コード例 #1
0
bool
dlgConfigurationVarioShowModal(void)
{
  changed = false;

  if (!is_simulator() && devVarioFindVega() == NULL) {
    MessageBoxX (_("No communication with Vega."),
                 _("Vega error"), MB_OK);
    return false;
  }

  if (!Layout::landscape)
    wf = LoadDialog(CallBackTable,
                        XCSoarInterface::main_window, _T("IDR_XML_VARIO_L"));
  else
    wf = LoadDialog(CallBackTable,
                        XCSoarInterface::main_window, _T("IDR_XML_VARIO"));

  if (!wf)
    return false;

  wf->SetKeyDownNotify(FormKeyDown);

  ((WndButton *)wf->FindByName(_T("cmdClose")))->SetOnClickNotify(OnCloseClicked);

  tabbed = ((TabbedControl *)wf->FindByName(_T("tabbed")));
  assert(tabbed != NULL);

  PageSwitched();

  // populate enums

  FillEnums();

  ProgressGlue::Create(_("Reading vario settings..."));
  // Need step size finer than default 10
  ProgressGlue::SetStep(20);
  UpdateParameters(true);
  ProgressGlue::Close();

  wf->ShowModal();

  UpdateParameters(false);

  delete wf;
  wf = NULL;

  return changed;
}
コード例 #2
0
void FireParticleSystem::Process(float delta_t)
{
  UpdateParameters(delta_t);

  glUseProgram(m_animateProgram.program); CHECK_GL_ERRORS;
  setUniform(m_animateProgram.program, "delta_t", delta_t);
  setUniform(m_animateProgram.program, "wind", m_wind);
  //setUniform(m_animateProgram.program, "epicenter", float3(0,1,0));

  glBindBuffer(GL_TEXTURE_BUFFER, m_posAndSizeBuffers[1-m_currPinPongId]);          CHECK_GL_ERRORS;
  bindTextureBuffer(m_animateProgram.program, 1, "vertPosBuffer", m_vertexPosTBO);  CHECK_GL_ERRORS;
  glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, m_vertexPosTBO);                       CHECK_GL_ERRORS;

  glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, m_posAndSizeBuffers[m_currPinPongId]); CHECK_GL_ERRORS;
  glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 1, m_velAndHPBuffers[m_currPinPongId]);   CHECK_GL_ERRORS;
  glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 2, m_randBuffers[m_currPinPongId]);       CHECK_GL_ERRORS;

  glEnable(GL_RASTERIZER_DISCARD);
  glBeginTransformFeedback(GL_POINTS); CHECK_GL_ERRORS;

  glBindVertexArray(m_animVAOs[1-m_currPinPongId]); CHECK_GL_ERRORS;
  glDrawArrays(GL_POINTS, 0, m_particlesNum);       CHECK_GL_ERRORS;  

  glBindVertexArray(0); 

  glEndTransformFeedback(); CHECK_GL_ERRORS;
  glDisable(GL_RASTERIZER_DISCARD);

  glBindBuffer(GL_TEXTURE_BUFFER, 0);
  glBindTexture(GL_TEXTURE_BUFFER, 0);

  m_currPinPongId = 1 - m_currPinPongId;
  m_lastDeltaTime = delta_t;
}
コード例 #3
0
void moPostEffectColorFilter::Draw( moTempo* tempogral,moEffectState* parentstate)
{
    PreDraw( tempogral, parentstate);
	UpdateParameters();

	filters.Apply(&state.tempo, FilterParams);	

    glDisable(GL_DEPTH_TEST);
	glClear (GL_DEPTH_BUFFER_BIT);
	m_pResourceManager->GetGLMan()->SetOrthographicView(sWidth, sHeight);

    glColor4f(color[0] * state.tintr,
              color[1] * state.tintg,
              color[2] * state.tintb,
              color[3] * state.alpha);


	SetBlendMode();

	glBindTexture(GL_TEXTURE_2D, tex_glid);
    glBegin(GL_QUADS);
        glTexCoord2f(0.0, 0.0);
        glVertex2f(0.0, 0.0);

        glTexCoord2f(0.0, 1.0);
        glVertex2f(0.0, sHeight);

        glTexCoord2f(1.0, 1.0);
        glVertex2f(sWidth, sHeight);

        glTexCoord2f(1.0, 0.0);
        glVertex2f(sWidth, 0.0);
	glEnd();
}
コード例 #4
0
ファイル: SegmentShape2D.cpp プロジェクト: Darkttd/Bibim
    Vector2 SegmentShape2D::GetRotatedDirection()
    {
        if (revision != GetSpatialRevision())
            UpdateParameters();

        return rotatedDirection;
    }
コード例 #5
0
static void
OnCloseClicked(gcc_unused WndButton &button)
{
  UpdateParameters(false);
  // make sure changes are sent to device
  wf->SetModalResult(mrOK);
}
コード例 #6
0
void FSlateD3DVS::BindParameters()
{
	UpdateParameters();

	if( ShaderBindings.ResourceViews.Num() > 0 )
	{
		ID3D11ShaderResourceView** const Views = new ID3D11ShaderResourceView*[ ShaderBindings.ResourceViews.Num() ];
		for( int32 I = 0; I < ShaderBindings.ResourceViews.Num(); ++I )
		{
			Views[I] = ShaderBindings.ResourceViews[I]->GetParameter().GetReference();
		}

