int Controller::OnIntensity(MM::PropertyBase* pProp, MM::ActionType eAct, long index) { long intensity; if (eAct == MM::BeforeGet && intensityUpdated_[index]) { pProp->Set(channelIntensities_[index]); intensityUpdated_[index] = false; } else if (eAct == MM::AfterSet) { pProp->Get(intensity); SetIntensity(intensity, index); } return HandleErrors(); }
int Controller::OnIntensity(MM::PropertyBase* pProp, MM::ActionType eAct, long index) { long intensity; if (eAct == MM::BeforeGet) { GetIntensity(intensity,index); pProp->Set(intensity); } else if (eAct == MM::AfterSet) { pProp->Get(intensity); SetIntensity(intensity, index); } return HandleErrors(); }
void OctopusLaser::OnNMCustomdrawLasersSlider(NMHDR *pNMHDR, LRESULT *pResult) { LPNMCUSTOMDRAW pNMCD = reinterpret_cast<LPNMCUSTOMDRAW>(pNMHDR); // TODO: Add your control notification handler code here int CurPos = m_Slider.GetPos(); CString str; Intensity = 100 - CurPos; displayedIntensity = Intensity; SetIntensity(Intensity); str.Format(_T("Intensity:%f\n"), Intensity); TRACE(str); LED_Intensity = Intensity; *pResult = 0; *pResult = 0; }
void OnStart() override { auto scene = std::make_shared<asd::Scene>(); auto layer = std::make_shared<asd::Layer2D>(); auto obj= std::make_shared<asd::TextureObject2D>(); scene->SetHDRMode(true); scene->AddLayer(layer); layer->AddObject(obj); asd::Engine::ChangeScene(scene); auto g = asd::Engine::GetGraphics(); auto texture = g->CreateTexture2D(asd::ToAString("Data/Texture/Sample1.png").c_str()); obj->SetTexture(texture); obj->SetScale(asd::Vector2DF(1, 1)); auto pe = std::make_shared<asd::PostEffectLightBloom>(); pe->SetIntensity(5.0f); pe->SetThreshold(0.2f); pe->SetExposure(3.0f); layer->AddPostEffect(pe); }
void Light::SetMaterials(XMFLOAT4 ambient, XMFLOAT4 diffuse, XMFLOAT4 specular) { mMaterial = Material(ambient, diffuse, specular); SetIntensity(1.0f, 0.0f, 0.0f); }
ETHParallaxManager::ETHParallaxManager(const Vector2& normalizedOrigin, const float intensity) { SetNormalizedOrigin(normalizedOrigin); SetIntensity(intensity); }
void OctopusLaser::LED_Off() { SetIntensity(0); }
/********************************************************************************* ******************** Utility functions **************************************** *********************************************************************************/ void OctopusLaser::LED_On(float intensity) { TRACE("LED On called\n"); SetIntensity(intensity); }
void UniverseBox::Init() { // Load default cubemap if(!s_defaultCubeMap.get()) { TextureBuilder texture_builder = TextureBuilder::Cube("textures/skybox/default.dds"); s_defaultCubeMap.reset( texture_builder.CreateTexture(m_renderer) ); } // Create skybox geometry std::unique_ptr<Graphics::VertexArray> box(new VertexArray(ATTRIB_POSITION | ATTRIB_UV0, 36)); const float vp = 1000.0f; // Top +Y box->Add(vector3f(-vp, vp, vp), vector2f(0.0f, 