本文整理汇总了C++中params::InterfaceGl::addText方法的典型用法代码示例。如果您正苦于以下问题:C++ InterfaceGl::addText方法的具体用法?C++ InterfaceGl::addText怎么用?C++ InterfaceGl::addText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params::InterfaceGl
的用法示例。
在下文中一共展示了InterfaceGl::addText方法的5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 bordaiApp::setup() {
mParams = params::InterfaceGl("bordai", Vec2i(300, 175));
mParams.addParam("Screen width", &mWindowSize.x, "", true);
mParams.addParam("Screen height", &mWindowSize.y, "", true);
mParams.addParam("Camera width", &mCameraLensSize.x, "min=128 max=1024 step=64 keyIncr=W keyDecr=w");
mParams.addParam("Camera height", &mCameraLensSize.y, "min=128 max=1024 step=64 keyIncr=H keyDecr=h");
mParams.addSeparator();
mParams.addText("Press space to apply new camera resolution");
mParams.addText("Press 'p' to pause/play camera");
mParams.addSeparator();
mParams.addParam("Framerate", &mFrameRate, "min=5.0 max=70.0 step=5.0 keyIncr=+ keyDecr=-");
mHaarDetector = HaarDetector( getResourcePath( "haarcascade_frontalface_alt2.xml" ) );
mCamera.startCapturing(mCameraLensSize.x, mCameraLensSize.y);
}
示例2: setup
void DelaunayMeshMaker::setup()
{
mSurface = loadImage( app::loadAsset( "texture0.jpg" ) );
int width = mSurface.getWidth();
int height = mSurface.getHeight();
app::setWindowSize( width, height );
mFbo = gl::Fbo( width, height, false );
mBorderPoints.push_back( Vec2f::zero() );
mBorderPoints.push_back( Vec2f( (float)width, 0 ) );
mBorderPoints.push_back( Vec2f( (float)width ,(float)height ) );
mBorderPoints.push_back( Vec2f( 0 ,(float)height ) );
mMesh.clear();
mParams = params::InterfaceGl( "Parameters", Vec2i( 300, 250 ) );
mParams.addParam( "Alpha", &mAlpha, "max=1.0 min=0.0 step=0.005" );
mParams.addParam( "Blend", &mBlend );
mParams.addParam( "Phong Shading", &mApplyPhongShading );
mParams.addParam( "Depth Offset", &mDepthOffset, "step=0.1" );
mParams.addParam( "Draw wireframe", &mDrawWireframe );
mParams.addSeparator();
mParams.addText("Edge detection");
mParams.addParam( "Edge detection scale down", &mScaleDown, "min=1" );
mParams.addParam( "Minimum threshold", &mCannyMinThreshold, "min=0.0f" );
mParams.addParam( "Maximum threshold", &mCannyMaxThreshold, "min=0.0f" );
mParams.addSeparator();
mParams.addButton( "Tesselate", std::bind( &DelaunayMeshMaker::tesselate, this ) );
mScaleDown = 8;
mScaleDownPrev = mScaleDown;
mCannyMinThreshold = 60.0;
mCannyMaxThreshold = 70.0;
mAlpha = 0.0f;
mBlend = false;
mApplyPhongShading = false;
mDrawWireframe = false;
mDepthOffset = 0.0f;
mPrevDepthOffset = mDepthOffset;
mPrevBlend = mBlend;
mPhongShader = gl::GlslProg( loadAsset("phong_vert.glsl"), loadAsset("phong_frag.glsl") );
mEdgeDetectSurface = edgeDetect( Surface8u( mSurface ), mCannyMinThreshold, mCannyMaxThreshold, mScaleDownPrev );
mTesselator = Tesselator::makeTesselator();
mTesselator->sDone.connect( boost::bind( &DelaunayMeshMaker::onTesselationDone, this ) );
}
示例3: setupParams
void FxApp::setupParams()
{
mParams.clear();
mParams.addParam( "Effect", mEffectNames, &mCurrentEffect );
mParams.addSeparator();
mParams.addText( mEffects[ mCurrentEffect ]->getName() );
mEffects[ mCurrentEffect ]->addToParams( mParams );
mParams.addSeparator();
mParams.addParam( "Fps", &mFps, "", true );
}
示例4: setup
//.........这里部分代码省略.........
