您当前的位置:首页 > IT编程 > C++
| C语言 | Java | VB | VC | python | Android | TensorFlow | C++ | oracle | 学术与代码 | cnn卷积神经网络 | gnn | 图像修复 | Keras | 数据集 | Neo4j | 自然语言处理 | 深度学习 | 医学CAD | 医学影像 | 超参数 | pointnet | pytorch | 异常检测 | Transformers | 情感分类 | 知识图谱 |

自学教程:C++ GetRenderer函数代码示例

51自学网 2021-06-01 21:14:06
  C++
这篇教程C++ GetRenderer函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中GetRenderer函数的典型用法代码示例。如果您正苦于以下问题:C++ GetRenderer函数的具体用法?C++ GetRenderer怎么用?C++ GetRenderer使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了GetRenderer函数的27个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: dc

void C3DView::OnPaint() {	CPaintDC dc(this); // device context for painting		if (GetRenderer())		GetRenderer()->Redraw();	}
开发者ID:srdp11,项目名称:particles-in-box,代码行数:7,


示例2: TTF_OpenFont

DisconnectedScreen::DisconnectedScreen() {	ConfigUtility& config = ConfigUtility::GetSingleton();	//setup the utility objects	//TODO: (1) resource tool, to prevent reloading like this	image.Load(GetRenderer(), config["dir.interface"] + "button_blue.png");	font = TTF_OpenFont(config["client.font"].c_str(), 12);	//check that the font loaded	if (!font) {		std::ostringstream msg;		msg << "Failed to load a font file; " << SDL_GetError();		throw(std::runtime_error(msg.str()));	}	//setup the button	backButton.SetBackgroundTexture(GetRenderer(), image.GetTexture());	backButton.SetText(GetRenderer(), font, WHITE, "Back");	//set the button positions	backButton.SetX(50);	backButton.SetY(50);	//set the disconnection message text	textLine.SetX(50);	textLine.SetY(30);	textLine.SetText(GetRenderer(), font, WHITE, config["client.disconnectMessage"]);	//full reset	UDPNetworkUtility::GetSingleton().Unbind(Channels::SERVER);	//auto return	startTick = std::chrono::steady_clock::now();}
开发者ID:Ratstail91,项目名称:Tortuga,代码行数:34,


示例3: GetRenderer

vtkProp* RenderView3D::PickProp( int posX, int posY, double* pos_out ){  vtkCellPicker* picker = vtkCellPicker::SafeDownCast( this->GetRenderWindow()->GetInteractor()->GetPicker() );  if ( !picker )  {    return NULL;  }  picker->InitializePickList();  vtkPropCollection* props = GetRenderer()->GetViewProps();  if ( props )  {    props->InitTraversal();    vtkProp* prop = props->GetNextProp();    while ( prop )    {      if ( vtkActor::SafeDownCast( prop ) )      {        picker->AddPickList( prop );      }      prop = props->GetNextProp();    }  }  picker->Pick( posX, rect().height() - posY, 0, GetRenderer() );  if ( pos_out )  {    picker->GetPickPosition( pos_out );  }  return picker->GetViewProp();}
开发者ID:neurodebian,项目名称:freesurfer,代码行数:30,


示例4: GetRenderer

// Touch event handler.bool COGActorPlayer::OnTouch (const OGVec2& _vPos, IOGTouchParam _param){    if (_param != OG_TOUCH_DOWN)        return false;    if (m_bFinishLineFlight)        return false;    OGVec3 vP = GetRenderer()->UnprojectCoords((int)_vPos.x, (int)_vPos.y);    OGVec3 vCam = GetRenderer()->GetCamera()->GetPosition();    OGVec3 vDir = (vP - vCam).normalized();    OGVec3 vPoint = FindIntersectionWithPlane(        m_pPhysicalObject->GetPosition().y,         vCam,         vDir);    m_vTarget = vPoint;    m_OrientWorker.Reset();    m_OrientWorker.SetTarget(vPoint);    m_OrientWorker.Activate(true);    m_CoolDown = 0;    m_StraightenWorker.Activate(false);    return true;}
开发者ID:AndiSVCorporate,项目名称:orange-grass,代码行数:27,