0.0f)); box->Add(vector3f(-vp, vp, -vp), vector2f(0.0f, 1.0f)); box->Add(vector3f( vp, vp, vp), vector2f(1.0f, 0.0f)); box->Add(vector3f( vp, vp, vp), vector2f(1.0f, 0.0f)); box->Add(vector3f(-vp, vp, -vp), vector2f(0.0f, 1.0f)); box->Add(vector3f( vp, vp, -vp), vector2f(1.0f, 1.0f)); // Bottom -Y box->Add(vector3f(-vp, -vp, -vp), vector2f(0.0f, 0.0f)); box->Add(vector3f(-vp, -vp, vp), vector2f(0.0f, 1.0f)); box->Add(vector3f( vp, -vp, -vp), vector2f(1.0f, 0.0f)); box->Add(vector3f( vp, -vp, -vp), vector2f(1.0f, 0.0f)); box->Add(vector3f(-vp, -vp, vp), vector2f(0.0f, 1.0f)); box->Add(vector3f( vp, -vp, vp), vector2f(1.0f, 1.0f)); // Front -Z box->Add(vector3f(-vp, vp, -vp), vector2f(0.0f, 0.0f)); box->Add(vector3f(-vp, -vp, -vp), vector2f(0.0f, 1.0f)); box->Add(vector3f( vp, vp, -vp), vector2f(1.0f, 0.0f)); box->Add(vector3f( vp, vp, -vp), vector2f(1.0f, 0.0f)); box->Add(vector3f(-vp, -vp, -vp), vector2f(0.0f, 1.0f)); box->Add(vector3f( vp, -vp, -vp), vector2f(1.0f, 1.0f)); // Back +Z box->Add(vector3f( vp, vp, vp), vector2f(0.0f, 0.0f)); box->Add(vector3f( vp, -vp, vp), vector2f(0.0f, 1.0f)); box->Add(vector3f(-vp, vp, vp), vector2f(1.0f, 0.0f)); box->Add(vector3f(-vp, vp, vp), vector2f(1.0f, 0.0f)); box->Add(vector3f( vp, -vp, vp), vector2f(0.0f, 1.0f)); box->Add(vector3f(-vp, -vp, vp), vector2f(1.0f, 1.0f)); // Right +X box->Add(vector3f( vp, vp, -vp), vector2f(0.0f, 0.0f)); box->Add(vector3f( vp, -vp, -vp), vector2f(0.0f, 1.0f)); box->Add(vector3f( vp, vp, vp), vector2f(1.0f, 0.0f)); box->Add(vector3f( vp, vp, vp), vector2f(1.0f, 0.0f)); box->Add(vector3f( vp, -vp, -vp), vector2f(0.0f, 1.0f)); box->Add(vector3f( vp, -vp, vp), vector2f(1.0f, 1.0f)); // Left -X box->Add(vector3f(-vp, vp, vp), vector2f(0.0f, 0.0f)); box->Add(vector3f(-vp, -vp, vp), vector2f(0.0f, 1.0f)); box->Add(vector3f(-vp, vp, -vp), vector2f(1.0f, 0.0f)); box->Add(vector3f(-vp, vp, -vp), vector2f(1.0f, 0.0f)); box->Add(vector3f(-vp, -vp, vp), vector2f(0.0f, 1.0f)); box->Add(vector3f(-vp, -vp, -vp), vector2f(1.0f, 1.0f)); Graphics::MaterialDescriptor desc; desc.effect = EFFECT_SKYBOX; m_material.Reset(m_renderer->CreateMaterial(desc)); m_material->texture0 = nullptr; //create buffer and upload data Graphics::VertexBufferDesc vbd; vbd.attrib[0].semantic = Graphics::ATTRIB_POSITION; vbd.attrib[0].format = Graphics::ATTRIB_FORMAT_FLOAT3; vbd.attrib[1].semantic = Graphics::ATTRIB_UV0; vbd.attrib[1].format = Graphics::ATTRIB_FORMAT_FLOAT2; vbd.numVertices = box->GetNumVerts(); vbd.usage = Graphics::BUFFER_USAGE_STATIC; m_vertexBuffer.reset(m_renderer->CreateVertexBuffer(vbd)); SkyboxVert* vtxPtr = m_vertexBuffer->Map<SkyboxVert>(Graphics::BUFFER_MAP_WRITE); assert(m_vertexBuffer->GetDesc().stride == sizeof(SkyboxVert)); for (Uint32 i = 0; i < box->GetNumVerts(); i++) { vtxPtr[i].pos = box->position[i]; vtxPtr[i].uv = box->uv0[i]; } m_vertexBuffer->Unmap(); SetIntensity(1.0f); m_numCubemaps = GetNumSkyboxes(); }