void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { my_render = (vsx_module_param_render*)in_parameters.create(VSX_MODULE_PARAM_ID_RENDER, "render_in",false,false); res_x = 512; support_feedback = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "support_feedback"); support_feedback->set(1); float_texture = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "float_texture"); float_texture->set(0); float_texture_int = 0; alpha_channel = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "alpha_channel"); alpha_channel->set(1); alpha_channel_int = 1; clear_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "clear_color"); clear_color->set(0,0); clear_color->set(0,1); clear_color->set(0,2); clear_color->set(1,3); texture_size = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "texture_size"); texture_size->set(2); tex_size_internal = -1; texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_out"); allocate_second_texture = true; start(); }
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { my_render = (vsx_module_param_render*)in_parameters.create(VSX_MODULE_PARAM_ID_RENDER, "render_in",false,false); res_x = 512; float_texture = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "float_texture"); float_texture->set(0); float_texture_int = 0; alpha_channel = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "alpha_channel"); alpha_channel->set(1); alpha_channel_int = 1; multisample = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "multisample"); multisample_int = 0; texture_size = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "texture_size"); texture_size->set(2); tex_size_internal = -1; texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"color_buffer"); depth_buffer_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"depth_buffer"); depth_buffer_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"depth_buffer"); depth_buffer_in_int = 0; start(); }
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { loading_done = false; filename = (vsx_module_param_resource*)in_parameters.create(VSX_MODULE_PARAM_ID_RESOURCE,"filename"); filename->set(""); current_filename = ""; preserve_uv_coords = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"preserve_uv_coords"); preserve_uv_coords->set(1); result = (vsx_module_param_mesh*)out_parameters.create(VSX_MODULE_PARAM_ID_MESH,"mesh"); first_run = true; }
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { filename = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING,"filename"); filename->set(""); //load_avi_file(); drive = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"drive"); drive->set(0); time = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT,"time"); result1 = (vsx_module_param_bitmap*)out_parameters.create(VSX_MODULE_PARAM_ID_BITMAP,"bitmap"); result1->set_p(bitm); work_bitmap = &bitm; bitm.data = 0; bitm.bpp = 3; bitm.bformat = GL_RGBA; bitm.valid = false; bitm_timestamp = bitm.timestamp = rand(); need_to_rebuild = true; previous_frame = -1; }
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { declare_run = false; size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "size"); size->set(1.0f); angle = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "angle"); angle->set(0.0f); text_in = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING, "text_in"); text_in->set("Vovoid VSX Ultra"); text_in->updates = 1; font_in = (vsx_module_param_resource*)in_parameters.create(VSX_MODULE_PARAM_ID_RESOURCE, "font_in"); font_in->set("resources/fonts/pala.ttf"); cur_font = ""; limit_line = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "limit_line"); limit_line->set(-1.0f); leading = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "leading"); leading->set(1.0f); glyph_size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "glyph_size"); glyph_size->set(24.0f); cur_glyph_size = 24.0f; render_type = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"render_type"); render_type->set(0); align = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"align"); align->set(0); cur_render_type = 0; ftfont = 0; ftfont2 = 0; rotation_axis = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "rotation_axis"); rotation_axis->set(0.0f, 0); rotation_axis->set(1.0f, 1); rotation_axis->set(0.0f, 2); red = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "red"); red->set(1.0f); green = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "green"); green->set(1.0f); blue = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "blue"); blue->set(1.0f); text_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "text_alpha"); text_alpha->set(1.0); outline_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_alpha"); outline_alpha->set(0.5); outline_thickness = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_thickness"); outline_thickness->set(3.0); outline_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "outline_color"); outline_color->set(0.0f, 0); outline_color->set(0.0f, 1); outline_color->set(0.0f, 2); outline_color->set(0.0f, 3); render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out"); render_result->set(0); declare_run = true; gl_state = vsx_gl_state::get(); }