示例5: DrawTitle

void DrawTitle(){	GList *elem,*elem2;	Button *ref;	SDL_Rect src;	Editor_Panel* panel;	Label* label;	int n,i,j;	if(game->gameState == &StateTitle){		if(g_list_length(MainEditorPanels) != 0){		for(n = 0; n < g_list_length(MainEditorPanels);++n)		{			elem = g_list_nth(MainEditorPanels,n);			panel = (Editor_Panel*)elem->data;			for(i = 0; i < g_list_length(panel->buttons);++i)			{				elem2 = g_list_nth(panel->buttons,i);				ref = (Button*)elem2->data;				DrawSprite(ref->sprite,ref->rect.x,ref->rect.y,ref->frame,GetRenderer(),SDL_FLIP_NONE);			}			for(i = 0; i < g_list_length(panel->labels);++i)			{				elem2 = g_list_nth(panel->labels,i);				label = (Label*)elem2->data;				DrawSprite(label->sprite,label->rect.x,label->rect.y,0,GetRenderer(),SDL_FLIP_NONE);			}		}		}	}}
开发者ID:jam92,项目名称:IT276-Aard,代码行数:31,


示例6: GetTextureBuffer

bool SurfaceTextureBuffer::MakeCurrent(uint8 nFace){	// Check whether the data is valid and whether there's a texture buffer	if (m_cTextureBufferHandler.GetResource() && GetTextureBuffer()) {		// Set target face		if (GetTextureBuffer()->GetType() == PLRenderer::Resource::TypeTextureBufferCube)			m_nFace = nFace;		else			m_nFace = 0;		// Cleanup texture buffer handlers		for (uint32 i=0; i<m_lstTextureBufferHandler.GetNumOfElements(); i++)			delete m_lstTextureBufferHandler[i];		m_lstTextureBufferHandler.Clear();		// Add primary texture buffer handler		PLRenderer::ResourceHandler *pTextureBufferHandler = new PLRenderer::ResourceHandler();		pTextureBufferHandler->SetResource(m_cTextureBufferHandler.GetResource());		m_lstTextureBufferHandler.Add(pTextureBufferHandler);		// Frame buffer object used?		if (m_pFrameBufferObject && m_cTextureBufferHandler.GetResource()) {			m_pFrameBufferObject->SwitchTarget(static_cast<PLRenderer::TextureBuffer&>(*m_cTextureBufferHandler.GetResource()), 0, nFace);			m_pFrameBufferObject->Bind();			// Need rendering to depth only			PLRenderer::TextureBuffer::EPixelFormat nFormat = GetTextureBuffer()->GetFormat();			if (nFormat == PLRenderer::TextureBuffer::D16 || nFormat == PLRenderer::TextureBuffer::D24 || nFormat == PLRenderer::TextureBuffer::D32) {				glDrawBuffer(GL_NONE);				glReadBuffer(GL_NONE);			} else {				// Get extensions instance				const Extensions &cExtensions = static_cast<Renderer&>(GetRenderer()).GetContext().GetExtensions();				// Set draw buffers				static const GLuint db[16] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,											   GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT, GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT,											   GL_COLOR_ATTACHMENT8_EXT, GL_COLOR_ATTACHMENT9_EXT, GL_COLOR_ATTACHMENT10_EXT, GL_COLOR_ATTACHMENT11_EXT,											   GL_COLOR_ATTACHMENT12_EXT, GL_COLOR_ATTACHMENT13_EXT, GL_COLOR_ATTACHMENT14_EXT, GL_COLOR_ATTACHMENT15_EXT};				if (cExtensions.IsGL_ARB_draw_buffers())					glDrawBuffersARB(m_nMaxColorTargets, db);				else if (cExtensions.IsGL_ATI_draw_buffers())					glDrawBuffersATI(m_nMaxColorTargets, db);			}		// Else...		} // ... If there's no frame buffer, we can still 'render to texture' by only using glCopyTexSubImage2D() to		  // copy the drawn stuff into a texture buffer. But this way, the current framebuffer content is 'overdrawn' and		  // the texture buffer size we can render in is limited to the screen size.		// Enable/disable multisample - "shouldn't" have an effect when render to texture, but safe is safe :D		GetRenderer().SetRenderState(PLRenderer::RenderState::MultisampleEnable, !(GetFlags() & NoMultisampleAntialiasing));		// Done		return true;	}	// Error!	return false;}
开发者ID:ByeDream,项目名称:pixellight,代码行数:60,