		GD3DDeviceContext->VSSetShaderResources(0, ShaderBindings.ResourceViews.Num(), Views);

		delete[] Views;
	}

	if( ShaderBindings.ConstantBuffers.Num() > 0 )
	{
		const uint32 BufferCount = ShaderBindings.ConstantBuffers.Num();
		ID3D11Buffer** const ConstantBuffers = new ID3D11Buffer*[ BufferCount ];
		for( uint32 I = 0; I < BufferCount; ++I )
		{
			ConstantBuffers[I] = ShaderBindings.ConstantBuffers[I]->GetParameter().GetReference();
		}

		GD3DDeviceContext->VSSetConstantBuffers(0, ShaderBindings.ConstantBuffers.Num(), ConstantBuffers);

		delete[] ConstantBuffers;
	}	
}
コード例 #7
0
ファイル: SegmentShape2D.cpp プロジェクト: Darkttd/Bibim
    Vector2 SegmentShape2D::GetEndPoint()
    {
        if (revision != GetSpatialRevision())
            UpdateParameters();

        return endPoint;
    }
コード例 #8
0
static void
PageSwitched()
{
  wf->SetCaption(captions[tabbed->GetCurrentPage()]);

  UpdateParameters(false);
}
コード例 #9
0
void CMIDIMappingDialog::UpdateDialog(int selItem)
//------------------------------------------------
{
	CheckDlgButton(IDC_CHECKACTIVE, m_Setting.IsActive() ? BST_CHECKED : BST_UNCHECKED);
	CheckDlgButton(IDC_CHECKCAPTURE, m_Setting.GetCaptureMIDI() ? BST_CHECKED : BST_UNCHECKED);
	CheckDlgButton(IDC_CHECK_PATRECORD, m_Setting.GetAllowPatternEdit() ? BST_CHECKED : BST_UNCHECKED);

	m_ChannelCBox.SetCurSel(m_Setting.GetChannel());

	m_EventCBox.SetCurSel(-1);
	for(int i = 0; i < m_EventCBox.GetCount(); i++)
	{
		if(m_EventCBox.GetItemData(i) == m_Setting.GetEvent())
		{
			m_EventCBox.SetCurSel(i);
			break;
		}
	}

	m_ControllerCBox.SetCurSel(m_Setting.GetController());
	m_PluginCBox.SetCurSel(m_Setting.GetPlugIndex() - 1);
	m_PlugParamCBox.SetCurSel(m_Setting.GetParamIndex());

	UpdateEvent();
	UpdateParameters();

	const bool enableMover = selItem >= 0 && (
		(selItem > 0 && m_rMIDIMapper.AreOrderEqual(selItem - 1, selItem)) ||
		(selItem + 1 < m_List.GetItemCount() && m_rMIDIMapper.AreOrderEqual(selItem, selItem + 1)));
	m_SpinMoveMapping.EnableWindow(enableMover);
}
コード例 #10
0
static void
OnDemoClicked(gcc_unused WndButton &Sender)
{
  // retrieve changes from form
  UpdateParameters(false);
  dlgVegaDemoShowModal();
}
コード例 #11
0
static void
OnDemoClicked(WindowControl * Sender)
{
  (void)Sender;
  // retrieve changes from form
  UpdateParameters(false);
  dlgVegaDemoShowModal();
}
コード例 #12
0
ファイル: moSceneEffect.cpp プロジェクト: moldeo/libmoldeo
void
moSceneEffect::Update( moEventList* p_EventList ) {

  UpdateParameters();

  moMoldeoObject::Update(p_EventList);

