Exemplo n.º 1
0
void
Halftone_TX::activate_layer_textures()
{
   GLSLShader_Layer_Base::activate_layer_textures();

   for (vector<layer_base_t*>::size_type i=0; i<_layers.size(); i++) {
      //main tone correction map
      halftone_layer_t* layer = get_layer(i);
      if (layer->_use_tone_correction) {
         
         if (!activate_texture(
                tone_correction_maps[layer->_tone_correction_tex_stage])
            )
            cerr << class_name()
                 << ": can't activate tone correction texture at stage: "
                 << layer->_tone_correction_tex_stage << endl;
      }

      // forward R function
      if (layer->_use_lod_only) {
         if (!activate_texture(r_function_maps[layer->_r_function_tex_stage]))
            cerr << class_name()
                 << ": can't activate R function texture at stage: "
                 << layer->_r_function_tex_loc << endl;
      }
   }
}
Exemplo n.º 2
0
void
HalftoneShaderEx::activate_textures()
{
   activate_texture(m_texture);      // GL_ENABLE_BIT
   if(_perlin)
      activate_texture(_perlin);

}
Exemplo n.º 3
0
void
GLSLHatching::activate_textures()
{
   GLSLPaperShader::activate_textures();
   if (_perlin)
      activate_texture(_perlin);
}
Exemplo n.º 4
0
void
BinaryImageShader::activate_textures()
{
   activate_texture(_tex);      // GL_ENABLE_BIT
/*
   if (_tex->wrap_r() == GL_CLAMP_TO_EDGE)
      cerr << "wrap r is correct" << endl;
   else
      cerr << "wrap r is incorrect" << endl;

   if (_tex->wrap_s() == GL_CLAMP_TO_EDGE)
      cerr << "wrap s is correct" << endl;
   else
      cerr << "wrap s is incorrect" << endl;

   if (_tex->wrap_t() == GL_CLAMP_TO_EDGE)
      cerr << "wrap t is correct" << endl;
   else
      cerr << "wrap t is incorrect" << endl;
*/
}
Exemplo n.º 5
0
void
GLSLToonShaderHalo::activate_textures()
{
   activate_texture(_tex);      // GL_ENABLE_BIT
}
Exemplo n.º 6
0
void
BasecoatShader::activate_textures()
{
   activate_texture(_tex);      // GL_ENABLE_BIT
}
Exemplo n.º 7
0
void
GLSLPerlinTest::activate_textures()
{
   activate_texture(_tex);      // GL_ENABLE_BIT
}