本文整理汇总了C++中CCGLProgram::setUniformsForBuiltins方法的典型用法代码示例。如果您正苦于以下问题:C++ CCGLProgram::setUniformsForBuiltins方法的具体用法?C++ CCGLProgram::setUniformsForBuiltins怎么用?C++ CCGLProgram::setUniformsForBuiltins使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCGLProgram
的用法示例。
在下文中一共展示了CCGLProgram::setUniformsForBuiltins方法的3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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
static int tolua_CCGLProgram_CCGLProgram_setUniformsForBuiltins00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
tolua_Error tolua_err;
if (
!tolua_isusertype(tolua_S,1,"CCGLProgram",0,&tolua_err) ||
!tolua_isnoobj(tolua_S,2,&tolua_err)
)
goto tolua_lerror;
else
#endif
{
CCGLProgram* self = (CCGLProgram*) tolua_tousertype(tolua_S,1,0);
#ifndef TOLUA_RELEASE
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'setUniformsForBuiltins'", NULL);
#endif
{
self->setUniformsForBuiltins();
}
}
return 0;
#ifndef TOLUA_RELEASE
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'setUniformsForBuiltins'.",&tolua_err);
return 0;
#endif
}
示例2: draw
void XSpriteBatchNode::draw()
{
XFUNC_START();
CC_PROFILER_START("XSpriteBatchNode - draw");
if (m_pobTextureAtlas->getTotalQuads() == 0)
{
return;
}
do
{
ccGLEnable(m_eGLServerState);
if (m_pShaderKTX)
{
CCGLProgram* pProg = m_pShaderKTX->GetProgram();
if (pProg)
{
pProg->use();
pProg->setUniformsForBuiltins();
}
}
else
{
if (getShaderProgram())
{
getShaderProgram()->use();
getShaderProgram()->setUniformsForBuiltins();
}
}
if(m_pShaderOnce)
{
m_pShaderOnce->use();
m_pShaderOnce->setUniformsForBuiltins();
if(m_pShaderOnce->m_pShader)
m_pShaderOnce->m_pShader->RunBeforeDraw();
m_pShaderOnce = NULL;
}
//else if(m_pobTextureAtlas->getTexture())
//{
// static XShaderBloom stShaderBloom;
// stShaderBloom.UseShader();
// stShaderBloom.SetTexSize(SCRPIX_W, SCRPIX_H);
//}
} while (0);
arrayMakeObjectsPerformSelector(m_pChildren, updateTransform, CCSprite*);
ccGLBlendFunc(m_blendFunc.src, m_blendFunc.dst);
if (m_pTexKtxAlpha)
{
ccGLBindTexture2DN(1, m_pTexKtxAlpha->getName());
if (m_pShaderKTX)
{
m_pShaderKTX->RunBeforeDraw();
}
}
m_pobTextureAtlas->drawQuads();
CC_PROFILER_STOP("XSpriteBatchNode - draw");
XFUNC_END();
}
示例3: sizeof
void Cocos2dRenderManager::doRender(IVertexBuffer* _buffer, ITexture* _texture, size_t _count)
{
Cocos2dVertexBuffer* buffer = static_cast<Cocos2dVertexBuffer*>(_buffer);
unsigned int buffer_id = buffer->getBufferID();
unsigned int texture_id = 0;
Cocos2dTexture* texture = static_cast<Cocos2dTexture*>(_texture);
texture_id = texture->getGLTexture();
//MYGUI_PLATFORM_ASSERT(buffer_id, "Texture is not created");
//MYGUI_PLATFORM_ASSERT(texture_id, "Texture is not created");
if (!buffer_id) return;
if (!texture_id) return;
ccGLEnable(m_eGLServerState);
CCGLProgram* shaderProgram = NULL;
cocos2d::ccBlendFunc blendFunc;
shaderProgram = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor_MyGUI);
// 对于
if (texture->getCocos2dTexture()->hasPremultipliedAlpha())
{
blendFunc.src = CC_BLEND_SRC;
blendFunc.dst = CC_BLEND_DST;
}
else
{
blendFunc.src = GL_SRC_ALPHA;
blendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
}
shaderProgram->use();
shaderProgram->setUniformsForBuiltins();
ccGLBlendFunc(blendFunc.src, blendFunc.dst);
ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );
ccGLBindTexture2D(texture_id);
glBindBuffer(GL_ARRAY_BUFFER, buffer_id);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, x));
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, colour));
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, u));
glDrawArrays(GL_TRIANGLES, 0, _count);
vbo_count++;
vertex_count += _count;
glBindBuffer(GL_ARRAY_BUFFER, 0);
}