// mBones.push_back( Bone( nite::JOINT_LEFT_HIP, nite::JOINT_RIGHT_HIP ) );
// mBones.push_back( Bone( nite::JOINT_LEFT_HIP, nite::JOINT_LEFT_KNEE ) );
// mBones.push_back( Bone( nite::JOINT_LEFT_KNEE, nite::JOINT_LEFT_FOOT ) );
// mBones.push_back( Bone( nite::JOINT_RIGHT_HIP, nite::JOINT_RIGHT_KNEE ) );
// mBones.push_back( Bone( nite::JOINT_RIGHT_KNEE, nite::JOINT_RIGHT_FOOT ) );
// POINTS
mBones.push_back( Bone( nite::JOINT_HEAD, nite::JOINT_HEAD ) ); //0
mBones.push_back( Bone( nite::JOINT_NECK, nite::JOINT_NECK ) ); //1
mBones.push_back( Bone( nite::JOINT_LEFT_SHOULDER, nite::JOINT_LEFT_SHOULDER ) ); //2
mBones.push_back( Bone( nite::JOINT_LEFT_ELBOW, nite::JOINT_LEFT_ELBOW ) ); //3
mBones.push_back( Bone( nite::JOINT_LEFT_HAND, nite::JOINT_LEFT_HAND ) ); //4
mBones.push_back( Bone( nite::JOINT_RIGHT_SHOULDER, nite::JOINT_RIGHT_SHOULDER ) ); //5
mBones.push_back( Bone( nite::JOINT_RIGHT_ELBOW, nite::JOINT_RIGHT_ELBOW ) ); //6
mBones.push_back( Bone( nite::JOINT_RIGHT_HAND, nite::JOINT_RIGHT_HAND ) ); //7
mBones.push_back( Bone( nite::JOINT_TORSO, nite::JOINT_TORSO ) ); //8
mBones.push_back( Bone( nite::JOINT_LEFT_HIP, nite::JOINT_LEFT_HIP ) ); //9
mBones.push_back( Bone( nite::JOINT_LEFT_KNEE, nite::JOINT_LEFT_KNEE ) ); //10
mBones.push_back( Bone( nite::JOINT_LEFT_FOOT, nite::JOINT_LEFT_FOOT ) ); //11
mBones.push_back( Bone( nite::JOINT_RIGHT_HIP, nite::JOINT_RIGHT_HIP ) ); //12
mBones.push_back( Bone( nite::JOINT_RIGHT_KNEE, nite::JOINT_RIGHT_KNEE ) ); //13
mBones.push_back( Bone( nite::JOINT_RIGHT_FOOT, nite::JOINT_RIGHT_FOOT ) ); //14
// DISTANCE LINES
// hand to hand
mBones.push_back( Bone( nite::JOINT_LEFT_HAND, nite::JOINT_RIGHT_HAND ) );
// limbs
mBones.push_back( Bone( nite::JOINT_LEFT_HAND, nite::JOINT_TORSO ) );
mBones.push_back( Bone( nite::JOINT_RIGHT_HAND, nite::JOINT_TORSO ) );
mBones.push_back( Bone( nite::JOINT_LEFT_FOOT, nite::JOINT_RIGHT_HAND ) );
mBones.push_back( Bone( nite::JOINT_RIGHT_FOOT, nite::JOINT_LEFT_HAND ) );
//surrounding body
mBones.push_back( Bone( nite::JOINT_RIGHT_FOOT, nite::JOINT_LEFT_FOOT ) );
mBones.push_back( Bone( nite::JOINT_LEFT_FOOT, nite::JOINT_LEFT_HAND ) );
mBones.push_back( Bone( nite::JOINT_LEFT_HAND, nite::JOINT_HEAD ) );
mBones.push_back( Bone( nite::JOINT_HEAD, nite::JOINT_RIGHT_HAND ) );
mBones.push_back( Bone( nite::JOINT_RIGHT_HAND, nite::JOINT_RIGHT_FOOT) );
mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f, 1.0f, 5000.0f );
mCamera.lookAt( Vec3f::zero(), Vec3f::zAxis(), Vec3f::yAxis() );
mDeviceManager = OpenNI::DeviceManager::create();
try {
mDevice = mDeviceManager->createDevice( OpenNI::DeviceOptions().enableUserTracking() );