}
コード例 #13
0
void CMIDIMappingDialog::OnCbnSelchangeComboPlugin()
//--------------------------------------------------
{
	int i = m_PluginCBox.GetCurSel();
	if(i < 0 || i >= MAX_MIXPLUGINS) return;
	m_Setting.SetPlugIndex(i+1);
	UpdateParameters();
}
コード例 #14
0
void ForceFeedbackDevice::TypedForce<P>::UpdateEffect(int magnitude)
{
  if (UpdateParameters(magnitude))
  {
    if (magnitude)
      PlayEffect();
    else
      StopEffect();
  }
}
コード例 #15
0
static void
OnSaveClicked(gcc_unused WndButton &Sender)
{
  UpdateParameters(false);
  // make sure changes are sent to device
  VarioWriteNMEA(_T("PDVSC,S,StoreToEeprom,2"));

  if (!is_simulator())
    Sleep(500);
}
コード例 #16
0
static void
OnSaveClicked(WindowControl * Sender)
{
  (void)Sender;
  UpdateParameters(false);
  // make sure changes are sent to device
  VarioWriteNMEA(_T("PDVSC,S,StoreToEeprom,2"));

  if (!is_simulator())
    Sleep(500);
}
コード例 #17
0
ファイル: CAESound.cpp プロジェクト: WLSF/GTASA
void CAESound::SoundHasFinished()
{
    UpdateParameters(-1);
    m_isUsed = 0;
    if (m_physicalEntity)
    {
        m_physicalEntity->CleanUpOldReference(&m_physicalEntity);
        m_physicalEntity = NULL;
    }
    field_5E = 0;
    m_currentPlayPosition = 0;
}
コード例 #18
0
ファイル: OGLTexture3D.cpp プロジェクト: dreamsxin/Urho3D
bool Texture3D::Create()
{
    Release();

#ifdef GL_ES_VERSION_2_0
    URHO3D_LOGERROR("Failed to create 3D texture, currently unsupported on OpenGL ES 2");
    return false;
#else
    if (!graphics_ || !width_ || !height_ || !depth_)
        return false;

    if (graphics_->IsDeviceLost())
    {
        URHO3D_LOGWARNING("Texture creation while device is lost");
        return true;
    }

    unsigned format = GetSRGB() ? GetSRGBFormat(format_) : format_;
    unsigned externalFormat = GetExternalFormat(format_);
    unsigned dataType = GetDataType(format_);

    glGenTextures(1, &object_.name_);

    // Ensure that our texture is bound to OpenGL texture unit 0
    graphics_->SetTextureForUpdate(this);

    // If not compressed, create the initial level 0 texture with null data
    bool success = true;

    if (!IsCompressed())
    {
        glGetError();
        glTexImage3D(target_, 0, format, width_, height_, depth_, 0, externalFormat, dataType, 0);
        if (glGetError())
        {
            URHO3D_LOGERROR("Failed to create texture");
            success = false;
        }
    }

    // Set mipmapping
    levels_ = CheckMaxLevels(width_, height_, depth_, requestedLevels_);
    glTexParameteri(target_, GL_TEXTURE_BASE_LEVEL, 0);
    glTexParameteri(target_, GL_TEXTURE_MAX_LEVEL, levels_ - 1);

    // Set initial parameters, then unbind the texture
    UpdateParameters();
    graphics_->SetTexture(0, 0);

    return success;
#endif
}
コード例 #19
0
ファイル: axTB303Vst.cpp プロジェクト: EQ4/axLib
void MyProject::OnNextEditPattern(const axButtonMsg& msg)
{
    int num = _numberPanel->GetNumber();
    ++num;
    if(num > 16)
    {
        num = 1;
    }
    
    _numberPanel->SetNumber(num);
    
    UpdateParameters(num - 1);
}
コード例 #20
0
ファイル: axTB303Vst.cpp プロジェクト: EQ4/axLib
void MyProject::OnBackEditPattern(const axButtonMsg& msg)
{
    int num = _numberPanel->GetNumber();
    --num;
    if(num < 1)
    {
        num = 16;
    }
    
    _numberPanel->SetNumber(num);
    
    UpdateParameters(num - 1);
}
コード例 #21
0
ファイル: HInit.c プロジェクト: songzhengxuan/kata
/* EstimateModel: top level of iterative estimation process */
void EstimateModel(void)
{
   LogFloat totalP,newP,delta;
   Boolean converged = FALSE;
   int i,iter,numSegs,segLen;    
   IntVec states;  /* array[1..numSegs] of State */
   IntVec *mixes;  /* array[1..S][1..numSegs] of MixComp */

