min=.0 max=1.0 step=.025 keyIncr=L keyDecr=l" );
	mParams.addParam( "hi thresh", &mHi, "min=.0 max=1.0 step=.025 keyIncr=H keyDecr=h" );
	mParams.addParam( "dilate size", &mDilateSize, "min=3 max=20 step=1 keyIncr=D keyDecr=d" );
	mParams.addParam( "dilate iter", &mDilateIter, "min=1 max=10 step=1 keyIncr=F keyDecr=f" );
	mParams.addParam( "skel thresh", &mSkelThresh, "min=0 max=255 step=1 keyIncr=S keyDecr=s" );
	mLo = 0.5;
	mHi = 1.0;
	mDilateSize = 8;
	mDilateIter = 1;
	mKinectTilt = .0f;
	mSkelThresh = 0;
	mFboThresh = gl::Fbo(640, 480);
	mShader	= gl::GlslProg( loadResource( RES_VERT_ID ), loadResource( RES_FRAG_ID ) );
	mDepthTexture	= gl::Texture( 640, 480 );
	mColorTexture	= gl::Texture( 640, 480 );
	depthSurf = Surface8u(640, 480, true);
	
	kern00 = cv::Mat(5, 5, CV_32FC1, L0);
	kern45 = cv::Mat(5, 5, CV_32FC1, L45);
	kern90 = cv::Mat(5, 5, CV_32FC1, L90);
	kern135 = cv::Mat(5, 5, CV_32FC1, L135);
}
开发者ID:pholz,项目名称:kinectSkel,代码行数:30,代码来源:kinectSkelApp.cpp

示例6: setup

void ___PACKAGENAMEASIDENTIFIER___App::setup()
{
	try {
		mCapture = Capture( kCaptureWidth, kCaptureHeight );
		mCapture.start();
	} catch ( ... ) {
		console() << "Error with capture device." << std::endl;
		exit(1);
	}

	try {
		mShader = gl::GlslProg( loadResource( RES_SHADER_PASSTHRU ), loadResource( RES_SHADER_FRAGMENT ) );
	} catch ( gl::GlslProgCompileExc &exc ) {
		console() << "Cannot compile shader: " << exc.what() << std::endl;
		exit(1);
	}catch ( Exception &exc ){
		console() << "Cannot load shader: " << exc.what() << std::endl;
		exit(1);
	}
	
	mFbo = gl::Fbo( kWindowWidth, kWindowHeight );

	mMixColorRed = 0.0f;
	mMixColorGreen = 0.0f;
	mMixColorBlue = 0.0f;

	mParams = params::InterfaceGl( "Parameters", Vec2i( kParamsWidth, kParamsHeight ) );
	mParams.addParam( "Mix Red", &mMixColorRed, "min=-1.0 max=1.0 step=0.01 keyIncr=r keyDecr=R" );
	mParams.addParam( "Mix Green", &mMixColorGreen, "min=-1.0 max=1.0 step=0.01 keyIncr=g keyDecr=G" );
	mParams.addParam( "Mix Blue", &mMixColorBlue, "min=-1.0 max=1.0 step=0.01 keyIncr=b keyDecr=B" );


}
开发者ID:controlgroup,项目名称:CinderTemplates,代码行数:33,代码来源:___PACKAGENAMEASIDENTIFIER___App.cpp

示例7: setup

void CinderProjectionTestApp::setup()
{
	mLookEye = Vec3f( 5.0f, 10.0f, 30.0f );
	mSweetEye = Vec3f( 0.0f, 0.0f, 4.0f );
	mProjEye = Vec3f( 2.0f, 3.0f, 3.0f );
	mLookCenter = mSweetCenter = mProjCenter = Vec3f::zero();
	mLookUp = mSweetUp = mProjUp = Vec3f::yAxis();
	
	mLookDistance = 30.0f;
	// setPerspective of cams moved to ::resize()
	
	mActiveCam = CAM_LOOK;
	
	mCubeSize = 1.0f;
	