示例7: TTF_OpenFont

OptionsMenu::OptionsMenu() {	ConfigUtility& config = ConfigUtility::GetSingleton();	//setup the utility objects	buttonImage.Load(GetRenderer(), config["dir.interface"] + "button_blue.png");	font = TTF_OpenFont(config["client.font"].c_str(), 12);	//check that the font loaded	if (!font) {		std::ostringstream msg;		msg << "Failed to load a font file; " << SDL_GetError();		throw(std::runtime_error(msg.str()));	}	//setup the button	backButton.SetBackgroundTexture(GetRenderer(), buttonImage.GetTexture());	backButton.SetText(GetRenderer(), font, WHITE, "Back");	//set the button positions	backButton.SetX(50);	backButton.SetY(50);	//text line	textLine.SetX(50);	textLine.SetY(30);	textLine.SetText(GetRenderer(), font, WHITE, "Am I making any progress?");}
开发者ID:Ratstail91,项目名称:Tortuga,代码行数:27,


示例8: switch

int FLmitkComfortWidget::handle(int event) {  switch(event) {    case FL_MOUSEWHEEL:      if (Fl::event_dy() > 0) {  sliceCtrl->GetSlice()->Next();      } else  {  sliceCtrl->GetSlice()->Previous();      }      GetRenderer()->Render();      draw();      return 1;      break;    case FL_PUSH:      m_LastX = Fl::event_x();      m_LastY = Fl::event_y();      return 1;      break;    case FL_DRAG:      int dx = Fl::event_x() - m_LastX;      int dy = Fl::event_y() - m_LastY;      m_LastX = Fl::event_x();      m_LastY = Fl::event_y();      mitk::LevelWindow lvlWin;      if (m_Node.IsNotNull() && m_Node->GetLevelWindow(lvlWin,GetRenderer())) {  lvlWin.SetLevelWindow(lvlWin.GetLevel() + dy, lvlWin.GetWindow() + dx);  m_Node->SetLevelWindow(lvlWin,GetRenderer());  m_Node->SetLevelWindow(lvlWin,NULL);  GetRenderer()->Render();  draw();      }      return 1;  }  return FLmitkRenderWindow::handle(event);}
开发者ID:151706061,项目名称:MITK,代码行数:34,


示例9: GetRenderer

 BacteroidsState::~BacteroidsState() {     GetRenderer().GetGraphics()->DestroyShaderProgram(m_playerShader);     GetRenderer().GetGraphics()->DestroyShaderProgram(m_bacterShader);     GetRenderer().GetGraphics()->DestroyShaderProgram(m_projectileShader);     GetRenderer().GetGraphics()->DestroyShaderProgram(m_fontShader); }
开发者ID:duudel,项目名称:bacteroids,代码行数:7,


示例10: GetRenderer

	void VCloudSkySystem::update(const float& timeSinceLastFrame)	{		if (!mCreated)		{			return;		}		GetRenderer()->setShader(mSkydomeShader);		if (mTimeMultiplier != 0)		{			float timemultiplied = timeSinceLastFrame * mTimeMultiplier;			mTimeOffset += timemultiplied;			mController->update(timemultiplied);			if (mStarfield)			{				GetApp()->getRenderer()->setShaderConstant1f("uTime", mTimeOffset*0.5f);			}		}						GetRenderer()->setShader(mSkydomeShader);		GetApp()->getRenderer()->setShaderConstant3f("uLightDir", mController->getSunDirection().ToFloatPtr());				mMoonManager->updateMoonPhase(mController->getMoonPhase());		mCloudsManager->update();		mVCloudsManager->update(timeSinceLastFrame);	}
开发者ID:DanielNeander,项目名称:my-3d-engine,代码行数:30,


