コード例 #1
0
ファイル: main.cpp プロジェクト: Spartan190/vsxu
 void start()
 {
   texture = new vsx_texture;
   texture->init_color_depth_buffer(res_x,res_x);
   texture->valid = false;
   texture_result->set(texture);
 }
コード例 #2
0
ファイル: main.cpp プロジェクト: datar-pl/vsxu
void vsx_module_texture_rotate::run() {
//printf("rotate_begin\n");

	vsx_texture** texture_info_in = texture_info_param_in->get_addr();
	//printf("validness: %d\n",texture_info_param_in->valid);
//	if (texture_info_in->valid)
  if (texture_info_in)
  {

    texture_out->valid = (*texture_info_in)->valid;

//	if (texture_info_in->texture_info) {
  	texture_out->texture_info = (*texture_info_in)->texture_info;
//  }

  	float x = rotation_axis->get(0);
  	float y = rotation_axis->get(1);
  	float z = rotation_axis->get(2);
  	float a = rotation_angle->get()*360;
  	vsx_transform_obj* prev_transform = (*texture_info_in)->get_transform();
  	transform.set_previous_transform(prev_transform);
  	transform.update(a, x, y, z);
    //	if (texture_out)
  	texture_out->set_transform(&transform);
  	((vsx_module_param_texture*)texture_result)->set(texture_out);
  }	else {
    //printf("fooble\n");
    texture_result->valid = false;
  }
}
コード例 #3
0
ファイル: main.cpp プロジェクト: datar-pl/vsxu
	void output(vsx_module_param_abs* param)
	{
		vsx_texture** t_a;
			t_a = texture_a_in->get_addr();
		vsx_texture** t_b;
			t_b = texture_b_in->get_addr();
		if (t_a && t_b) {
			((vsx_module_param_texture*)texture_a_out)->set(*t_a);
			((vsx_module_param_texture*)texture_b_out)->set(*t_b);
		}
		if (fade_pos_from_engine->get() != 0.0f)
		{
			fade_pos_out->set(fade_pos_in->get());
		} else
		{
			fade_pos_out->set((float)fmod(engine->real_vtime, 1.0f));
		}
	}
コード例 #4
0
ファイル: main.cpp プロジェクト: datar-pl/vsxu
	void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
		texture_a_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_a_in");
		texture_b_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_b_in");

		fade_pos_from_engine = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_from_engine");
		fade_pos_in = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_in");
		fade_pos_out = (vsx_module_param_float*)out_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "fade_pos_out");
		fade_pos_out->set(0.0f);

		texture_a_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_a_out");
		texture_b_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_b_out");

		ab.bpp = 4;
		ab.bformat = GL_RGBA;
		ab.size_x = ab.size_y = 2;
    ab.data = new vsx_bitmap_32bt[4];
    ((vsx_bitmap_32bt*)ab.data)[0] = 0xFFFF0000;
    ((vsx_bitmap_32bt*)ab.data)[1] = 0xFF000000;
    ((vsx_bitmap_32bt*)ab.data)[2] = 0xFF000000;
    ((vsx_bitmap_32bt*)ab.data)[3] = 0xFFFF0000;
		ab.valid = true;

		bb.bpp = 4;
		bb.bformat = GL_RGBA;
		bb.size_x = bb.size_y = 2;
    bb.data = new vsx_bitmap_32bt[4];
    ((vsx_bitmap_32bt*)bb.data)[0] = 0xFF000000;
    ((vsx_bitmap_32bt*)bb.data)[1] = 0xFF0000FF;
    ((vsx_bitmap_32bt*)bb.data)[2] = 0xFF0000FF;
    ((vsx_bitmap_32bt*)bb.data)[3] = 0xFF000000;
		bb.valid = true;

		texture_a.locked = true;
	  texture_a.init_opengl_texture();

		texture_b.locked = true;
	  texture_b.init_opengl_texture();

		texture_a.upload_ram_bitmap(&ab,false);
		texture_b.upload_ram_bitmap(&bb,false);

		texture_a_out->set(&texture_a);
		texture_b_out->set(&texture_b);
	}
コード例 #5
0
ファイル: main.cpp プロジェクト: datar-pl/vsxu
void start() {


  which_buffer = false;
  texture = new vsx_texture;
  texture->init_buffer(res_x,res_x);
  texture->valid = false;
  texture_result->set(texture);

  texture2 = new vsx_texture;
  texture2->init_buffer(res_x,res_x);
  texture2->valid = false;
}
コード例 #6
0
ファイル: main.cpp プロジェクト: datar-pl/vsxu
void vsx_module_texture_translate::run() {
  vsx_texture** texture_info_in = texture_info_param_in->get_addr();
  if (texture_info_in)
  {
    texture_out->valid = (*texture_info_in)->valid;
  	texture_out->texture_info = (*texture_info_in)->texture_info;
  	float x = translation_vec->get(0);
  	float y = translation_vec->get(1);
  	float z = translation_vec->get(2);
  	vsx_transform_obj* prev_transform = (*texture_info_in)->get_transform();
  	transform.set_previous_transform(prev_transform);
  	transform.update(x, y, z);
  	texture_out->set_transform(&transform);
    ((vsx_module_param_texture*)texture_result)->set(texture_out);