   if (trace&T_TOP) printf("Starting Estimation Process\n");
   if (newModel){
      UniformSegment();
   }
   totalP=LZERO;
   for (iter=1; !converged && iter<=maxIter; iter++){
      ZeroAccs(&hset, uFlags);              /* Clear all accumulators */
      numSegs = NumSegs(segStore);
      /* Align on each training segment and accumulate stats */
      for (newP=0.0,i=1;i<=numSegs;i++) {
         segLen = SegLength(segStore,i);
         states = CreateIntVec(&gstack,segLen);
         mixes  = (hset.hsKind==DISCRETEHS)?NULL:
            CreateMixes(&gstack,segLen);
         newP += ViterbiAlign(i,segLen,states,mixes);
         if (trace&T_ALN) ShowAlignment(i,segLen,states,mixes);
         UpdateCounts(i,segLen,states,mixes);
         FreeIntVec(&gstack,states); /* disposes mixes too */
      }
      /* Update parameters or quit */
      newP /= (float)numSegs;
      delta = newP - totalP;
      converged = (iter>1) && (fabs(delta) < epsilon);
      if (!converged)
         UpdateParameters();
      totalP = newP;
      if (trace & T_TOP){
         printf("Iteration %d: Average LogP =%12.5f",iter,totalP);
         if (iter > 1)
            printf("  Change =%12.5f\n",delta);
         else
            printf("\n");
         fflush(stdout);
      }
   }
   if (trace&T_TOP) {
      if (converged) 
         printf("Estimation converged at iteration %d\n",iter);
      else
         printf("Estimation aborted at iteration %d\n",iter);
      fflush(stdout);
   }
}
コード例 #22
0
// Executed after Init, before game boot
void Preset(bool _bNTSC)
{
	m_VerticalTimingRegister.EQU = 6;

	m_DisplayControlRegister.ENB = 1;
	m_DisplayControlRegister.FMT = _bNTSC ? 0 : 1;

	m_HTiming0.HLW = 429;
	m_HTiming0.HCE = 105;
	m_HTiming0.HCS = 71;
	m_HTiming1.HSY = 64;
	m_HTiming1.HBE640 = 162;
	m_HTiming1.HBS640 = 373;

	m_VBlankTimingOdd.PRB = 502;
	m_VBlankTimingOdd.PSB = 5;
	m_VBlankTimingEven.PRB = 503;
	m_VBlankTimingEven.PSB = 4;

	m_BurstBlankingOdd.BS0 = 12;
	m_BurstBlankingOdd.BE0 = 520;
	m_BurstBlankingOdd.BS2 = 12;
	m_BurstBlankingOdd.BE2 = 520;
	m_BurstBlankingEven.BS0 = 13;
	m_BurstBlankingEven.BE0 = 519;
	m_BurstBlankingEven.BS2 = 13;
	m_BurstBlankingEven.BE2 = 519;

	m_InterruptRegister[0].HCT = 430;
	m_InterruptRegister[0].VCT = 263;
	m_InterruptRegister[0].IR_MASK = 1;
	m_InterruptRegister[0].IR_INT = 0;
	m_InterruptRegister[1].HCT = 1;
	m_InterruptRegister[1].VCT = 1;
	m_InterruptRegister[1].IR_MASK = 1;
	m_InterruptRegister[1].IR_INT = 0;

	m_HorizontalStepping.FbSteps = 40;
	m_HorizontalStepping.FieldSteps = 40;

	m_HBeamPos = -1; // NTSC-U N64 VC games check for a non-zero HBeamPos
	m_VBeamPos = 0; // RG4JC0 checks for a zero VBeamPos

	// 54MHz, capable of progressive scan
	m_Clock = Core::g_CoreStartupParameter.bProgressive;

	// Say component cable is plugged
	m_DTVStatus.component_plugged = Core::g_CoreStartupParameter.bProgressive;

	UpdateParameters();
}
コード例 #23
0
void SGBM_cpu::Compute(Mat left,Mat right,Mat& disp)
{
	UpdateParameters();
	imgL = left;
	imgR = right;

	ScaleImages();
	RectifyImages();

	sgbm(imgL, imgR, disp); 
	
	resize(disp,disp,Size(),SHOW_SCALE,SHOW_SCALE,INTER_AREA);
    if(STORE_RESULTS) StoreResults(disp,imgL,imgR);

    return;
}
コード例 #24
0
MOboolean moDeformationGrid::Init() {

    if (!PreInit()) return false;

	moDefineParamIndex( DEFORMATIONGRID_ALPHA, moText("alpha") );
	moDefineParamIndex( DEFORMATIONGRID_COLOR, moText("color") );
	moDefineParamIndex( DEFORMATIONGRID_SYNC, moText("syncro") );
	moDefineParamIndex( DEFORMATIONGRID_PHASE, moText("phase") );
	moDefineParamIndex( DEFORMATIONGRID_TEXTURE, moText("texture") );

	moDefineParamIndex( DEFORMATIONGRID_WIDTH, moText("width") );
	moDefineParamIndex( DEFORMATIONGRID_HEIGHT, moText("height") );
	moDefineParamIndex( DEFORMATIONGRID_POINTS, moText("points") );
	moDefineParamIndex( DEFORMATIONGRID_TEXCOORD_X1, moText("texcoord_x1") );
	moDefineParamIndex( DEFORMATIONGRID_TEXCOORD_Y1, moText("texcoord_y1") );
	moDefineParamIndex( DEFORMATIONGRID_TEXCOORD_X2, moText("texcoord_x2") );
	moDefineParamIndex( DEFORMATIONGRID_TEXCOORD_Y2, moText("texcoord_y2") );