	mTexture = gl::Texture( loadImage( loadResource( RES_IMAGE ) ) );
    mProjShader = gl::GlslProg( loadResource( RES_TEXTUREPROJECTION_VERT ), loadResource( RES_TEXTUREPROJECTION_FRAG ) );
	mTextureScaling = 1.0f;
	
	vector<string> camEnum;
	camEnum.push_back("Look around (free)");
	camEnum.push_back("'Sweet spot' (fixed)");
	camEnum.push_back("Projector (fixed)");
	
	mParams = params::InterfaceGl( "Texture Projection", Vec2i( 160, 100 ) );
	//mParams.addParam( "Active Cam", camEnum, &mActiveCam ); // ::addParam(..enum..) is not available in Cinder 0.8.2
	//mParams.setOptions("", "iconified=true" ); // ::setOptions is not available in Cinder 0.8.2
	//mParams.setOptions("", "help='Keys [1], [2] and [3] can be used to switch camrea positions'" );
	mParams.addParam( "Avg. FPS", &mFPS, "precision=1", true );
	mParams.addParam( "Tex Scale", &mTextureScaling, "step=0.1" );
	mParams.addParam( "Cube Rot.", &mCubeRotation );
	mParams.addParam( "Cube Size", &mCubeSize, "keyincr=+ keydecr=-" );
	mParams.addSeparator();
	mParams.addParam( "Sweet Eye", &mSweetEye );
}
开发者ID:Maff-,项目名称:CinderProjectionTest,代码行数:35,代码来源:CinderProjectionTestApp.cpp

示例8: setup

void RDiffusionApp::setup()
{
	mReactionU = 0.25f;
	mReactionV = 0.04f;
	mReactionK = 0.047f;
	mReactionF = 0.1f;

	mMousePressed = false;
	
	// Setup the parameters
	mParams = params::InterfaceGl( "Parameters", Vec2i( 175, 100 ) );
	mParams.addParam( "Reaction u", &mReactionU, "min=0.0 max=0.4 step=0.01 keyIncr=u keyDecr=U" );
	mParams.addParam( "Reaction v", &mReactionV, "min=0.0 max=0.4 step=0.01 keyIncr=v keyDecr=V" );
	mParams.addParam( "Reaction k", &mReactionK, "min=0.0 max=1.0 step=0.001 keyIncr=k keyDecr=K" );	
	mParams.addParam( "Reaction f", &mReactionF, "min=0.0 max=1.0 step=0.001 keyIncr=f keyDecr=F" );
	
	gl::Fbo::Format format;
	format.enableDepthBuffer( false );
	
	mCurrentFBO = 0;
	mOtherFBO = 1;
	mFBOs[0] = gl::Fbo( FBO_WIDTH, FBO_HEIGHT, format );
	mFBOs[1] = gl::Fbo( FBO_WIDTH, FBO_HEIGHT, format );
	
	mShader = gl::GlslProg( loadResource( RES_PASS_THRU_VERT ), loadResource( RES_GSRD_FRAG ) );
	mTexture = gl::Texture( loadImage( loadResource( RES_STARTER_IMAGE ) ) );
	mTexture.setWrap( GL_REPEAT, GL_REPEAT );
	mTexture.setMinFilter( GL_LINEAR );
	mTexture.setMagFilter( GL_LINEAR );
	mTexture.bind( 1 );
	
	resetFBOs();
}
开发者ID:AaronMeyers,项目名称:Cinder,代码行数:33,代码来源:RDiffusionApp.cpp

示例9: setup

void KaleidoscopeApp::setup()
{
    mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 300 ) );
    mParams.addParam( "Fps", &mFps, "", true );
    mParams.addParam( "Vertical sync", &mVerticalSyncEnabled );
    mParams.addSeparator();
    mNumReflectionLines = 3;
    mParams.addParam( "Reflection lines", &mNumReflectionLines, "min=0, max=32" );
    mRotation = 0.f;
    mParams.addParam( "Rotation", &mRotation, "step=.01" );
    mCenter = Vec2f( .5f, .5f );
    mParams.addParam( "Center X", &mCenter.x, "min=0 max=1 step=.005 group='Center'" );
    mParams.addParam( "Center Y", &mCenter.y, "min=0 max=1 step=.005 group='Center'" );

