当前位置: 首页>>代码示例>>C++>>正文


C++ Context::CullFace方法代码示例

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


在下文中一共展示了Context::CullFace方法的15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: Render

	void Render(double time)
	{
		static const Mat4f reflection(
			Vec4f( 1.0, 0.0, 0.0, 0.0),
			Vec4f( 0.0,-1.0, 0.0, 0.0),
			Vec4f( 0.0, 0.0, 1.0, 0.0),
			Vec4f( 0.0, 0.0, 0.0, 1.0)
		);

		auto camera = CamMatrixf::Orbiting(
			Vec3f(),
			GLfloat(7.0 + SineWave(time / 12.0)*2.5),
			FullCircles(time / 10.0),
			Degrees(45.0 - SineWave(time / 7.0)*35.0)
		);

		shape_prog.Use();
		shape.Bind();

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_shape.FaceWinding());

		// render into the off-screen framebuffer
		fbo.Bind(Framebuffer::Target::Draw);
		gl.Viewport(
			(width - refl_tex_side) / 2,
			(height - refl_tex_side) / 2,
			refl_tex_side, refl_tex_side
		);
		gl.Clear().ColorBuffer().DepthBuffer();

		shape_camera_matrix.Set(
			camera *
			ModelMatrixf::Translation(0.0f, -1.0f, 0.0f) *
			reflection
		);

		gl.CullFace(Face::Front);
		shape_instr.Draw(shape_indices);

		gl.Bind(Framebuffer::Target::Draw, DefaultFramebuffer());
		gl.Viewport(width, height);
		gl.Clear().ColorBuffer().DepthBuffer();

		shape_camera_matrix.Set(camera);

		gl.CullFace(Face::Back);
		shape_instr.Draw(shape_indices);

		gl.Disable(Capability::CullFace);

		// Render the plane
		plane_prog.Use();
		plane.Bind();

		plane_camera_matrix.Set(camera);
		plane_camera_position.Set(camera.Position());

		plane_instr.Draw(plane_indices);
	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:60,代码来源:030_pool_tiles.cpp

示例2: Render

	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		camera_matrix.Set(
			CamMatrixf::Orbiting(
				Vec3f(),
				3.0f,
				Degrees(time * 50),
				Degrees(SineWave(time / 16.0) * 80)
			)
		);
		// the model matrix
		model_matrix.Set(
			ModelMatrixf::RotationY(Degrees(time * 25))
		);
		// draw 36 instances of the cube
		// first the back faces
		gl.CullFace(Face::Front);
		front_facing.Set(0);
		cube_instr.Draw(cube_indices, inst_count);
		// then the front faces
		gl.CullFace(Face::Back);
		front_facing.Set(1);
		cube_instr.Draw(cube_indices, inst_count);
	}
开发者ID:Extrunder,项目名称:oglplus,代码行数:26,代码来源:019_subsurf_scatter.cpp

示例3: Render

	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		// set the matrix for camera orbiting the origin
		camera_matrix.Set(
			CamMatrixf::Orbiting(
				Vec3f(),
				3.5,
				Degrees(time * 35),
				Degrees(SineWave(time / 20.0) * 60)
			)
		);
		// set the model matrix
		model_matrix.Set(
			ModelMatrixf::RotationY(FullCircles(time * 0.25)) *
			ModelMatrixf::RotationX(FullCircles(0.25))
		);

		gl.PolygonMode(PolygonMode::Line);
		gl.CullFace(Face::Front);
		torus_instr.Draw(torus_indices);
		//
		gl.PolygonMode(PolygonMode::Fill);
		gl.CullFace(Face::Back);
		torus_instr.Draw(torus_indices);
	}
开发者ID:detunized,项目名称:oglplus,代码行数:27,代码来源:016_cartoon_torus.cpp

示例4: Render

	void Render(double time)
	{
		gl.Clear().ColorBuffer().DepthBuffer();
		//
		// set the matrix for camera orbiting the origin
		camera_matrix.Set(
			CamMatrixf::Orbiting(
				Vec3f(),
				4.0 - SineWave(time / 6.0) * 2.0,
				FullCircles(time * 0.4),
				Degrees(SineWave(time / 30.0) * 90)
			)
		);