	moDefineParamIndex( DEFORMATIONGRID_TRANSLATEX, moText("translatex") );
	moDefineParamIndex( DEFORMATIONGRID_TRANSLATEY, moText("translatey") );
	moDefineParamIndex( DEFORMATIONGRID_TRANSLATEZ, moText("translatez") );
	moDefineParamIndex( DEFORMATIONGRID_ROTATEX, moText("rotatex") );
	moDefineParamIndex( DEFORMATIONGRID_ROTATEY, moText("rotatey") );
	moDefineParamIndex( DEFORMATIONGRID_ROTATEZ, moText("rotatez") );
	moDefineParamIndex( DEFORMATIONGRID_SCALEX, moText("scalex") );
	moDefineParamIndex( DEFORMATIONGRID_SCALEY, moText("scaley") );
	moDefineParamIndex( DEFORMATIONGRID_SCALEZ, moText("scalez") );

	moDefineParamIndex( DEFORMATIONGRID_SHOWGRID, moText("showgrid") );
	moDefineParamIndex( DEFORMATIONGRID_CLEAR, moText("clear") );
	moDefineParamIndex( DEFORMATIONGRID_PRECISION, moText("precision") );
	moDefineParamIndex( DEFORMATIONGRID_MODE, moText("mode") );

    m_Width = 0;
    m_Height = 0;
    pImage = NULL;
    m_Points = NULL;
    m_TPoints = NULL;

    UpdateParameters();

    m_Selector_I = 0;
    m_Selector_J = 0;
    m_Modo = (moDeformationGridMode)m_Config.Int( moR(DEFORMATIONGRID_MODE) );

	return true;
}
コード例 #25
0
MOboolean
moPostEffectColorFilter::Init()
{
    if (!PreInit()) return false;

	moDefineParamIndex( COLORFILTER_COLOR, moText("color") );
	moDefineParamIndex( COLORFILTER_BLENDING, moText("blending") );
	moDefineParamIndex( COLORFILTER_SENSIBILITY, moText("sensibility") );
	moDefineParamIndex( COLORFILTER_SYNCRO, moText("syncro") );
	UpdateParameters();

	moTextArray filter_str;
	filter_str.Init(1, moText(""));
	filter_str.Set(0, moText("effects_texture shaders/ColorMatrix.cfg colorfilter_texture"));
	bool res = filters.Init(&filter_str, m_pResourceManager->GetGLMan(), m_pResourceManager->GetFBMan(), m_pResourceManager->GetShaderMan(), m_pResourceManager->GetTextureMan(), m_pResourceManager->GetRenderMan());

	int tex_moid = m_pResourceManager->GetTextureMan()->GetTextureMOId("colorfilter_texture", false);
	tex_glid = m_pResourceManager->GetTextureMan()->GetGLId(tex_moid);

	if (!res)
	{
		MODebug->Push("Error: cannot load shader in colorfilter");
		return false;
	}

	FilterParams = MOEmptyTexFilterParam;
	ColorMatrix.Init();
	HSIMatrix.Init(true, 0.0, 4.0, 0.0, 4.0);
	BCMatrix.Init(-1.0, 1.0, 0.0, 4.0);
	intensity0 = saturation0 = intensity = saturation = 0.25;
	hue0 = hue = 0.0;
	brightness0 = brightness = 0.5;
	contrast0 = contrast = 0.25;
	HSIMatrix.Update(intensity, saturation, hue);
	BCMatrix.Update(brightness, contrast);
	ColorMatrix.Copy(HSIMatrix);
	ColorMatrix.Multiply(BCMatrix);
	FilterParams.par_mat4 = ColorMatrix.GetMatrixPointer();

    sWidth = m_pResourceManager->GetRenderMan()->RenderWidth();
    sHeight = m_pResourceManager->GetRenderMan()->RenderHeight();

    if(m_Config.GetPreConfCount() > 0)
        m_Config.PreConfFirst();
		
	return true;
}
コード例 #26
0
void FSlateD3DGeometryShader::BindParameters()
{
	UpdateParameters();

	if( ShaderBindings.ConstantBuffers.Num() )
	{
		const uint32 BufferCount = ShaderBindings.ConstantBuffers.Num();
		ID3D11Buffer** const ConstantBuffers = new ID3D11Buffer*[ BufferCount ];
		for( uint32 I = 0; I < BufferCount; ++I )
		{
			ConstantBuffers[I] = ShaderBindings.ConstantBuffers[I]->GetParameter().GetReference();
		}

