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C++ CShaderProgramPtr::GetUniformBinding方法代码示例

本文整理汇总了C++中CShaderProgramPtr::GetUniformBinding方法的典型用法代码示例。如果您正苦于以下问题:C++ CShaderProgramPtr::GetUniformBinding方法的具体用法?C++ CShaderProgramPtr::GetUniformBinding怎么用?C++ CShaderProgramPtr::GetUniformBinding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CShaderProgramPtr的用法示例。


在下文中一共展示了CShaderProgramPtr::GetUniformBinding方法的2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: BeginPass

int ShaderRenderModifier::BeginPass(int pass)
{
	m_Technique.BeginPass(pass);

	CShaderProgramPtr shader = m_Technique.GetShader(pass);

	if (GetShadowMap() && shader->HasTexture("shadowTex"))
	{
		shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
		shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());

		const float* offsets = GetShadowMap()->GetFilterOffsets();
		shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]);
		shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]);
	}

	if (GetLightEnv())
	{
		shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
		shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
		shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
	}

	if (shader->HasTexture("losTex"))
	{
		CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
		shader->BindTexture("losTex", los.GetTexture());
		// Don't bother sending the whole matrix, we just need two floats (scale and translation)
		shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
	}

	m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
	m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
	m_BindingObjectColor = shader->GetUniformBinding("objectColor");
	m_BindingPlayerColor = shader->GetUniformBinding("playerColor");

	return shader->GetStreamFlags();
}
开发者ID:,项目名称:,代码行数:38,代码来源:

示例2: BeginPass

void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
{
	shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());
	shader->Uniform("cameraPos", g_Renderer.GetViewCamera().GetOrientation().GetTranslation());

	if (GetShadowMap() && shader->GetTextureBinding("shadowTex").Active())
	{
		shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
		shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());
		int width = GetShadowMap()->GetWidth();
		int height = GetShadowMap()->GetHeight();
		shader->Uniform("shadowScale", width, height, 1.0f / width, 1.0f / height); 
	}

	if (GetLightEnv())
	{
		shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
		shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
		shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
		
		shader->Uniform("fogColor", GetLightEnv()->m_FogColor);
		shader->Uniform("fogParams", GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f);
	}

	if (shader->GetTextureBinding("losTex").Active())
	{
		CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
		shader->BindTexture("losTex", los.GetTextureSmooth());
		// Don't bother sending the whole matrix, we just need two floats (scale and translation)
		shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
	}

	m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
	m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
	m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
}
开发者ID:stonefruit,项目名称:0ad,代码行数:36,代码来源:RenderModifiers.cpp


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