} catch ( OpenNI::ExcDeviceNotAvailable ex ) {
console() << "exception with openni: " << ex.what() << endl;
quit();
return;
}
mDevice->getUserTracker().setSkeletonSmoothingFactor( 0.5f );
mDevice->connectUserEventHandler( &UserApp::onUser, this );
mDevice->start();
// vector of trails
for( int i=0; i<15; i++ ){
mTrails.push_back(TrailPoint());
mShowJoints.push_back(false);
// mShowJoints[i] = false;
}
mShowJoints[0] = true;
mColors.push_back( Color( 0.0f, 0.75f, 1.0f ) );
mColors.push_back( Color( 1.0f, 0.08f, 0.58f) );
mColors.push_back( Color( 1.0f, 0.0f, 1.0f ) );
mColors.push_back( Color( 0.0f, 1.0f, 1.0f ) );
mColors.push_back( Color( 0.0f, 1.0f, 0.0f ) );
mColors.push_back( Color( 0.48f, 0.41f, 0.93f ) );
mColors.push_back( Color( 0.6f, 0.2f, 0.8f ) );
mColors.push_back( Color( 0.12f, 0.56f, 1.0f ) );
mColors.push_back( Color( 0.0f, 0.81f, 0.82f ) );
mColors.push_back( Color( 0.75f, 0.75f, 0.75f ) );
mColors.push_back( Color( 0.54f, 0.17f, 0.87f ) );
mColors.push_back( Color( 1.0f, 0.08f, 0.58f ) );
mColors.push_back( Color( 1.0f, 1.0f, 1.0f ) );
mColors.push_back( Color( 0.29f, 0.0f, 0.51f ) );
mColors.push_back( Color( 0.0f, 0.0f, 1.0f ) );
// params window
mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 500 ), ColorA( 0.0f, 0.0f, 0.0f, 0.5f ) );
mParams.addParam( "On Balance", &mUseBalance );
mParams.addParam( "Negative Space", &mShowNegativeSpace );
mParams.addParam( "Distance Lines", &mShowDistanceLines );
//mParams.addText("the distance between A and B is" , dist);
mParams.addText( " ");
mParams.addText( "Follow joints:");
vector<string> joints = { "Head", "Neck", "Left Shoulder", "Left Elbow", "Left Hand", "Right Shoulder", "Right Elbow", "Right Hand", "Torso", "Left Hip", "Left Knee", "Left Foot", "Right Hip", "Right Knee", "Right Foot" };
for ( int i=0; i<joints.size(); i++ ) {
Boolean *thing = &mShowJoints[i];
mParams.addParam(joints[i], &mShowJoints[i]);
}
}
示例5: setup
void reflection_animationApp::setup()
{
// STRUCTURE
m_shapeDims = Vec3f(50, 75, 50);
m_numlevels = 12;
m_incr = 2;
m_shapeType = PYRAMID;
initShape();
cout << m_structure.m_shapes.size() << endl;
// DISPLAY
m_showInterface = true;
m_recording = false;
m_path = getHomeDirectory() / "Desktop/";
m_showColour = true;
m_renderMode = ALPHA;
m_contrast = 4.0f;
m_alpha = .45f;
m_face1Display = ACTIVE;
m_face2Display = DICHROIC1;
m_face3Display = GLASS;
m_face4Display = NONE;
m_dichroic1Colour = Color(0.3f, 0.8f, 1.0f);
m_dichroic2Colour = Color(1.0f, 0.8f, 0.3f);
// ANIMATION
m_aniMode = VIDEO;
// radar
m_interval = 360;
m_frontarea = 1.5f;
m_backarea = 6.0f;
// GUI
