📄 charcoal.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef SHADERDEMO_H
#define SHADERDEMO_H
#include "WmlApplication.h"
#include "WmlVertexShader.h"
#include "WmlPixelShader.h"
#include "WmlDirectionalLight.h"
using namespace Wml;
class Charcoal : public Application
{
public:
Charcoal ();
virtual bool OnInitialize ();
virtual void OnTerminate ();
virtual void OnIdle ();
virtual void OnKeyDown (unsigned char ucKey, int iX, int iY);
protected:
Image* ContrastImage (int iWidth, int iHeight, double dNoiseDensity,
double dContrastExponent);
Image* RandomImage (int iWidth, int iHeight);
void AttachShader(Node* pkNode);
void UpdateConstants(Node* pkNode);
TriMesh* CreateSquare (float fSize, float fDepth);
bool Setup ();
NodePtr m_spkScene;
NodePtr m_spkTrnNode;
NodePtr m_spkModel;
TriMeshPtr m_spkTriMesh;
VertexShaderPtr m_spkVertShader;
PixelShaderPtr m_spkPixShader;
float m_fCycle;
double m_dContrastExponent;
DirectionalLight* m_pkLight;
float m_fStopTime;
bool m_bVertexShader;
bool m_bInitialized;
bool m_bRunning;
bool m_bDisplayLighting;
bool m_bDisplayPaper;
bool m_bSmudge;
};
#endif
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