RawImage* ScaleFilter::ProcessInput(CommandLineArgModel* arg, RawImage* image) { ScaleFilterModel* model = (ScaleFilterModel*)arg->ParsedModel; double value = model->Scale; if (value == 0) return new RawImage(0, 0); if (value < 1) return scaleDown(value, image); if (value > 1) return scaleUp(value, image); return image; }
/** * FUNCTION NAME: checkFalsePositiveRate * * DESCRIPTION: This function checks the current false positive rate of the FBF * and decides whether to trigger dynamic resizing */ void FBF::checkFalsePositiveRate() { trace.funcEntry("FBF::checkFalsePositiveRate"); double currentFPR = checkEffectiveFPR(); if ( currentFPR > thresholdFraction * maxTolerableFPR ) { scaleUp(); } else if ( currentFPR <= safeThresholdFraction * maxTolerableFPR ) { scaleDown(); } trace.funcExit("FBF::checkFalsePositiveRate"); }
void HelpWebView::wheelEvent(QWheelEvent *e) { if (e->modifiers()& Qt::ControlModifier) { e->accept(); e->delta() > 0 ? scaleUp() : scaleDown(); } else { QWebView::wheelEvent(e); } }
void ImageViewer::createActions() { this->saveAct = new QAction(tr("&Save"), this); saveAct->setShortcut(tr("Ctrl+S")); connect(saveAct, SIGNAL(triggered()), this, SLOT(saveImage())); exitAct = new QAction(tr("Sa&lir"), this); exitAct->setShortcut(tr("Ctrl+Q")); connect(exitAct, SIGNAL(triggered()), this, SLOT(close())); zoomInAct = new QAction(tr("Zoom &In (25%)"), this); zoomInAct->setShortcut(tr("Ctrl++")); connect(zoomInAct, SIGNAL(triggered()), this, SLOT(scaleUp())); zoomOutAct = new QAction(tr("Zoom &Out (25%)"), this); zoomOutAct->setShortcut(tr("Ctrl+-")); connect(zoomOutAct, SIGNAL(triggered()), this, SLOT(scaleDown())); }
b2Vec2 World::scaleDown(const b2Vec2 & v) { b2Vec2 t = v; scaleDown(t.x, t.y); return t; }
void World::setGravity(float x, float y) { world->SetGravity(scaleDown(b2Vec2(x, y))); }
osg::Node* createScene() { osg::Group* scene = new osg::Group; unsigned int numColumns = 38; unsigned int numRows = 39; unsigned int r; unsigned int c; osg::Vec3 origin(0.0f,0.0f,0.0f); osg::Vec3 size(1000.0f,1000.0f,250.0f); osg::Vec3 scaleDown(1.0f/size.x(),1.0f/size.y(),1.0f/size.z()); // --------------------------------------- // Set up a StateSet to texture the objects // --------------------------------------- osg::StateSet* stateset = new osg::StateSet(); osg::Uniform* originUniform = new osg::Uniform("terrainOrigin",origin); stateset->addUniform(originUniform); osg::Uniform* sizeUniform = new osg::Uniform("terrainSize",size); stateset->addUniform(sizeUniform); osg::Uniform* scaleDownUniform = new osg::Uniform("terrainScaleDown",scaleDown); stateset->addUniform(scaleDownUniform); osg::Uniform* terrainTextureSampler = new osg::Uniform("terrainTexture",0); stateset->addUniform(terrainTextureSampler); osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",1); stateset->addUniform(baseTextureSampler); osg::Uniform* treeTextureSampler = new osg::Uniform("treeTexture",1); stateset->addUniform(treeTextureSampler); // compute z range of z values of grid data so we can scale it. float min_z = FLT_MAX; float max_z = -FLT_MAX; for(r=0;r<numRows;++r) { for(c=0;c<numColumns;++c) { min_z = osg::minimum(min_z,vertex[r+c*numRows][2]); max_z = osg::maximum(max_z,vertex[r+c*numRows][2]); } } float scale_z = size.z()/(max_z-min_z); osg::Image* terrainImage = new osg::Image; terrainImage->allocateImage(numColumns,numRows,1,GL_LUMINANCE, GL_FLOAT); terrainImage->setInternalTextureFormat(GL_LUMINANCE_FLOAT32_ATI); for(r=0;r<numRows;++r) { for(c=0;c<numColumns;++c) { *((float*)(terrainImage->data(c,r))) = (vertex[r+c*numRows][2]-min_z)*scale_z; } } osg::Texture2D* terrainTexture = new osg::Texture2D; terrainTexture->setImage(terrainImage); terrainTexture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST); terrainTexture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST); terrainTexture->setResizeNonPowerOfTwoHint(false); stateset->setTextureAttributeAndModes(0,terrainTexture,osg::StateAttribute::ON); osg::ref_ptr<osg::Image> image = osgDB::readRefImageFile("Images/lz.rgb"); if (image) { osg::Texture2D* texture = new osg::Texture2D; texture->setImage(image); stateset->setTextureAttributeAndModes(1,texture,osg::StateAttribute::ON); } { std::cout<<"Creating terrain..."; osg::Geode* geode = new osg::Geode(); geode->setStateSet( stateset ); { osg::Program* program = new osg::Program; stateset->setAttribute(program); #if 1 // use inline shaders /////////////////////////////////////////////////////////////////// // vertex shader using just Vec4 coefficients char vertexShaderSource[] = "uniform sampler2D terrainTexture;\n" "uniform vec3 terrainOrigin;\n" "uniform vec3 terrainScaleDown;\n" "\n" "varying vec2 texcoord;\n" "\n" "void main(void)\n" "{\n" " texcoord = gl_Vertex.xy - terrainOrigin.xy;\n" " texcoord.x *= terrainScaleDown.x;\n" " texcoord.y *= terrainScaleDown.y;\n" "\n" " vec4 position;\n" " position.x = gl_Vertex.x;\n" " position.y = gl_Vertex.y;\n" " position.z = texture2D(terrainTexture, texcoord).r;\n" " position.w = 1.0;\n" " \n" " gl_Position = gl_ModelViewProjectionMatrix * position;\n" " gl_FrontColor = vec4(1.0,1.0,1.0,1.0);\n" "}\n"; ////////////////////////////////////////////////////////////////// // fragment shader // char fragmentShaderSource[] = "uniform sampler2D baseTexture; \n" "varying vec2 texcoord;\n" "\n" "void main(void) \n" "{\n" " gl_FragColor = texture2D( baseTexture, texcoord); \n" "}\n"; program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource)); program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource)); #else // get shaders from source program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/terrain.vert"))); program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/terrain.frag"))); #endif // get shaders from source } { osg::Geometry* geometry = new osg::Geometry; osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows)); osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1)); color[0].set(255,255,255,255); float rowCoordDelta = size.y()/(float)(numRows-1); float columnCoordDelta = size.x()/(float)(numColumns-1); float rowTexDelta = 1.0f/(float)(numRows-1); float columnTexDelta = 1.0f/(float)(numColumns-1); osg::Vec3 pos = origin; osg::Vec2 tex(0.0f,0.0f); int vi=0; for(r=0;r<numRows;++r) { pos.x() = origin.x(); tex.x() = 0.0f; for(c=0;c<numColumns;++c) { v[vi].set(pos.x(),pos.y(),pos.z()); pos.x()+=columnCoordDelta; tex.x()+=columnTexDelta; ++vi; } pos.y() += rowCoordDelta; tex.y() += rowTexDelta; } geometry->setVertexArray(&v); geometry->setColorArray(&color, osg::Array::BIND_OVERALL); for(r=0;r<numRows-1;++r) { osg::DrawElementsUShort& drawElements = *(new osg::DrawElementsUShort(GL_QUAD_STRIP,2*numColumns)); geometry->addPrimitiveSet(&drawElements); int ei=0; for(c=0;c<numColumns;++c) { drawElements[ei++] = (r+1)*numColumns+c; drawElements[ei++] = (r)*numColumns+c; } } geometry->setInitialBound(osg::BoundingBox(origin, origin+size)); geode->addDrawable(geometry); scene->addChild(geode); } } std::cout<<"done."<<std::endl; return scene; }