		GD3DDeviceContext->GSSetConstantBuffers(0, ShaderBindings.ConstantBuffers.Num(), ConstantBuffers);

		delete[] ConstantBuffers;
	}	
}
コード例 #27
0
ファイル: gssnwtn.hpp プロジェクト: vtsozik/methods
template <class T> double GaussNewton<T>::Fit(DArray &c) {
 double sum = 0.;
 DArray res(x_.size(), 0.);
 DMatrix jac(x_.size(), t_.GetC()), dc(1, t_.GetC());
 do {
//break;
  ComputeResiduals(res);
  ComputeJacobian(jac);
  ComputeDeltas(jac, res, dc); 
cerr << "Deltas: " << endl;
PrintMatrix(dc); 
 } while(RoundToZero(UpdateParameters(dc, c)) != 0.);
 ComputeResiduals(res);
 for(int i = 0; i < res.size(); ++i) {
  sum += res[i] * res[i];
 }
 return sqrt(sum);
}
コード例 #28
0
void Init()
{
	m_VerticalTimingRegister.Hex = 0;
	m_DisplayControlRegister.Hex = 0;
	m_HTiming0.Hex = 0;
	m_HTiming1.Hex = 0;
	m_VBlankTimingOdd.Hex = 0;
	m_VBlankTimingEven.Hex = 0;
	m_BurstBlankingOdd.Hex = 0;
	m_BurstBlankingEven.Hex = 0;
	m_XFBInfoTop.Hex = 0;
	m_XFBInfoBottom.Hex = 0;
	m_3DFBInfoTop.Hex = 0;
	m_3DFBInfoBottom.Hex = 0;
	m_VBeamPos = 0;
	m_HBeamPos = 0;
	m_HorizontalStepping.Hex = 0;
	m_HorizontalScaling.Hex = 0;
	m_UnkAARegister = 0;
	m_Clock = 0;
	m_DTVStatus.Hex = 0;
	m_FBWidth = 0;
	m_BorderHBlank.Hex = 0;
	memset(&m_FilterCoefTables, 0, sizeof(m_FilterCoefTables));

	fields = 1;

	m_DTVStatus.ntsc_j = Core::g_CoreStartupParameter.bForceNTSCJ;

	for (int i = 0; i < 4; i++)
		m_InterruptRegister[i].Hex = 0;

	for (int i = 0; i < 2; i++)
		m_LatchRegister[i].Hex = 0;

	m_DisplayControlRegister.Hex = 0;
	UpdateParameters();
}
コード例 #29
0
ファイル: OGLTexture2D.cpp プロジェクト: MonkeyFirst/Urho3D
bool Texture2D::Create()
{
    Release();

    if (!graphics_ || !width_ || !height_)
        return false;

    if (graphics_->IsDeviceLost())
    {
        URHO3D_LOGWARNING("Texture creation while device is lost");
        return true;
    }

#ifdef GL_ES_VERSION_2_0
    if (multiSample_ > 1)
    {
        URHO3D_LOGWARNING("Multisampled texture is not supported on OpenGL ES");
        multiSample_ = 1;
        autoResolve_ = false;
    }
#endif

    unsigned format = GetSRGB() ? GetSRGBFormat(format_) : format_;
    unsigned externalFormat = GetExternalFormat(format_);
    unsigned dataType = GetDataType(format_);

    // Create a renderbuffer instead of a texture if depth texture is not properly supported, or if this will be a packed
    // depth stencil texture
#ifndef GL_ES_VERSION_2_0
    if (format == Graphics::GetDepthStencilFormat())
#else
    if (format == GL_DEPTH_COMPONENT16 || format == GL_DEPTH_COMPONENT24_OES || format == GL_DEPTH24_STENCIL8_OES ||
        (format == GL_DEPTH_COMPONENT && !graphics_->GetShadowMapFormat()))
#endif
    {
        if (renderSurface_)
        {
            renderSurface_->CreateRenderBuffer(width_, height_, format, multiSample_);
            return true;
        }
        else
            return false;
    }
    else
    {
        if (multiSample_ > 1)
        {
            if (autoResolve_)
            {
                // Multisample with autoresolve: create a renderbuffer for rendering, but also a texture
                renderSurface_->CreateRenderBuffer(width_, height_, format, multiSample_);
            }
            else
            {
                // Multisample without autoresolve: create a texture only
#ifndef GL_ES_VERSION_2_0
                if (!Graphics::GetGL3Support() && !GLEW_ARB_texture_multisample)
                {
                    URHO3D_LOGERROR("Multisampled texture extension not available");
                    return false;
                }

                target_ = GL_TEXTURE_2D_MULTISAMPLE;
                if (renderSurface_)
                    renderSurface_->target_ = GL_TEXTURE_2D_MULTISAMPLE;
#endif
            }
        }
    }

    glGenTextures(1, &object_.name_);