		// set the model matrix
		model_matrix.Set(
			ModelMatrixf::RotationZ(FullCircles(time * 0.1))
		);

		cube.Bind();
		gl.CullFace(Face::Front);
		cube_instr.Draw(cube_indices);
		gl.CullFace(Face::Back);
		cube_instr.Draw(cube_indices);
	}
开发者ID:xdray,项目名称:oglplus,代码行数:25,代码来源:019_honeycomb_cube.cpp

示例5: RenderGlassShadowMap

	void RenderGlassShadowMap(
		const Vec3f& light_position,
		const Vec3f& torus_center,
		const Mat4f& torus_matrix,
		const Mat4f& light_proj_matrix
	)
	{
		glass_shadow_fbo.Bind(Framebuffer::Target::Draw);

		gl.Viewport(shadow_tex_side, shadow_tex_side);
		const GLfloat clear_color[4] = {1.0f, 1.0f, 1.0f, 0.0f};
		gl.ClearColorBuffer(0, clear_color);

		transf_prog.camera_matrix.Set(light_proj_matrix);
		transf_prog.camera_position.Set(light_position);
		transf_prog.light_proj_matrix.Set(light_proj_matrix);
		transf_prog.light_position.Set(light_position);

		// Render the torus' frame
		transf_prog.model_matrix.Set(torus_matrix);

		// setup the view clipping plane
		Planef clip_plane = Planef::FromPointAndNormal(
			torus_center,
			Normalized(light_position-torus_center)
		);
		transf_prog.clip_plane.Set(clip_plane.Equation());

		light_pp.Bind();

		light_prog.color = Vec3f(0.6f, 0.4f, 0.1f);

		gl.Disable(Capability::DepthTest);
		gl.Enable(Functionality::ClipDistance, 0);
		gl.Enable(Capability::Blend);

		for(int c=0; c!=2; ++c)
		{
			transf_prog.clip_direction.Set((c == 0)?1:-1);

			for(int p=3; p>=0; --p)
			{
				if(p % 2 == 0) gl.CullFace(Face::Front);
				else gl.CullFace(Face::Back);
				torus.Draw(
					[&p](GLuint phase) -> bool
					{
						if(p == 0 || p == 3)
						{
							return (phase == 4);
						}
						else return (phase > 4);
					}
				);
			}
		}
		gl.Disable(Capability::Blend);
		gl.Disable(Functionality::ClipDistance, 0);
		gl.Enable(Capability::DepthTest);
	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:60,代码来源:033_metal_and_glass.cpp

示例6: grid

	LiquidExample(const ExampleParams& params)
	 : liquid_prog()
	 , grid(liquid_prog, params.quality)
	 , grid_repeat(int(1 + params.quality*2))
	{
		Texture::Active(1);
		{
			auto image = images::Squares(512, 512, 0.9f, 8, 8);
			auto bound_tex = gl.Bound(Texture::Target::CubeMap, env_map);
			for(int i=0; i!=6; ++i)
				Texture::ImageCM(i, image);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::ClampToEdge);
			bound_tex.WrapT(TextureWrap::ClampToEdge);
			bound_tex.WrapR(TextureWrap::ClampToEdge);
			bound_tex.SwizzleG(TextureSwizzle::Red);
			bound_tex.SwizzleB(TextureSwizzle::Red);
		}
		ProgramUniformSampler(liquid_prog, "EnvMap").Set(1);

		const Vec3f light_position(12.0, 1.0, 8.0);
		liquid_prog.light_position.Set(light_position);

		gl.ClearColor(0.7f, 0.65f, 0.55f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(FaceOrientation::CW);
		gl.CullFace(Face::Back);
	}
开发者ID:xubingyue,项目名称:oglplus,代码行数:33,代码来源:029_waves.cpp