  } else texture_result->valid = false;
}
コード例 #7
0
ファイル: main.cpp プロジェクト: datar-pl/vsxu
  void run() {
    texture_out = texture_info_param_in->get_addr();
    if (texture_out)
    {
     if (param_updates)
     {
        (*texture_out)->bind();
  #ifdef VSXU_OPENGL_ES
        if (GL_EXT_texture_filter_anisotropic)
  #endif
  #ifndef VSXU_OPENGL_ES
          if (GLEW_EXT_texture_filter_anisotropic)
  #endif
          {
          float rMaxAniso;
          glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &rMaxAniso);
          if (anisotropic_filter->get())
          glTexParameterf((*texture_out)->texture_info.ogl_type, GL_TEXTURE_MAX_ANISOTROPY_EXT, rMaxAniso);
          else
          glTexParameterf((*texture_out)->texture_info.ogl_type, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
        }

        float vals[4];
        vals[0] = border_color->get(0);
        vals[1] = border_color->get(1);
        vals[2] = border_color->get(2);
        vals[3] = border_color->get(3);

        glTexParameteri((*texture_out)->texture_info.ogl_type,GL_TEXTURE_MIN_FILTER, tex_filter[min_filter->get()]);
        glTexParameteri((*texture_out)->texture_info.ogl_type,GL_TEXTURE_MAG_FILTER, tex_filter[mag_filter->get()]);
  #ifndef VSXU_OPENGL_ES
        glTexParameterfv((*texture_out)->texture_info.ogl_type, GL_TEXTURE_BORDER_COLOR, vals);
  #endif
        glTexParameteri((*texture_out)->texture_info.ogl_type, GL_TEXTURE_WRAP_T, tex_wrap[wrap_t->get()]);
        glTexParameteri((*texture_out)->texture_info.ogl_type, GL_TEXTURE_WRAP_S, tex_wrap[wrap_s->get()]);
        (*texture_out)->_bind();

        --param_updates;
      }
      ((vsx_module_param_texture*)texture_result)->set(*texture_out);

    }	else {
      texture_result->valid = false;
    }
  }
コード例 #8
0
ファイル: main.cpp プロジェクト: Spartan190/vsxu
  void run() {
    texture = texture_in->get_addr();
    if (texture) {
      (*texture)->bind();
      GLint components;
      glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_COMPONENTS,&components);
      //printf("components: %d\n",components);
      GLint pack;
      glGetIntegerv(GL_PACK_ALIGNMENT,&pack);
//          printf("pack: %d\n",pack);
      if (pack == 4) {
        GLint width;
        GLint height;
        glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&width);
        glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&height);
//              printf("height: %d\n",height);
        if (bitm.size_x != (unsigned int)width || bitm.size_y != (unsigned int)height) {
//          printf("allocating new memory\n");
//          printf("height: %d\n",height);
          
          if (bitm.data) delete[] (vsx_bitmap_32bt*)bitm.data;
          bitm.data = new vsx_bitmap_32bt[width*height];
          bitm.size_x = width;
          bitm.size_y = height;
        }
          //printf("bwidth: %d\n",width);
        glGetTexImage(GL_TEXTURE_2D,
                   0,
                   GL_RGBA,
                   GL_UNSIGNED_BYTE,
                   bitm.data);
        //printf("bdata: %d\n",(unsigned int)bitm.data[0]);
        bitm.valid = true;
        ++bitm.timestamp;
        result1->set_p(bitm);
      }
      (*texture)->_bind();
    }
  }
コード例 #9
0
ファイル: main.cpp プロジェクト: Spartan190/vsxu
  bool activate_offscreen() {
    #if defined(VSXU_OPENGL_ES) || defined (__APPLE__)
      glGetIntegerv (GL_VIEWPORT, viewport);
    #endif

    bool rebuild = false;

    if (alpha_channel->get() != alpha_channel_int)
    {
      alpha_channel_int = alpha_channel->get();
      rebuild = true;
    }