    mTexture = loadImage( loadAsset( "tx.jpg" ) );
    mTexture.setWrap( true, true );

    try
    {
        mShader = gl::GlslProg( loadAsset( "Kaleidoscope.vert" ),
                                loadAsset( "Kaleidoscope.frag" ) );
    }
    catch ( gl::GlslProgCompileExc &exc )
    {
        console() << exc.what() << endl;
    }
}
开发者ID:gaborpapp,项目名称:apps,代码行数:27,代码来源:KaleidoscopeApp.cpp

示例10: setup

void ColorTilesApp::setup()
{
    app::setWindowSize(1200, 800);
    gl::enableAlphaBlending();

    // Set up the camera.
    cameraDistance_ = 1000.0f;
    eye_ = Vec3f(0.0f, 0.0f, cameraDistance_);
    center_ = Vec3f::zero();
    up_ = Vec3f::yAxis();
    camera_.setPerspective(75.0f, getWindowAspectRatio(), 5.0f, 2000.0f);

    // Set up camera control.
    params_ = params::InterfaceGl("Color Tiles", Vec2i(225, 200));
    params_.addParam("Scene Rotation", &sceneRotation_);
    params_.addParam("Eye Distance", &cameraDistance_, "min=0.0 max=2000.0 step=50.0 keyIncr=s keyDecr=w");
    
    // Set up the initial set of tiles.
    for (int x = -HALF_WIDTH; x <= HALF_WIDTH; ++x) {
        for (int y = -HALF_WIDTH; y <= HALF_WIDTH; ++y) {
            for (int z = -HALF_WIDTH; z <= HALF_WIDTH; ++z) {
                int xpos = x * TILE_WIDTH;
                int ypos = y * TILE_HEIGHT;
                int zpos = z * TILE_WIDTH;
                
                Tile* tile = new Tile(xpos, ypos, zpos,
                                      TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH);
                tiles_.push_back(tile);
            }
        }
    }
}
开发者ID:jbromley,项目名称:ColorTiles,代码行数:32,代码来源:ColorTilesApp.cpp

示例11: setup

void SmilesApp::setup()
{	
    mSmileLimit = 4.0f;
    mSmileAverageNumOfFrames = 10;
    mCamIndex = 0;
    mFps = getAverageFps();
    
    try {
		mCapture = Capture( CAMWIDTH, CAMHEIGHT );
		mCapture.start();
	}
	catch( ... ) {
		console() << "Failed to initialize capture" << std::endl;
	}
    
    mSmileRect = Rectf(300,100,600,400);
    setupSmileDetector(mSmileRect.getInteriorArea().getWidth(), mSmileRect.getInteriorArea().getHeight());
    console()<< mSmileRect.getInteriorArea().getWidth() << mSmileRect.getInteriorArea().getHeight() << endl;
	mSmileThreshold = 0;
	mSmileAverageIndex = 0;
    
    mParams = params::InterfaceGl( "Parameters", Vec2i( 220, 170 ) );
    mParams.addParam( "FPS", &mFps,"", true );
    mParams.addSeparator();
	mParams.addParam( "SmileResponse", &mSmileResponse, "", true );
    mParams.addParam( "SmileThreshold", &mSmileThreshold, "", true );
    
    mParams.addParam( "mSmileLimit", &mSmileLimit );
    mParams.addParam( "mSmileAverageNumOfFrames", &mSmileAverageNumOfFrames );
    