示例7: gl

	CubeExample(void)
	 : gl()
	 , prog()
	 , field(
		images::FlipImageAxes<GLubyte, 1>(
			images::LoadTexture("suzanne_vol"),
			0, 2,-1
		),
		prog
	), shadowmaps(
		images::LoadTexture("oglcraft_ao"),
		prog
	)
	{
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(FaceOrientation::CCW);
		gl.CullFace(Face::Back);

		prog.Use();
		field.Use();
	}
开发者ID:Extrunder,项目名称:oglplus,代码行数:25,代码来源:028_monkeycraft.cpp

示例8: RenderFrameShadowMap

	void RenderFrameShadowMap(
		const Vec3f& light_position,
		const Mat4f& torus_matrix,
		const Mat4f& light_proj_matrix
	)
	{
		frame_shadow_fbo.Bind(Framebuffer::Target::Draw);

		gl.Viewport(shadow_tex_side, shadow_tex_side);
		gl.ClearDepthBuffer(1.0f);
		gl.CullFace(Face::Back);

		transf_prog.camera_matrix.Set(light_proj_matrix);
		transf_prog.camera_position.Set(light_position);

		// Render the torus' frame
		transf_prog.model_matrix.Set(torus_matrix);

		shadow_pp.Bind();

		gl.Enable(Capability::PolygonOffsetFill);
		torus.Draw(
			[](GLuint phase) -> bool
			{
				return (phase <= 3);
			}
		);
		gl.Disable(Capability::PolygonOffsetFill);
	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:29,代码来源:033_metal_and_glass.cpp

示例9: BlobExample

    BlobExample(const ExampleParams& params)
      : blob_prog()
      , metal_prog()
      , grid(blob_prog, params.quality)
      , plane(metal_prog) {
        std::srand(234);
        for(GLuint i = 0; i != 24; ++i) {
            GLuint j = 0, n = 3 + std::rand() % 3;
            std::vector<Vec4f> points(n);
            GLfloat ball_size = 0.15f * std::rand() / GLfloat(RAND_MAX) + 0.25f;

            while(j != n) {
                points[j] = Vec4f(
                  1.2f * std::rand() / GLfloat(RAND_MAX) - 0.6f,
                  1.2f * std::rand() / GLfloat(RAND_MAX) - 0.6f,
                  1.2f * std::rand() / GLfloat(RAND_MAX) - 0.6f,
                  ball_size);
                ++j;
            }
            ball_paths.push_back(CubicBezierLoop<Vec4f, double>(points));
        }
        //
        Texture::Active(1);
        blob_prog.metaballs.Set(1);
        gl.Bound(Texture::Target::_1D, metaballs_tex)
          .Filter(TextureFilter::Nearest)
          .Wrap(TextureWrap::ClampToEdge)
          .Image1D(
            0,
            PixelDataInternalFormat::RGBA32F,
            ball_paths.size(),
            0,
            PixelDataFormat::RGBA,
            PixelDataType::Float,
            nullptr);

        Texture::Active(2);
        metal_prog.metal_tex.Set(2);
        gl.Bound(Texture::Target::_2D, metal_tex)
          .MinFilter(TextureMinFilter::LinearMipmapLinear)
          .MagFilter(TextureMagFilter::Linear)
          .Wrap(TextureWrap::Repeat)
          .Image2D(images::BrushedMetalUByte(512, 512, 5120, -3, +3, 32, 128))
          .GenerateMipmap();

        const Vec3f light_position(12.0, 1.0, 8.0);
        blob_prog.light_position.Set(light_position);
        metal_prog.light_position.Set(light_position);

        gl.ClearColor(0.8f, 0.7f, 0.6f, 0.0f);
        gl.ClearDepth(1.0f);
        gl.Enable(Capability::DepthTest);

        gl.Enable(Capability::CullFace);
        gl.FrontFace(FaceOrientation::CW);
        gl.CullFace(Face::Back);
    }
开发者ID:matus-chochlik,项目名称:oglplus,代码行数:57,代码来源:031_blob.cpp