    // Ensure that our texture is bound to OpenGL texture unit 0
    graphics_->SetTextureForUpdate(this);

    // If not compressed, create the initial level 0 texture with null data
    bool success = true;

    if (!IsCompressed())
    {
        glGetError();
#ifndef GL_ES_VERSION_2_0
        if (multiSample_ > 1 && !autoResolve_)
            glTexImage2DMultisample(target_, multiSample_, format, width_, height_, GL_TRUE);
        else
#endif
        glTexImage2D(target_, 0, format, width_, height_, 0, externalFormat, dataType, 0);
        if (glGetError())
        {
            URHO3D_LOGERROR("Failed to create texture");
            success = false;
        }
    }

    // Set mipmapping
    if (usage_ == TEXTURE_DEPTHSTENCIL)
        requestedLevels_ = 1;
    else if (usage_ == TEXTURE_RENDERTARGET)
    {
#ifdef __EMSCRIPTEN__
        // glGenerateMipmap appears to not be working on WebGL, disable rendertarget mipmaps for now
        requestedLevels_ = 1;
#else
        if (requestedLevels_ != 1)
        {
            // Generate levels for the first time now
            RegenerateLevels();
            // Determine max. levels automatically
            requestedLevels_ = 0;
        }
#endif
    }

    levels_ = CheckMaxLevels(width_, height_, requestedLevels_);
#ifndef GL_ES_VERSION_2_0
    glTexParameteri(target_, GL_TEXTURE_BASE_LEVEL, 0);
    glTexParameteri(target_, GL_TEXTURE_MAX_LEVEL, levels_ - 1);
#endif

    // Set initial parameters, then unbind the texture
    UpdateParameters();
    graphics_->SetTexture(0, 0);

    return success;
}
コード例 #30
0
void moDeformationGrid::Draw( moTempo* tempogral, moEffectState* parentstate )
{
    MOint indeximage;

    int ancho,alto;
    int w = m_pResourceManager->GetRenderMan()->ScreenWidth();
    int h = m_pResourceManager->GetRenderMan()->ScreenHeight();



    UpdateParameters();

    PreDraw( tempogral, parentstate);

    if (clear) {
        glClearColor(0.0,0.0,0.0,1.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }

    glDisable(GL_DEPTH_TEST);							// Disables Depth Testing
	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix
	glOrtho(-0.5,0.5,-0.5*h/w,0.5*h/w,-1,1);            // Set Up An Ortho Screen


/*
    glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
    glLoadIdentity();									// Reset The Projection Matrix
//	glOrtho(0,w,0,h,-1,1);                              // Set Up An Ortho Screen
    m_pResourceManager->GetGLMan()->SetPerspectiveView( w, h );

    glMatrixMode(GL_PROJECTION);
	gluLookAt(		0,
					0,
					10.0,
					0,
					0,
					0,
					0, 1, 0);

*/
    glMatrixMode(GL_MODELVIEW);                         // Select The Modelview Matrix
    glPushMatrix();                                     // Store The Modelview Matrix
	glLoadIdentity();									// Reset The View



	glTranslatef(   m_Config[moR(DEFORMATIONGRID_TRANSLATEX)].GetData()->Fun()->Eval(state.tempo.ang),
					m_Config[moR(DEFORMATIONGRID_TRANSLATEY)].GetData()->Fun()->Eval(state.tempo.ang),
					m_Config[moR(DEFORMATIONGRID_TRANSLATEZ)].GetData()->Fun()->Eval(state.tempo.ang));

	glRotatef(  m_Config[moR(DEFORMATIONGRID_ROTATEX)].GetData()->Fun()->Eval(state.tempo.ang), 1.0, 0.0, 0.0 );
    glRotatef(  m_Config[moR(DEFORMATIONGRID_ROTATEY)].GetData()->Fun()->Eval(state.tempo.ang), 0.0, 1.0, 0.0 );
    glRotatef(  m_Config[moR(DEFORMATIONGRID_ROTATEZ)].GetData()->Fun()->Eval(state.tempo.ang), 0.0, 0.0, 1.0 );

	glScalef(   m_Config[moR(DEFORMATIONGRID_SCALEX)].GetData()->Fun()->Eval(state.tempo.ang),
                m_Config[moR(DEFORMATIONGRID_SCALEY)].GetData()->Fun()->Eval(state.tempo.ang),
                m_Config[moR(DEFORMATIONGRID_SCALEZ)].GetData()->Fun()->Eval(state.tempo.ang));