示例11: GetRenderer

	void CloudLayer::_updateInternalPassParameters()	{		GetRenderer()->setShader(mSkyX->mCloudShader);		GetRenderer()->setShaderConstant1f("uExposure", mSkyX->getAtmosphereManager()->getOptions().Exposure);		GetRenderer()->setShaderConstant1f("uTime", mSkyX->_getTimeOffset()*mOptions.TimeMultiplier);		float point = (mSkyX->getController()->getSunDirection().y + 1.0f) / 2.0f;		GetRenderer()->setShaderConstant3f("uSunColor", mSunGradient.getColor(point).ToFloatPtr());		GetRenderer()->setShaderConstant3f("uAmbientLuminosity", mAmbientGradient.getColor(point).ToFloatPtr());				//mCloudLayerPass->getFragmentProgramParameters()		//	->setNamedConstant("uExposure", mSkyX->getAtmosphereManager()->getOptions().Exposure);		//mCloudLayerPass->getFragmentProgramParameters()		//	->setNamedConstant("uTime", mSkyX->_getTimeOffset()*mOptions.TimeMultiplier);		/*		mCloudLayerPass->getFragmentProgramParameters()			->setNamedConstant("uSunPosition", -mSkyX->getAtmosphereManager()->getSunDirection()*mSkyX->getMeshManager()->getSkydomeRadius());				noVec3 AmbientColor = noVec3::ZERO;		noVec3 SunDir   = -mSkyX->getAtmosphereManager()->getSunDirection();		float Ang = 0;		for (int k = 0; k < 3; k++)		{			noVec2 Coords = noVec2(noMath::Cos(Ang), noMath::Sin(Ang));			Ang += 2*noMath::PI/3;			AmbientColor += mSkyX->getAtmosphereManager()->getColorAt(noVec3(Coords.x, mOptions.Height/mSkyX->getMeshManager()->getSkydomeRadius(), Coords.y).normalisedCopy());		}		AmbientColor /= 3;		mCloudLayerPass->getFragmentProgramParameters()			->setNamedConstant("uAmbientLuminosity", AmbientColor*0.75f);		float Mult = 1.5f;		mCloudLayerPass->getFragmentProgramParameters()			->setNamedConstant("uSunColor", noVec3(			     noMath::Clamp<float>(AmbientColor.x*Mult, 0, 1),			     noMath::Clamp<float>(AmbientColor.y*Mult, 0, 1),			     noMath::Clamp<float>(AmbientColor.z*Mult, 0, 1)));		*/		//noVec3 SunDir = mSkyX->getAtmosphereManager()->getSunDirection();		//if (SunDir.y > 0.15f)		//{		//	SunDir = -SunDir;		//}	//	mCloudLayerPass->getFragmentProgramParameters()	//		->setNamedConstant("uSunPosition", -SunDir*mSkyX->getMeshManager()->getSkydomeRadius());		//float point = (mSkyX->getController()->getSunDirection().y + 1.0f) / 2.0f;		/*mCloudLayerPass->getFragmentProgramParameters()		->setNamedConstant("uSunColor", mSunGradient.getColor(point));		mCloudLayerPass->getFragmentProgramParameters()		->setNamedConstant("uAmbientLuminosity", mAmbientGradient.getColor(point));*/	}
开发者ID:DanielNeander,项目名称:my-3d-engine,代码行数:59,


示例12: GetRenderer

void C3DView::OnMouseMove(UINT nFlags, CPoint point) {	if (GetRenderer())	{		GetRenderer()->OnMouseMove(nFlags, point.x, point.y);		ChangeCursor();	}	CView::OnMouseMove(nFlags, point);}
开发者ID:srdp11,项目名称:particles-in-box,代码行数:9,


示例13: RenderFont

void RenderFont(char *message,SDL_Rect &rect,TTF_Font *f,SDL_Color *fg){    SDL_Surface * text;    SDL_Texture * texture;    text = TTF_RenderText_Solid(f, message , *fg);    texture = SDL_CreateTextureFromSurface(GetRenderer(),text);    SDL_QueryTexture(texture,NULL,NULL,&rect.w,&rect.h);    SDL_RenderCopy(GetRenderer(),texture,NULL,&rect);}
开发者ID:jam92,项目名称:IT276-Aard,代码行数:10,


