Exemplo n.º 1
0
int main()
{
    startGraphics();

    mainMenu();

    endGraphics();
    return 0;
}
Exemplo n.º 2
0
int main(int argc, char *argv[]) {
    Image<byte> I;
    Image<float> Vx, Vy;
    if (!load(I, argc > 1 ? argv[1] : srcPath("salon.png"))) {
        cout << "Echec de lecture d'image" << endl;
        return 1;
    }

    openWindow(I.width(), I.height());
    display(I);
    click();
    cout << "Contraste simple" << endl;
    affiche(I);
    gradient(I, Vx, Vy);
    click();
    cout << "Dérivée selon x par la fonction gradient" <<endl;
    affiche(Vx);
    click();
    cout << "Dérivée selon y par la fonction gradient" <<endl;
    affiche(Vy);

    click();

    Image<float> F = dx(I);

    cout << "Dérivée selon x par la fonction dx" <<endl;

    affiche(F);

    click();

    Image<float> U= dy(I);
    cout << "Dérivée selon y par la fonction dy" <<endl;

    affiche(U);

    click();

    masque(I,F,U);

    Image<float> z = poisson(F,U);
    cout << "Image reconstruite par poisson" <<endl;

    affiche(z);

    endGraphics();
    return 0;
}
Exemplo n.º 3
0
void ClientRenderModule::run()
{
    Uint32 start,stop,interval;

//	printf("ClientRenderModule started\n");

    if ( client_data->has_GUI ) initGraphics();

    while ( client_data->state != GONE )
    {
        if ( client_data->has_GUI )
        {
            /* render frame */
            start = SDL_GetTicks();
            renderSingleFrame();

            /* handle user actions */
            if ( w.checkMessages() )
            {
                client_data->state = WAITING_LEAVE;
                break;
            }

            /* limit frames per second */
            stop = SDL_GetTicks();
            interval = stop - start;
            if ( interval < RENDER_DELAY ) SDL_Delay( RENDER_DELAY - interval );

            /* compute frames per second average */
            interval = SDL_GetTicks() - start;
            frame_render_interval = interval * ( 1 - client_data->fps_average_param )
                                    + frame_render_interval * client_data->fps_average_param;

        } else SDL_Delay(RENDER_DELAY);
    }

    /* wait for client to reach GONE state */
    SDL_LockMutex(client_data->term_mutex);
    while ( client_data->state != GONE )
        SDL_CondWait(client_data->term_cond, client_data->term_mutex);
    SDL_UnlockMutex(client_data->term_mutex);

    if ( client_data->has_GUI ) endGraphics();
}