m_params = params::InterfaceGl( "Geometry/Animation Parameters [press TAB to hide]", Vec2i( 400, 600 ) );
// render
m_params.addText( "render", "label=`Render`" );
m_params.addSeparator();
vector<string> rstrs; rstrs.push_back("ALPHA"); rstrs.push_back("ADDITIVE"); rstrs.push_back("MULTIPLY");
m_params.addParam( "Render Mode", rstrs, (int*)&m_renderMode );
m_params.addParam( "Use Colour", &m_showColour );
m_params.addParam( "Alpha", &m_alpha, "min=0.001 max=2.0 step=0.1" );
m_params.addParam( "Contrast", &m_contrast, "min=0.001 max=5.0 step=0.1" );
m_params.addParam( "Dichroic Colour 1", &m_dichroic1Colour );
m_params.addParam( "Dichroic Colour 2", &m_dichroic2Colour );
m_params.addText( "emptyline1", "label=` `" );
// structure
m_params.addText( "structure", "label=`Structure`" );
m_params.addSeparator();
vector<string> dstrs; dstrs.push_back("ACTIVE"); dstrs.push_back("DICHROIC1"); dstrs.push_back("DICHROIC2"); dstrs.push_back("GLASS"); dstrs.push_back("NONE");
m_params.addParam( "Face 1 Display mode", dstrs, (int*)&m_face1Display );
m_params.addParam( "Face 2 Display mode", dstrs, (int*)&m_face2Display );
m_params.addParam( "Face 3 Display mode", dstrs, (int*)&m_face3Display );
m_params.addParam( "Face 4 Display mode", dstrs, (int*)&m_face4Display );
m_params.addText( "emptyline2", "label=` `" );
// generate shape
m_params.addText( "generate", "label=`Generate`" );
m_params.addSeparator();
vector<string> sstrs; sstrs.push_back("PYRAMID"); sstrs.push_back("TETRAHEDRON"); sstrs.push_back("HOLLOW PYRAMID");
m_params.addParam( "Shape", sstrs, (int*)&m_shapeType );
m_params.addParam( "Number Of Levels", &m_numlevels );
m_params.addParam( "Vertical Interval", &m_incr );
m_params.addParam( "Shape Dimensions", &m_shapeDims );
m_params.addButton( "Recreate Shape", std::bind( &reflection_animationApp::initShape, this ) );
m_params.addText( "emptyline3", "label=` `" );
// animation
m_params.addText( "animation", "label=`Animation`" );
m_params.addSeparator();
vector<string> astrs; astrs.push_back("STATIC"); astrs.push_back("RADAR"); astrs.push_back("VIDEO"); astrs.push_back("VIDEO_RADAR");
m_params.addParam( "Animation Mode", astrs, (int*)&m_aniMode );
m_params.addParam( "Interval", &m_interval );
m_params.addParam( "Size (front)", &m_frontarea );
m_params.addParam( "Size (tail)", &m_backarea );
m_params.addButton( "Recreate Shape", std::bind( &reflection_animationApp::initShape, this ) );
// CAMERA/PERSPECTIVE (not updated anymore -> mayacam)
m_cameraDistance = 800.0f;
m_eye = Vec3f( 0.0f, 0.0f, m_cameraDistance );
m_center = Vec3f::zero();
m_up = Vec3f::yAxis();
//.........这里部分代码省略.........