    if (float_texture->get() != float_texture_int)
    {
      float_texture_int = float_texture->get();
      rebuild = true;
    }

    if (multisample->get() != multisample_int)
    {
      multisample_int = multisample->get();
      rebuild = true;
    }

    if (multisample->get() != multisample_int)
    {
      multisample_int = multisample->get();
      rebuild = true;
    }
    if (depth_buffer_in->connected && depth_buffer_in->valid)
    {
      vsx_texture* depth_in = depth_buffer_in->get();
      if ( depth_buffer_in_int != depth_in->texture_info.ogl_id )
      {
        depth_buffer_in_int = depth_in->texture_info.ogl_id;
        rebuild = true;
      }
      // check if the sizes differ, if they do we can't proceed
    } else
    {
      if (0 != depth_buffer_in_int) rebuild = true;
      depth_buffer_in_int = 0;
    }

    if (texture_size->get() >= 10)
    {
      glGetIntegerv (GL_VIEWPORT, viewport);
      int t_res_x = abs(viewport[2] - viewport[0]);
      int t_res_y = abs(viewport[3] - viewport[1]);

      if (texture_size->get() == 10) {
        if (t_res_x != res_x || t_res_y != res_y) rebuild = true;
      }

      if (texture_size->get() == 11) {
        if (t_res_x / 2 != res_x || t_res_y / 2 != res_y) rebuild = true;
      }

      if (texture_size->get() == 12) {
        if (t_res_x / 4 != res_x || t_res_y / 4 != res_y) rebuild = true;
      }

      if (texture_size->get() == 13) {
        if (t_res_x * 2 != res_x || t_res_y * 2 != res_y) rebuild = true;
      }

      if (texture_size->get() == 14) {
        if (t_res_x * 4 != res_x || t_res_y * 4 != res_y) rebuild = true;
      }
    }


    if (texture_size->get() != tex_size_internal || rebuild)
    {
      //printf("generating new framebuffer\n");
      tex_size_internal = texture_size->get();
      switch (tex_size_internal) {
        case 0: res_y = res_x = 2048; break;
        case 1: res_y = res_x = 1024; break;
        case 2: res_y = res_x = 512; break;
        case 3: res_y = res_x = 256; break;
        case 4: res_y = res_x = 128; break;
        case 5: res_y = res_x = 64; break;
        case 6: res_y = res_x = 32; break;
        case 7: res_y = res_x = 16; break;
        case 8: res_y = res_x = 8; break;
        case 9: res_y = res_x = 4; break;
        case 10: res_x = abs(viewport[2] - viewport[0]); res_y = abs(viewport[3] - viewport[1]); break;
        case 11: res_x = abs(viewport[2] - viewport[0]) / 2; res_y = abs(viewport[3] - viewport[1]) / 2; break;
        case 12: res_x = abs(viewport[2] - viewport[0]) / 4; res_y = abs(viewport[3] - viewport[1]) / 4; break;
        case 13: res_x = abs(viewport[2] - viewport[0]) * 2; res_y = abs(viewport[3] - viewport[1]) * 2; break;
        case 14: res_x = abs(viewport[2] - viewport[0]) * 4; res_y = abs(viewport[3] - viewport[1]) * 4; break;
      };

      if (
          depth_buffer_in_int != 0
      )
      {
        vsx_texture* depth_in = depth_buffer_in->get();
        if (
            depth_in->texture_info.size_x != res_x ||
            depth_in->texture_info.size_y != res_y
          )
        {
          res_x = depth_in->texture_info.size_x;
          res_y = depth_in->texture_info.size_y;
        }
      }

      texture->reinit_color_depth_buffer
      (
        res_x,
        res_y,
        float_texture_int,
        alpha_channel_int,
        multisample_int,
        depth_buffer_in_int
      );
    }

    texture->begin_capture_to_buffer();

    //printf("changing viewport to %d\n",res_x);
    glViewport(0,0,res_x,res_y);
    glDepthMask(GL_TRUE);

    glEnable(GL_BLEND);
    glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&glsl_prog);
    if ( atof((char*)glGetString(GL_VERSION)) >= 2.0 )
      glUseProgram(0);
    else
      glUseProgramObjectARB(0);

    depth_buffer_texture.texture_info.ogl_id = texture->get_depth_buffer_handle();
    depth_buffer_texture.texture_info.ogl_type = GL_TEXTURE_2D;
    depth_buffer_texture.texture_info.size_x = res_x;
    depth_buffer_texture.texture_info.size_y = res_y;
    depth_buffer_out->set(&depth_buffer_texture);


    loading_done = true;
    return true;
  }