示例14: GetTextureBuffer

bool SurfaceTextureBuffer::MakeCurrent(uint8 nFace){	// Check whether the data is valid and whether there's a texture buffer	if (m_cTextureBufferHandler.GetResource() && GetTextureBuffer()) {		// Set target face		if (GetTextureBuffer()->GetType() == PLRenderer::Resource::TypeTextureBufferCube)			m_nFace = nFace;		else			m_nFace = 0;		// Cleanup texture buffer handlers		for (uint32 i=0; i<m_lstTextureBufferHandler.GetNumOfElements(); i++)			delete m_lstTextureBufferHandler[i];		m_lstTextureBufferHandler.Clear();		// Add primary texture buffer handler		PLRenderer::ResourceHandler *pTextureBufferHandler = new PLRenderer::ResourceHandler();		pTextureBufferHandler->SetResource(m_cTextureBufferHandler.GetResource());		m_lstTextureBufferHandler.Add(pTextureBufferHandler);		// Frame buffer object used?		if (m_pFrameBufferObject && m_cTextureBufferHandler.GetResource()) {			m_pFrameBufferObject->SwitchTarget(static_cast<PLRenderer::TextureBuffer&>(*m_cTextureBufferHandler.GetResource()), 0, nFace);			m_pFrameBufferObject->Bind();			// Need rendering to depth only			PLRenderer::TextureBuffer::EPixelFormat nFormat = GetTextureBuffer()->GetFormat();			const Extensions &cExtensions = static_cast<Renderer&>(GetRenderer()).GetContext().GetExtensions();			if (nFormat == PLRenderer::TextureBuffer::D16 || nFormat == PLRenderer::TextureBuffer::D24 || nFormat == PLRenderer::TextureBuffer::D32) {				// "GL_NV_read_buffer"-extension available?				if (cExtensions.IsGL_NV_read_buffer())					glReadBufferNV(GL_NONE);			} else {				// "GL_ARB_draw_buffers" & "GL_NV_fbo_color_attachments" extensions available?				if (cExtensions.IsGL_ARB_draw_buffers() && cExtensions.IsGL_NV_fbo_color_attachments()) {					// Set draw buffers					static const GLenum db[16] = { GL_COLOR_ATTACHMENT0_NV, GL_COLOR_ATTACHMENT1_NV, GL_COLOR_ATTACHMENT2_NV, GL_COLOR_ATTACHMENT3_NV,												   GL_COLOR_ATTACHMENT4_NV, GL_COLOR_ATTACHMENT5_NV, GL_COLOR_ATTACHMENT6_NV, GL_COLOR_ATTACHMENT7_NV,												   GL_COLOR_ATTACHMENT8_NV, GL_COLOR_ATTACHMENT9_NV, GL_COLOR_ATTACHMENT10_NV, GL_COLOR_ATTACHMENT11_NV,												   GL_COLOR_ATTACHMENT12_NV, GL_COLOR_ATTACHMENT13_NV, GL_COLOR_ATTACHMENT14_NV, GL_COLOR_ATTACHMENT15_NV};					glDrawBuffersARB(m_nMaxColorTargets, db);				}			}		}		// Enable/disable multisample - "shouldn't" have an effect when render to texture, but safe is safe :D		GetRenderer().SetRenderState(PLRenderer::RenderState::MultisampleEnable, !(GetFlags() & NoMultisampleAntialiasing));		// Done		return true;	}	// Error!	return false;}
开发者ID:ByeDream,项目名称:pixellight,代码行数:55,


示例15:

//[-------------------------------------------------------]//[ Private virtual PLRenderer::TextureBuffer functions   ]//[-------------------------------------------------------]bool TextureBuffer2DArray::MakeCurrent(uint32 nStage){	// Check if there are renderer information	if (GetRenderer().GetTextureBuffer(nStage) != this) {		if (!GetRenderer().SetTextureBuffer(nStage, this))			return true; // Done	}	// Done	return true;}
开发者ID:ByeDream,项目名称:pixellight,代码行数:14,


示例16: RenderView

RenderView3D::RenderView3D( QWidget* parent ) : RenderView( parent ){  this->GetRenderWindow()->GetInteractor()->SetDesiredUpdateRate(30);  this->GetRenderWindow()->GetInteractor()->SetStillUpdateRate(0.01); GetRenderWindow()->SetAlphaBitPlanes(0); GetRenderWindow()->SetMultiSamples(0); GetRenderer()->SetUseDepthPeeling(true); GetRenderer()->SetMaximumNumberOfPeels(4); GetRenderer()->SetOcclusionRatio(0);  m_bShowSliceFrames = true;  m_bShowAxes = true;  for ( int i = 0; i < 3; i++ )  {    m_actorSliceFrames[i] = vtkSmartPointer<vtkActor>::New();    m_actorSliceFrames[i]->SetMapper( vtkSmartPointer<vtkPolyDataMapper>::New() );    m_actorSliceFrames[i]->GetProperty()->SetRepresentationToWireframe();    m_actorSliceFrames[i]->GetProperty()->SetDiffuse( 0.0 );    m_actorSliceFrames[i]->GetProperty()->SetAmbient( 1.0 );    m_bSliceVisibility[i] = true;    m_actorSliceBoundingBox[i] = vtkSmartPointer<vtkActor>::New();    m_cubeSliceBoundingBox[i] = vtkSmartPointer<vtkCubeSource>::New();    vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();    mapper->SetInputConnection( m_cubeSliceBoundingBox[i]->GetOutputPort() );    m_actorSliceBoundingBox[i]->SetMapper( mapper );    mapper->Update();    m_actorSliceBoundingBox[i]->GetProperty()->SetRepresentationToWireframe();  }  HighlightSliceFrame( -1 );  m_cursor3D = new Cursor3D( this );  m_interactorNavigate = new Interactor3DNavigate( this );  m_interactorMeasure = new Interactor3DMeasure( this );  m_interactorVolumeCrop = new Interactor3DVolumeCrop(this);  connect(m_cursor3D, SIGNAL(Updated()), this, SLOT(RequestRedraw()));  m_actorScalarBar->SetNumberOfLabels( 4 );  m_actorAxesActor = vtkSmartPointer<vtkCubeAxesActor>::New();  m_actorAxesActor->XAxisLabelVisibilityOn();  m_actorAxesActor->YAxisLabelVisibilityOn();  m_actorAxesActor->ZAxisLabelVisibilityOn();  m_actorAxesActor->SetXTitle("");  m_actorAxesActor->SetYTitle("");  m_actorAxesActor->SetZTitle("");  m_actorAxesActor->SetFlyModeToClosestTriad();  m_actorAxesActor->SetCamera(m_renderer->GetActiveCamera());  SetInteractionMode(IM_Navigate);}
开发者ID:neurodebian,项目名称:freesurfer,代码行数:53,