}
开发者ID:redpaperheart,项目名称:CinderMPTSmilesDetector,代码行数:31,代码来源:SmilesApp.cpp

示例12: setup

void NIUserMaskApp::setup()
{
	try
	{
		mNI = ni::OpenNI( ni::OpenNI::Device() );
	}
	catch ( ... )
	{
		console() << "Could not open Kinect" << endl;
		quit();
	}

	mNIUserTracker = mNI.getUserTracker();

	mNI.setMirrored();
	mNI.start();

	mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 100 ) );
	mBlurAmt = 15.0;
	mParams.addParam( "blur", &mBlurAmt, "min=1 max=15 step=.5" );
	mErodeAmt = 3.0;
	mParams.addParam( "erode", &mErodeAmt, "min=1 max=15 step=.5" );
	mDilateAmt = 7.0;
	mParams.addParam( "dilate", &mDilateAmt, "min=1 max=15 step=.5" );
	mThres = 128;
	mParams.addParam( "threshold", &mThres, "min=1 max=255" );
}
开发者ID:gaborpapp,项目名称:Cinder-NI,代码行数:27,代码来源:NIUserContourApp.cpp

示例13: KinectDepthSource

 KinectDepthSource(params::InterfaceGl& params)
 : mTilt(0)
 , mEnableIR(false)
 {
   params.addParam( "Tilt", &mTilt, "min=-31 max=32");
   params.addParam( "Toggle IR", &mEnableIR);
 }
开发者ID:bzztbomb,项目名称:bobbevy_tihwd,代码行数:7,代码来源:bbDepthProcessor.cpp

示例14:

void f6_structure::setup()
{
	// SET WINDOW
	setWindowSize(1920, 1080);
	setFrameRate(30.f);
	gl::color(Color::black());

	// SETUP PARTICLE SYSTEMS
	ParticleSystem ps1;
	ps1.setup();
	pss.push_back(ps1);

	// SETUP LISTENER
	Listener& listener = Listener::getInstance();
	listener.setup();

	// SETUP TRACKER
	//t.setup();

	// SETUP PARAMS
	mParams = params::InterfaceGl("Parameters", Vec2i(200, 150));
	mParams.addParam("Particle ID", &pf.d_particleToCreate, "keyIncr=+ keyDecr=-");
	mParams.addSeparator();
	mParams.addParam("Total particles", &mTotalParticles, "readonly=1");
	mParams.addParam("Volume", &mVolume, "readonly=1");
	mParams.addParam("Scale", &listener.mScale, "min=0.1 max=40.0 step=0.1");
	
}
开发者ID:furinax,项目名称:f5_webs,代码行数:28,代码来源:f6_structure.cpp

示例15: setup

void kinectPointCloudApp::setup()
{	
	// SETUP PARAMS
	mParams = params::InterfaceGl( "KinectPointCloud", Vec2i( 200, 180 ) );
	mParams.addParam( "Scene Rotation", &mSceneRotation, "opened=1" );
	mParams.addParam( "Cam Distance", &mCameraDistance, "min=100.0 max=5000.0 step=100.0 keyIncr=s keyDecr=w" );
	mParams.addParam( "Kinect Tilt", &mKinectTilt, "min=-31 max=31 keyIncr=T keyDecr=t" );
	
	// SETUP CAMERA
	mCameraDistance = 1000.0f;
	mEye			= Vec3f( 0.0f, 0.0f, mCameraDistance );
	mCenter			= Vec3f::zero();
	mUp				= Vec3f::yAxis();
	mCam.setPerspective( 75.0f, getWindowAspectRatio(), 1.0f, 8000.0f );
	
	// SETUP KINECT AND TEXTURES
	console() << "There are " << Kinect::getNumDevices() << " Kinects connected." << std::endl;
	mKinect			= Kinect( Kinect::Device() ); // use the default Kinect
	mDepthTexture	= gl::Texture( 640, 480 );
	
	// SETUP VBO AND SHADER	
	createVbo();
	mShader	= gl::GlslProg( loadResource( RES_VERT_ID ), loadResource( RES_FRAG_ID ) );
	
	// SETUP GL
	gl::enableDepthWrite();
	gl::enableDepthRead();
}
开发者ID:Julien60,项目名称:CinderKinectLayers,代码行数:28,代码来源:kinectPointCloudApp.cpp


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