VBO* TextureSticker::getTexCoordsVbo() { // Check if TextureSticker's elements have been initialized before if (!sm_isInitialized) { initializeElements(); sm_isInitialized = true; // return NULL; } return sm_quadTexCoordsVbo; }
/** * Creates matrix of order m x n. If invalid order is passed creates a 0x0 matrix * throws: ALLOCATION_FAILURE */ matrix::matrix(int rhsRow, int rhsColumn) throw(int){ //If valid order... if(isOrderValid(rhsRow, rhsColumn)){ row = rhsRow; column = rhsColumn; makeMatrix(); initializeElements(); } else resetOrder(); }
void TextureSticker::fullScreenTextureDepth(CGoGNGLuint texId, CGoGNGLuint dtexId) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Check if TextureSticker's elements have been initialized before if (!sm_isInitialized) { initializeElements(); sm_isInitialized = true; } // Check if depth test is enabled // GLboolean wasDepthTestEnabled = glIsEnabled(GL_DEPTH_TEST); // Disable depth test if it was enabled // if (wasDepthTestEnabled == GL_TRUE) // glDisable(GL_DEPTH_TEST); // Bind texture mapping shader sm_depthtextureMappingShader->bind(); // Set texture uniform sm_depthtextureMappingShader->setTextureUnit(GL_TEXTURE0); sm_depthtextureMappingShader->activeTexture(texId); sm_depthtextureMappingShader->setDepthTextureUnit(GL_TEXTURE1); sm_depthtextureMappingShader->activeDepthTexture(dtexId); // Set matrices uniforms glm::mat4 projMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f); glm::mat4 viewMatrix(1.0f); sm_depthtextureMappingShader->updateMatrices(projMatrix, viewMatrix); // Draw quad sm_depthtextureMappingShader->enableVertexAttribs(); glDrawArrays(GL_QUADS, 0, 4); sm_depthtextureMappingShader->disableVertexAttribs(); // Unbind texture mapping shader sm_depthtextureMappingShader->unbind(); // Re-enable depth test if it was enabled before // if (wasDepthTestEnabled == GL_TRUE) // glEnable(GL_DEPTH_TEST); }
/** * Changes the order of the matrix. If order is invalid throws INVALID_ORDER exception * throws: ALLOCATION_FAILURE, INVALID_ORDER */ void matrix::order_ip(int rhsRow, int rhsColumn) throw(int){ if(!isOrderValid(rhsRow, rhsColumn)) throw INVALID_ORDER; //Clear previous order delete []p_mat; //Store new order row = rhsRow; column = rhsColumn; makeMatrix(); //initialise all elements to 0 initializeElements(); }
/** * Creates a copy of given matrix if its order is valid, else creates a 0x0 matrix * throws: ALLOCATION_FAILURE */ matrix::matrix(const matrix& rhs) throw(int){ //If valid matrix... if(isOrderValid(rhs.row, rhs.column)){ //store the required order row = rhs.row; column = rhs.column; //Create space for the matrix makeMatrix(); //Copy the elements initializeElements(rhs); } else resetOrder(); }
TEST_F(ThermoPhase_Fixture, SetAndGetElementPotentials) { initializeElements(); // Check that getElementPotentials returns false if no element potentials have been set yet. vector_fp getLambda(3); EXPECT_FALSE(test_phase.getElementPotentials(&getLambda[0])); vector_fp tooSmall(2); EXPECT_THROW(test_phase.setElementPotentials(tooSmall), CanteraError); vector_fp setLambda(3); setLambda[0] = 1.; setLambda[1] = 2.; setLambda[2] = 3.; test_phase.setElementPotentials(setLambda); EXPECT_TRUE(test_phase.getElementPotentials(&getLambda[0])); EXPECT_DOUBLE_EQ(setLambda[0], getLambda[0]); EXPECT_DOUBLE_EQ(setLambda[1], getLambda[1]); EXPECT_DOUBLE_EQ(setLambda[2], getLambda[2]); }
void TextureSticker::fullScreenShader(Utils::GLSLShader* shader) { // Check if TextureSticker's elements have been initialized before if (!sm_isInitialized) { initializeElements(); sm_isInitialized = true; } // Check if depth test is enabled GLboolean wasDepthTestEnabled = glIsEnabled(GL_DEPTH_TEST); // Disable depth test if it was enabled if (wasDepthTestEnabled == GL_TRUE) glDisable(GL_DEPTH_TEST); // Bind shader shader->bind(); // Set matrices uniforms glm::mat4 projMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f); glm::mat4 viewMatrix(1.0f); shader->updateMatrices(projMatrix, viewMatrix); // Draw quad shader->enableVertexAttribs(); glDrawArrays(GL_QUADS, 0, 4); shader->disableVertexAttribs(); // Unbind shader shader->unbind(); // Re-enable depth test if it was enabled before if (wasDepthTestEnabled == GL_TRUE) glEnable(GL_DEPTH_TEST); }
void SettingsWindow::setToDefault() { GSettings::resetToDefault(); initializeElements(); }
void SettingsWindow::showEvent(QShowEvent *event) { initializeUI(); initializeElements(); event->accept(); }