示例17: if

void QmitkSliceWidget::InitWidget(mitk::SliceNavigationController::ViewDirection viewDirection){  m_View = viewDirection;  mitk::SliceNavigationController *controller = m_RenderWindow->GetSliceNavigationController();  if (viewDirection == mitk::SliceNavigationController::Axial)  {    controller->SetViewDirection(mitk::SliceNavigationController::Axial);  }  else if (viewDirection == mitk::SliceNavigationController::Frontal)  {    controller->SetViewDirection(mitk::SliceNavigationController::Frontal);  }  // init sagittal view  else  {    controller->SetViewDirection(mitk::SliceNavigationController::Sagittal);  }  if (m_SlicedGeometry.IsNull())  {    return;  }  mitk::BaseGeometry::Pointer geometry = static_cast<mitk::BaseGeometry *>(m_SlicedGeometry->Clone().GetPointer());  const mitk::BoundingBox::Pointer boundingbox = m_DataStorage->ComputeVisibleBoundingBox(GetRenderer(), nullptr);  if (boundingbox->GetPoints()->Size() > 0)  {    // let's see if we have data with a limited live-span ...    mitk::TimeBounds timebounds = m_DataStorage->ComputeTimeBounds(GetRenderer(), nullptr);    mitk::ProportionalTimeGeometry::Pointer timeGeometry = mitk::ProportionalTimeGeometry::New();    timeGeometry->Initialize(geometry, 1);    {      timeGeometry->SetFirstTimePoint(timebounds[0]);      timeGeometry->SetStepDuration(1.0);    }    if (timeGeometry->GetBoundingBoxInWorld()->GetDiagonalLength2() >= mitk::eps)    {      controller->SetInputWorldTimeGeometry(timeGeometry);      controller->Update();    }  }  GetRenderer()->GetCameraController()->Fit();  mitk::RenderingManager::GetInstance()->RequestUpdate(GetRenderer()->GetRenderWindow());}
开发者ID:Cdebus,项目名称:MITK,代码行数:52,


示例18: SDL_LockTexture

//-----------------------------------------------------------------------------void AdScreen::Present(void) {    int pitch;    void* pixels;    SDL_LockTexture(s_pTexture, NULL, &pixels, &pitch);    SDL_ConvertPixels(        s_pScreen->w,        s_pScreen->h,        s_pScreen->format->format,        s_pScreen->pixels,        s_pScreen->pitch,        SDL_PIXELFORMAT_RGBA8888,        pixels, pitch    );    SDL_UnlockTexture(s_pTexture);    SDL_RenderCopy(GetRenderer(), s_pTexture, NULL, NULL);    SDL_RenderPresent(GetRenderer());    s_iFrames++;    s_uiCurrentCount = SDL_GetPerformanceCounter();    s_uiDiffCount    = (s_uiCurrentCount-s_uiLastCount);    s_uiCountFreq    = SDL_GetPerformanceFrequency();    s_fElapsedTime = ((float) s_uiDiffCount/(float) s_uiCountFreq);    if((1.0f/60.0f)-s_fElapsedTime > 0) {        // NOTE: without this there seems to be a more consistent framerate        // but on older computers sometimes the vsync doesn't work right        //SDL_Delay((uint32_t) (1000.0f*((1.0f/60.0f)-s_fElapsedTime)));        s_fTotTime += 1.0f/60.0f;    } else {        s_fTotTime += s_fElapsedTime;    }    s_uiLastCount = s_uiCurrentCount;    if(s_fTotTime >= 1.0f) {        char strTitle[0x20] = "";        sprintf(strTitle, "%s, FPS: %d", WINDOW_TITLE, s_iFrames);        SDL_SetWindowTitle(GetWindow(), strTitle);        s_fTotTime  = 0;        s_iFrames = 0;    }}
开发者ID:srmeier,项目名称:Avocado,代码行数:52,


