Exemple #1
0
Tex *add_texture(Main *bmain, const char *name)
{
	Tex *tex;

	tex = BKE_libblock_alloc(&bmain->tex, ID_TE, name);
	
	default_tex(tex);
	
	return tex;
}
Exemple #2
0
Tex *add_texture(const char *name)
{
	Main *bmain= G.main;
	Tex *tex;

	tex= alloc_libblock(&bmain->tex, ID_TE, name);
	
	default_tex(tex);
	
	return tex;
}
static void init(bNodeTree *UNUSED(ntree), bNode *node, bNodeTemplate *UNUSED(ntemp))
{
	Tex *tex = MEM_callocN(sizeof(Tex), "Tex");
	node->storage= tex;
	
	default_tex(tex);
	tex->type = node->type - TEX_NODE_PROC;
	
	if (tex->type == TEX_WOOD)
		tex->stype = TEX_BANDNOISE;
	
}
Exemple #4
0
static void init(bNode *node)
{
	Tex *tex = MEM_callocN(sizeof(Tex), "Tex");
	node->storage= tex;
	
	default_tex(tex);
	tex->type = node->type - TEX_NODE_PROC;
	
	if(tex->type == TEX_WOOD)
		tex->stype = TEX_BANDNOISE;
	
}
Exemple #5
0
Fichier : app.c Projet : youka2/fx
void loop(void)
{
	const float spd1=30.0f*dt();
	const float spd2=15.0f*dt();

	float r=0.0f;
	float dc=0.0f, ds=0.0f;
	float tc=0.0f, ts=0.0f;

	/*viewport(0,0,nsw,nsh);*/
	use_basic();
	send_lpview(pview);

	if(mm() || mw()!=0.0f)
	{
		if(mm())
		{
			dir+=mx()*spd1;
			if(dir<-0.0f)
			{
				dir+=360.0f;
				ndir+=360.0f;
			}
			else if(dir>360.0f)
			{
				dir-=360.0f;
				ndir-=360.0f;
			}

			tilt-=my()*spd1;
			if(tilt<0.001f) tilt=0.001f;
			else if(tilt>100.0f) tilt=100.0f;
		}

		if(mw()!=0.0f)
		{
			zoom-=mw();
			if(zoom<7.0f) zoom=7.0f;
			else if(zoom>12.0f) zoom=12.0f;
		}
	}
	if(mp(3)) zoom=10.0f;

	ndir-=(ndir-dir)*spd2;
	r=d2r(ndir);
	dc=cosf(r);
	ds=sinf(r);

	ntilt-=(ntilt-tilt)*spd2;
	r=d2r(ntilt);
	tc=cosf(r);
	ts=sinf(r);

	nzoom-=(nzoom-zoom)*spd2;

	look(view,v3(ds*ts*nzoom,dc*ts*nzoom,3.0f+(tc*nzoom)),v3(0.0f,0.0f,3.0f));
	mult(pview,proj,view);

	send_pview(pview);

	/* ----- */
	use_fb(fbos[0]);
	clear();
	/* ----- */
	use_tex(area_tex);
	/* ----- */
	draw_vbo(&area_mod);
	use_fb(0);

	blit_fb(fbos[0],fbos[1],nsw,nsh);
	/* ----- */

	use_fb(fbos[2]);
	set_drawbufs(2);
	clear();
	draw_vbo(&area_mod);
	use_fb(0);

	use_mblur();
	use_tex(texs[0]); /* ----- */
	active_tex(GL_TEXTURE1,texs[2]);
	default_tex();

	use_fb(fbos[3]);
	set_drawbufs(1);
	clear();
	quad();
	use_fb(0);

	active_tex(GL_TEXTURE1,0);
	default_tex();

	/*viewport(0,0,sw,sh);*/
	use_vig();
	use_tex(texs[3]);

	clear();
	quad();

	if(kp(SDL_SCANCODE_DELETE) || kp(SDL_SCANCODE_ESCAPE))
		quit();
}