コード例 #1
0
ファイル: main.cpp プロジェクト: Who828/vsxu
	void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
	{
		last_updated = -1.0f;
	  loading_done = true;
	  pos = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "pos");
	  pos->set(0,0);
	  pos->set(0,1);
	  pos->set(0,2);

	  color0 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color0");
	  color0->set(1.0f,0);
	  color0->set(1.0f,1);
	  color0->set(1.0f,2);
	  color0->set(0.3f,3);

	  color1 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color1");
	  color1->set(1.0f,0);
	  color1->set(1.0f,1);
	  color1->set(1.0f,2);
	  color1->set(1.0f,3);

	  // parameters for the effect
	  friction = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "friction");
	  friction->set(1);

	  step_length = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "step_length");
	  step_length->set(10);

	  render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out");
	  render_result->set(0);
	  gr.init();
	}
コード例 #2
0
ファイル: main.cpp プロジェクト: CJFocke/vsxu
  // this method uses the engine's parameter holder to create data holders for 
  // each of the parameters also binding them to their name (string)
  void declare_params(
    vsx_module_param_list& in_parameters, 
    vsx_module_param_list& out_parameters
  )
  {
    loading_done = true;
    position = (vsx_module_param_float3*)in_parameters.create(
      VSX_MODULE_PARAM_ID_FLOAT3, 
      "position"
    );
    position->set(0.0f, 0);
    position->set(0.0f, 1);
    position->set(0.0f, 2);

    size = (vsx_module_param_float3*)in_parameters.create(
      VSX_MODULE_PARAM_ID_FLOAT3, 
      "size"
    );
    size->set(1.0f,0);
    size->set(0.3f,1);
    angle = (vsx_module_param_float*)in_parameters.create(
      VSX_MODULE_PARAM_ID_FLOAT, 
      "angle"
    );
    angle->set(0.0f);

    border = (vsx_module_param_int*)in_parameters.create(
      VSX_MODULE_PARAM_ID_INT, 
      "border"
    );

    rotation_axis = (vsx_module_param_float3*)in_parameters.create(
      VSX_MODULE_PARAM_ID_FLOAT3, 
      "rotation_axis"
    );
    rotation_axis->set(1.0f, 0);
    rotation_axis->set(1.0f, 1);
    rotation_axis->set(0.0f, 2);
    color_rgb = (vsx_module_param_float4*)in_parameters.create(
      VSX_MODULE_PARAM_ID_FLOAT4, 
      "color"
    );
    color_rgb->set(1.0,0);
    color_rgb->set(1.0,1);
    color_rgb->set(1.0,2);
    color_rgb->set(1.0,3);

    render_result = (vsx_module_param_render*)out_parameters.create(
      VSX_MODULE_PARAM_ID_RENDER,
      "render_out"
    );
    render_result->set(0);
  }
コード例 #3
0
ファイル: main.cpp プロジェクト: Who828/vsxu
  void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
  {
    loading_done = true;
    prev_num_vertices = 0;
    mesh_id_start = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "mesh_id_start");
    mesh_id_start->set(0.0f);
    mesh_id_count = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "mesh_id_count");
    mesh_id_count->set(0.0f);
    in_mesh = (vsx_module_param_mesh*)in_parameters.create(VSX_MODULE_PARAM_ID_MESH,"in_mesh");

    upvector = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "upvector");
    upvector->set(0.0f);
    upvector->set(0.0f);
    upvector->set(1.0f);

    color0 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color0");
    color0->set(1.0f,0);
    color0->set(1.0f,1);
    color0->set(1.0f,2);
    color0->set(0.3f,3);

    color1 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color1");
    color1->set(1.0f,0);
    color1->set(1.0f,1);
    color1->set(1.0f,2);
    color1->set(1.0f,3);

    modelview_matrix = (vsx_module_param_matrix*)in_parameters.create(VSX_MODULE_PARAM_ID_MATRIX,"modelview_matrix");



    // parameters for the effect
    friction = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "friction");
    friction->set(1);

    step_length = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "step_length");
    step_length->set(10);

    ribbon_width = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "ribbon_width");
    ribbon_width->set(0.2f);

    length = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "length");
    length->set(1.0f);

    reset_pos = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "reset_pos");
    reset_pos->set(-1.0f);

    render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out");
    render_result->set(0);

    mesh_result = (vsx_module_param_mesh*)out_parameters.create(VSX_MODULE_PARAM_ID_MESH,"mesh_out");
  }
コード例 #4
0
ファイル: main.cpp プロジェクト: datar-pl/vsxu
void vsx_module_texture_translate::declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
  loading_done = true;
	texture_info_param_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_in");
	texture_out = new vsx_texture;
	//texture_info_param_in->set(*texture_out);
	translation_vec = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "translation_vector");
	translation_vec->set(0.0f, 0);
	translation_vec->set(0.0f, 1);
	translation_vec->set(0.0f, 2);
//	out_parameter_type_id = VSX_PARAM_ID_TEXTURE;
	texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_translate_out");
//	texture_result->set(new vsx_texture_info);
}
コード例 #5
0
ファイル: main.cpp プロジェクト: datar-pl/vsxu
void vsx_module_texture_rotate::declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
	texture_info_param_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_in");
//	texture_info_param_in->set(new vsx_texture_info);
  loading_done = true;
	texture_out = new vsx_texture;

	rotation_axis = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "rotation_axis");
	rotation_axis->set(0, 0);
	rotation_axis->set(0, 1);
	rotation_axis->set(1, 2);
	rotation_angle = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "rotation_angle");
	rotation_angle->set(0.0f);
//	out_parameter_type_id = VSX_PARAM_ID_TEXTURE;
	texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_rotate_out");
//	texture_result->set(new vsx_texture_info);
}
コード例 #6
0
ファイル: main_render.text.cpp プロジェクト: vovoid/vsxu
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();
}