示例19: Q_ASSERT

vtkRenderer * View::GetRenderer( int level ){    Q_ASSERT( level <= 2 );    if( level == 0 )        return GetRenderer();    if( level == 1 )        return GetOverlayRenderer();    if( level == 2 )        return GetOverlayRenderer2();    // Just in case    return GetRenderer();}
开发者ID:IbisNeuronav,项目名称:Ibis,代码行数:14,


示例20: GetRenderer

void wxGraphicsPathData::AddEllipse( wxDouble x, wxDouble y, wxDouble w, wxDouble h){    wxDouble rw = w/2;    wxDouble rh = h/2;    wxDouble xc = x + rw;    wxDouble yc = y + rh;    wxGraphicsMatrix m = GetRenderer()->CreateMatrix();    m.Translate(xc,yc);    m.Scale(rw/rh,1.0);    wxGraphicsPath p = GetRenderer()->CreatePath();    p.AddCircle(0,0,rh);    p.Transform(m);    AddPath(p.GetPathData());}
开发者ID:252525fb,项目名称:rpcs3,代码行数:14,


示例21: GetRenderer

//-----------------------------------------------------------------------------------////-----------------------------------------------------------------------------------void Shader::SetConstantBuffer(){    if (m_vertexRegisterCount > 0)    {        GetRenderer()->GetContext()->UpdateSubresource( m_constantBufferToVS, 0, NULL, m_vertexConstantBuffer, 0, 0 );        GetRenderer()->GetContext()->VSSetConstantBuffers(0, 1, &m_constantBufferToVS);    }    if (m_pixelRegisterCount > 0)    {        GetRenderer()->GetContext()->UpdateSubresource( m_constantBufferToPS, 0, NULL, m_pixelConstantBuffer, 0, 0 );        GetRenderer()->GetContext()->PSSetConstantBuffers(0, 1, &m_constantBufferToPS);    }}
开发者ID:kou-yeung,项目名称:Effekseer,代码行数:17,


示例22: wcm

void WindowWin32::Initialize(){    HINSTANCE hInstance = Win32::GetAppInstance();    WinClassMaker wcm(hInstance, MY_WNDCLS_NAME, WndProc);    wcm.Register();    WinMaker wm(hInstance, MY_WNDCLS_NAME);    wm.SetSize(m_iWidth, m_iHeight);    m_hWnd = wm.Create(m_sTitle.c_str(), this);    // init renderer    if (GetRenderer().get())        GetRenderer()->Initialize(this);}
开发者ID:JianchengZh,项目名称:kasicass,代码行数:15,


示例23: SDL_CreateRGBSurface

//-----------------------------------------------------------------------------bool AdScreen::Init(void) {    s_pScreen = SDL_CreateRGBSurface(                    0, s_iWinWidth, s_iWinHeight,                    32, 0x00, 0x00, 0x00, 0x00                );    if(s_pScreen == NULL) {        fprintf(stderr, SDL_GetError());        return false;    }    s_pTexture = SDL_CreateTexture(                     GetRenderer(),                     SDL_PIXELFORMAT_RGBA8888,                     SDL_TEXTUREACCESS_STREAMING,                     s_pScreen->w,                     s_pScreen->h                 );    if(s_pTexture == NULL) {        fprintf(stderr, SDL_GetError());        return false;    }    return true;}
开发者ID:srmeier,项目名称:Avocado,代码行数:27,


