예제 #1
0
void
av::gua::TexturedQuadNode::setWidthCB(const SFFloat::SetValueEvent& event)
{
  auto size = m_guaNode->data.get_size();
  size[0] = event.getValue();
  m_guaNode->data.set_size(size);
}
예제 #2
0
void
av::gua::ResolvePassDescription::setVignetteSoftnessCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->vignette_softness(event.getValue());
}
예제 #3
0
파일: Ray.cpp 프로젝트: flair2005/avango
void
av::gua::Ray::setTMaxCB(const SFFloat::SetValueEvent& event)
{
    m_guaRay->t_max_ = event.getValue();
}
예제 #4
0
void
av::gua::SSAAPassDescription::setFxaaThresholdMinCB(const SFFloat::SetValueEvent& event)
{
  m_guaSSAAPassDescription->fxaa_threshold_min(event.getValue());
}
예제 #5
0
void
av::gua::SSAAPassDescription::setFxaaQualitySubpixCB(const SFFloat::SetValueEvent& event)
{
  m_guaSSAAPassDescription->fxaa_quality_subpix(event.getValue());
}
예제 #6
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::setFallofCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.falloff() = event.getValue(); }
예제 #7
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::setShadowFarClippingInSunDirectionCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.shadow_far_clipping_in_sun_direction() = event.getValue(); }
예제 #8
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::setShadowOffsetCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.shadow_offset() = event.getValue(); }
예제 #9
0
void
av::gua::ResolvePassDescription::setSSAOFalloffCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->ssao_falloff(event.getValue());
}
예제 #10
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void
av::gua::ResolvePassDescription::setSSAOIntensityCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->ssao_intensity(event.getValue());
}
예제 #11
0
void
av::gua::ResolvePassDescription::setSSAORadiusCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->ssao_radius(event.getValue());
}
예제 #12
0
void
av::gua::ResolvePassDescription::setHorizonFadeCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->horizon_fade(event.getValue());
}
예제 #13
0
void
av::gua::ResolvePassDescription::setEnvironmentLightingTextureBlendFactorCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->environment_lighting_texture_blend_factor(event.getValue());
}
예제 #14
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void
av::gua::ResolvePassDescription::setExposureCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->tone_mapping_exposure(event.getValue());
}
예제 #15
0
void
av::gua::ResolvePassDescription::setVignetteCoverageCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->vignette_coverage(event.getValue());
}
예제 #16
0
void av::gua::SkyMapPassDescription::setRayleighFactorCB(const SFFloat::SetValueEvent& event) { m_guaSkyMapPassDescription->rayleigh_factor(event.getValue()); }
예제 #17
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void av::gua::SkyMapPassDescription::setMieFactorCB(const SFFloat::SetValueEvent& event) { m_guaSkyMapPassDescription->mie_factor(event.getValue()); }
예제 #18
0
void
av::gua::ResolvePassDescription::setScreenSpaceShadowMaxRadiusPXCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->screen_space_shadow_max_radius_px(event.getValue());
}
예제 #19
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::setShadowMaxDistanceCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.max_shadow_dist() = event.getValue(); }
예제 #20
0
void
av::gua::ResolvePassDescription::setScreenSpaceShadowIntensityCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->screen_space_shadow_intensity(event.getValue());
}
예제 #21
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::setBrightnessCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.brightness = event.getValue(); }
예제 #22
0
void
av::gua::CameraNode::setEyeDistanceCB(const SFFloat::SetValueEvent& event)
{
  m_guaNode->config.eye_dist() = event.getValue();
}
예제 #23
0
파일: LightNode.cpp 프로젝트: vrsys/avango
void av::gua::LightNode::setSoftnessCB(const SFFloat::SetValueEvent& event) { m_guaNode->data.softness() = event.getValue(); }
예제 #24
0
void
av::gua::CameraNode::setEyeOffsetCB(const SFFloat::SetValueEvent& event)
{
  m_guaNode->config.eye_offset() = event.getValue();
}
예제 #25
0
void
av::gua::SSAAPassDescription::setFxaaEdgeThresholdCB(const SFFloat::SetValueEvent& event)
{
  m_guaSSAAPassDescription->fxaa_edge_threshold(event.getValue());
}
예제 #26
0
void
av::gua::CameraNode::setNearClipCB(const SFFloat::SetValueEvent& event)
{
  m_guaNode->config.near_clip() = event.getValue();
}
예제 #27
0
void
av::gua::Constraint::setBreakingImpulseThresholdCB(const SFFloat::SetValueEvent& event)
{
    m_guaConstraint->set_breaking_impulse_threshold(event.getValue());
}
예제 #28
0
void av::gua::SkyMapPassDescription::setLightBrightnessCB(const SFFloat::SetValueEvent& event) { m_guaSkyMapPassDescription->light_brightness(event.getValue()); }
예제 #29
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void av::gua::nurbs::NURBSNode::setPixelErrorToleranceCB(const SFFloat::SetValueEvent& event)
{
  m_guaNURBSNode->max_tesselation_error(event.getValue());
}
예제 #30
0
void
av::gua::ResolvePassDescription::setFogEndCB(const SFFloat::SetValueEvent& event)
{
    m_guaResolvePassDescription->fog_end(event.getValue());
}