    SetColor( m_Config[moR(DEFORMATIONGRID_COLOR)][MO_SELECTED], m_Config[moR(DEFORMATIONGRID_ALPHA)][MO_SELECTED], state );

    glEnable( GL_TEXTURE_2D );

    glBindTexture( GL_TEXTURE_2D,m_Config[moR(DEFORMATIONGRID_TEXTURE)].GetData()->GetGLId(&state.tempo) );

    if (m_Points && m_TPoints)
    for(int j=0; j< (m_Height-1); j++) {
			glBegin(GL_QUAD_STRIP);
			for( int i=0; i < m_Width; i++ ) {

				glTexCoord2f( m_TPoints[i + j * m_Width].X(), m_TPoints[i + j * m_Width].Y() );
				glVertex2f( m_Points[i + j * m_Width].X(), m_Points[i + j * m_Width].Y() );

				glTexCoord2f( m_TPoints[i + (j+1) * m_Width].X(), m_TPoints[i + (j+1) * m_Width].Y() );
				glVertex2f( m_Points[i + (j+1) * m_Width].X(), m_Points[i + (j+1) * m_Width].Y() );
			}
			glEnd();
	}

			if (showgrid>0) {
			    glDisable( GL_TEXTURE_2D );
			    glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
                for(int j=0; j< m_Height; j++) {
                    for( int i=0; i < m_Width; i++ ) {

                        glColor4f( 0.0, 1.0, 0.0, 1.0);
                        glBegin(GL_QUADS);
                            glVertex2f( m_Points[i + j * m_Width].X() -0.002, m_Points[i + j * m_Width].Y() +0.002);
                            glVertex2f( m_Points[i + j * m_Width].X()+0.002, m_Points[i + j * m_Width].Y() +0.002);
                            glVertex2f( m_Points[i + j * m_Width].X()+0.002, m_Points[i + j * m_Width].Y()  -0.002 );
                            glVertex2f( m_Points[i + j * m_Width].X() -0.002, m_Points[i + j * m_Width].Y()  -0.002 );
                        glEnd();


                        if ( m_Selector_I == i && m_Selector_J  == j ) {
                            glColor4f( 1.0, 1.0, 0.0, 1.0);
                            glBegin(GL_QUADS);
                                glVertex2f( m_Points[i + j * m_Width].X() -0.01, m_Points[i + j * m_Width].Y() +0.01);
                                glVertex2f( m_Points[i + j * m_Width].X()+0.01, m_Points[i + j * m_Width].Y() +0.01);
                                glVertex2f( m_Points[i + j * m_Width].X()+0.01, m_Points[i + j * m_Width].Y()  -0.01 );
                                glVertex2f( m_Points[i + j * m_Width].X() -0.01, m_Points[i + j * m_Width].Y()  -0.01 );
                            glEnd();
                        }

                    }
                }
                glEnable( GL_TEXTURE_2D );
			}

/*
    glBegin (GL_QUADS);
          glTexCoord2f( PosTextX0, PosTextY1);
          glVertex3f (-7.69, 5.77, 0);
		glTexCoord2f( PosTextX1, PosTextY1);
          glVertex3f (7.69, 5.77, 0);
		glTexCoord2f( PosTextX1, PosTextY0);
          glVertex3f (7.69, -5.77, 0);
		glTexCoord2f( PosTextX0, PosTextY0);
          glVertex3f (-7.69, -5.77, 0);
    glEnd();
    */

    //MODebug2->Push(IntToStr(showgrid));

    if (showgrid>0) {

            ///DRAW THE REFERENCE GRID TO SEE THE DEFORMATION RESULT

            /***
            *   for each vertex in the value index selected for the POINTS parameters
            *   draw
            */

            glColor4f(1.0,1.0,1.0,1.0);
            glDisable( GL_TEXTURE_2D );

            glLineWidth( 1.0 );

           glBegin (GL_LINES);
              glVertex3f (-0.25, h/w / 4, 0);
              glVertex3f (0.25, -h/w / 4, 0);
           glEnd ();

           glBegin (GL_LINES);
              glVertex3f (h/w / 4, h/w / 4, 0);
              glVertex3f (-h/w / 4, -h/w / 4, 0);
           glEnd ();

            glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );

            glBegin (GL_QUADS);
              glVertex3f (-0.5, h/w / 2, 0);
              glVertex3f (0.5, h/w / 2, 0);
              glVertex3f (0.5, -h/w / 2, 0);
              glVertex3f (-0.5, -h/w / 2, 0);

            glEnd ();
            glScalef(1.2,1.2,0);
            glBegin (GL_QUADS);
              glVertex3f (-0.5, h/w / 2, 0);
              glVertex3f (0.5, h/w / 2, 0);
              glVertex3f (0.5, -h/w / 2, 0);
              glVertex3f (-0.5, -h/w / 2, 0);

            glEnd ();
    }

    glLineWidth( 1.0 );

    glEnable( GL_TEXTURE_2D );

    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

    glMatrixMode(GL_PROJECTION);
    glPopMatrix();

}