示例#1
0
文件: main.cpp 项目: datar-pl/vsxu
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
  my_render = (vsx_module_param_render*)in_parameters.create(VSX_MODULE_PARAM_ID_RENDER, "render_in",false,false);
  res_x = 512;

  support_feedback = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "support_feedback");
  support_feedback->set(1);

  float_texture = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "float_texture");
  float_texture->set(0);
  float_texture_int = 0;

  alpha_channel = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "alpha_channel");
  alpha_channel->set(1);
  alpha_channel_int = 1;

  clear_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "clear_color");
  clear_color->set(0,0);
  clear_color->set(0,1);
  clear_color->set(0,2);
  clear_color->set(1,3);


  texture_size = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "texture_size");
  texture_size->set(2);

  tex_size_internal = -1;

  texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_out");
  allocate_second_texture = true;
  start();
}
示例#2
0
文件: main.cpp 项目: Spartan190/vsxu
  void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) {
    my_render = (vsx_module_param_render*)in_parameters.create(VSX_MODULE_PARAM_ID_RENDER, "render_in",false,false);
    res_x = 512;

    float_texture = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "float_texture");
    float_texture->set(0);
    float_texture_int = 0;

    alpha_channel = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "alpha_channel");
    alpha_channel->set(1);
    alpha_channel_int = 1;

    multisample = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "multisample");
    multisample_int = 0;

    texture_size = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT, "texture_size");
    texture_size->set(2);

    tex_size_internal = -1;

    texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"color_buffer");

    depth_buffer_out = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"depth_buffer");
    depth_buffer_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"depth_buffer");
    depth_buffer_in_int = 0;

    start();
  }
示例#3
0
文件: main.cpp 项目: Spartan190/vsxu
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
{
  loading_done = false;
  filename = (vsx_module_param_resource*)in_parameters.create(VSX_MODULE_PARAM_ID_RESOURCE,"filename");
  filename->set("");
  current_filename = "";

  preserve_uv_coords = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"preserve_uv_coords");
  preserve_uv_coords->set(1);

  result = (vsx_module_param_mesh*)out_parameters.create(VSX_MODULE_PARAM_ID_MESH,"mesh");
  first_run = true;
}
示例#4
0
文件: main.cpp 项目: ChunhuiWu/vsxu
  void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
  {

    filename = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING,"filename");
    filename->set("");
    //load_avi_file();
    drive = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"drive");
    drive->set(0);
    time = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT,"time");

  	result1 = (vsx_module_param_bitmap*)out_parameters.create(VSX_MODULE_PARAM_ID_BITMAP,"bitmap");
    result1->set_p(bitm);
    work_bitmap = &bitm;
    bitm.data = 0;
    bitm.bpp = 3;
    bitm.bformat = GL_RGBA;
    bitm.valid = false;
    bitm_timestamp = bitm.timestamp = rand();
    need_to_rebuild = true;
    previous_frame = -1;
  }
示例#5
0
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters)
{
  declare_run = false;
  size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "size");
  size->set(1.0f);
  angle = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "angle");
  angle->set(0.0f);

  text_in = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING, "text_in");
  text_in->set("Vovoid VSX Ultra");
  text_in->updates = 1;
  font_in = (vsx_module_param_resource*)in_parameters.create(VSX_MODULE_PARAM_ID_RESOURCE, "font_in");
  font_in->set("resources/fonts/pala.ttf");
  cur_font = "";

  limit_line = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "limit_line");
  limit_line->set(-1.0f);


  leading = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "leading");
  leading->set(1.0f);

  glyph_size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "glyph_size");
  glyph_size->set(24.0f);
  cur_glyph_size = 24.0f;
  render_type = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"render_type");
  render_type->set(0);
  align = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"align");
  align->set(0);
  cur_render_type = 0;

  ftfont = 0;
  ftfont2 = 0;

  rotation_axis = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "rotation_axis");
  rotation_axis->set(0.0f, 0);
  rotation_axis->set(1.0f, 1);
  rotation_axis->set(0.0f, 2);
  red = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "red");
  red->set(1.0f);
  green = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "green");
  green->set(1.0f);
  blue = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "blue");
  blue->set(1.0f);

  text_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "text_alpha");
  text_alpha->set(1.0);
  outline_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_alpha");
  outline_alpha->set(0.5);
  outline_thickness = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_thickness");
  outline_thickness->set(3.0);
  outline_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "outline_color");
  outline_color->set(0.0f, 0);
  outline_color->set(0.0f, 1);
  outline_color->set(0.0f, 2);
  outline_color->set(0.0f, 3);

  render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out");
  render_result->set(0);
  declare_run = true;

  gl_state = vsx_gl_state::get();
}