示例24: while

/***  @brief*    Sets a color render target*/void SurfaceTextureBuffer::SetColorRenderTarget(uint8 nColorIndex, PLRenderer::TextureBuffer *pTextureBuffer){	// Check color index	if (nColorIndex < m_nMaxColorTargets) {		// Set color render target		while (!m_lstTextureBufferHandler[nColorIndex]) {			PLRenderer::ResourceHandler *pTextureBufferHandler = new PLRenderer::ResourceHandler();			m_lstTextureBufferHandler.Add(pTextureBufferHandler);		}		PLRenderer::ResourceHandler *pTextureBufferHandler = m_lstTextureBufferHandler[nColorIndex];		pTextureBufferHandler->SetResource(pTextureBuffer);		// Check FBO		if (m_pFrameBufferObject && pTextureBuffer) {			m_pFrameBufferObject->Bind();			m_pFrameBufferObject->SwitchTarget(*pTextureBuffer, nColorIndex);			// "GL_ARB_draw_buffers" & "GL_NV_fbo_color_attachments" extensions available?			const Extensions &cExtensions = static_cast<Renderer&>(GetRenderer()).GetContext().GetExtensions();			if (cExtensions.IsGL_ARB_draw_buffers() && cExtensions.IsGL_NV_fbo_color_attachments()) {				// Set draw buffers				static const GLenum db[16] = { GL_COLOR_ATTACHMENT0_NV, GL_COLOR_ATTACHMENT1_NV, GL_COLOR_ATTACHMENT2_NV, GL_COLOR_ATTACHMENT3_NV,											   GL_COLOR_ATTACHMENT4_NV, GL_COLOR_ATTACHMENT5_NV, GL_COLOR_ATTACHMENT6_NV, GL_COLOR_ATTACHMENT7_NV,											   GL_COLOR_ATTACHMENT8_NV, GL_COLOR_ATTACHMENT9_NV, GL_COLOR_ATTACHMENT10_NV, GL_COLOR_ATTACHMENT11_NV,											   GL_COLOR_ATTACHMENT12_NV, GL_COLOR_ATTACHMENT13_NV, GL_COLOR_ATTACHMENT14_NV, GL_COLOR_ATTACHMENT15_NV};				glDrawBuffersARB(m_nMaxColorTargets, db);			}		}	}}
开发者ID:ByeDream,项目名称:pixellight,代码行数:34,


示例25: Clear

/***  @brief*    Destructor*/VertexBuffer::~VertexBuffer(){	Clear();	// Update renderer statistics	static_cast<PLRenderer::RendererBackend&>(GetRenderer()).GetWritableStatistics().nVertexBufferNum--;}
开发者ID:ByeDream,项目名称:pixellight,代码行数:11,


示例26:

void *VertexBuffer::Lock(uint32 nFlag){	// Check whether there's a vertex buffer	if (!m_pData)		return nullptr; // Error!	// Check whether the vertex buffer is already locked	m_nLockCount++;	if (m_pLockedData)		return m_pLockedData; // Return the locked data	// Check if there's an vertex buffer or the data is already locked	if (m_pLockedData || !m_pData)		return nullptr; // Error!	// Read only?	m_bLockReadOnly = (nFlag == PLRenderer::Lock::ReadOnly);	// Lock the vertex buffer	static_cast<PLRenderer::RendererBackend&>(GetRenderer()).GetWritableStatistics().nVertexBufferLocks++;	m_nLockStartTime = System::GetInstance()->GetMicroseconds();	m_pLockedData = m_pData;	// Return the vertex buffer data	return m_pLockedData;}
开发者ID:ByeDream,项目名称:pixellight,代码行数:26,


示例27: ForceUnlock

bool VertexBuffer::Clear(){	if (!IsAllocated())		return false; // Error!	ForceUnlock();	if (m_pD3D11Buffer) {		m_pD3D11Buffer->Release();		m_pD3D11Buffer = nullptr;	}	m_bLockReadOnly = m_bUpdateVBO = false;	if (m_pData) {		delete [] m_pData;		m_pData = nullptr;	} else {		// Error!		return false;	}	// Update renderer statistics	static_cast<PLRenderer::RendererBackend&>(GetRenderer()).GetWritableStatistics().nVertexBufferMem -= m_nSize;	// Init	m_nElements = 0;	m_nSize     = 0;	m_nUsage    = PLRenderer::Usage::Unknown;	MemoryManager::Set(m_nOffset, -1, sizeof(int)*NumOfSemantics*MaxPipelineChannels);	// Done	return true;}
开发者ID:ByeDream,项目名称:pixellight,代码行数:30,



注:本文中的GetRenderer函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


C++ GetRepObject函数代码示例
C++ GetRemoteAddress函数代码示例
万事OK自学网:51自学网_软件自学网_CAD自学网自学excel、自学PS、自学CAD、自学C语言、自学css3实例,是一个通过网络自主学习工作技能的自学平台,网友喜欢的软件自学网站。