示例10: Render

	void Render(double time)
	{
		gl.ClearDepth(0.0f);
		gl.Clear().DepthBuffer();

		auto camera =
			CamMatrixf::Orbiting(
				objects.BoundingSphere().Center(),
				objects.BoundingSphere().Radius()*2.8,
				FullCircles(time / 19.0),
				Degrees(SineWave(time / 17.0) * 90)
			);



		depth_prog.Use();
		gl.DepthFunc(CompareFn::Greater);
		gl.CullFace(Face::Front);
		depth_prog.camera_matrix.Set(camera);
		depth_prog.model_matrix.Set(Mat4f());
		objects.Draw();

		Texture::CopyImage2D(
			Texture::Target::Rectangle,
			0,
			PixelDataInternalFormat::DepthComponent,
			0, 0,
			width,
			height,
			0
		);

		gl.ClearDepth(1.0f);
		gl.Clear().ColorBuffer().DepthBuffer();

		draw_prog.Use();
		gl.DepthFunc(CompareFn::Less);
		gl.CullFace(Face::Back);
		draw_prog.camera_matrix.Set(camera);
		draw_prog.model_matrix.Set(Mat4f());

		objects.Draw();
	}
开发者ID:BrainlessLabsInc,项目名称:oglplus,代码行数:43,代码来源:021_translucent_arrow.cpp

示例11: gl

	SubsurfExample(void)
	 : gl()
	 , shape("stanford_dragon", data_prog)
	 , screen(List("Position").Get(), shapes::Screen(), draw_prog)
	 , data_buffer(draw_prog, 0, 800, 600)
	{
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);
		gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		gl.ClearDepth(1.0f);
	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:11,代码来源:026_ssao.cpp

示例12: Use

	void Use(void)
	{
		gl.ClearDepth(1.0f);
		gl.ClearColor(0.9f, 0.4f, 0.4f, 1.0f);

		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);

		fbo.Bind(Framebuffer::Target::Draw);
		gl.Viewport(tex_side, tex_side);

		prog.Use();
		shape.Use();

		projection_matrix.Set(CamMatrixf::PerspectiveX(Degrees(48), 1.0, 1, 100));
	}
开发者ID:BrainlessLabsInc,项目名称:oglplus,代码行数:17,代码来源:025_rendered_texture_mt.cpp

示例13: Use

	void Use(void)
	{
		gl.ClearDepth(1.0f);
		gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f);

		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);

		dfb.Bind(Framebuffer::Target::Draw);
		gl.Viewport(width, height);

		prog.Use();
		cube.Use();

		SetProjection();
	}
开发者ID:Extrunder,项目名称:oglplus,代码行数:17,代码来源:026_nv_path_rendering.cpp

示例14: Render

void GIDeferredRenderer::Render()
{
    using namespace oglplus;
    static Context gl;
    static auto &camera = Camera::Active();
    static auto &scene = Scene::Active();
    static auto &info = Window().Info();

    if (!camera || !scene || !scene->IsLoaded() || VoxelizerRenderer::ShowVoxels)
    {
        return;
    }

    SetAsActive();
    // bind g buffer for writing
    geometryBuffer.Bind(FramebufferTarget::Draw);
    gl.ColorMask(true, true, true, true);
    gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    gl.Viewport(info.framebufferWidth, info.framebufferHeight);
    gl.Clear().ColorBuffer().DepthBuffer();
    // activate geometry pass shader program
    CurrentProgram<GeometryProgram>(GeometryPass());
    // rendering and GL flags
    gl.ClearDepth(1.0f);
    gl.Enable(Capability::DepthTest);
    gl.Disable(Capability::Blend);
    gl.Enable(Capability::CullFace);
    gl.FrontFace(FaceOrientation::CCW);
    gl.CullFace(Face::Back);
    camera->DoFrustumCulling(true);
    // draw whole scene tree from root node
    scene->rootNode->DrawList();
    // start light pass
    DefaultFramebuffer().Bind(FramebufferTarget::Draw);
    gl.ColorMask(true, true, true, true);
    gl.Viewport(info.framebufferWidth, info.framebufferHeight);
    gl.Clear().ColorBuffer().DepthBuffer();
    CurrentProgram<LightingProgram>(LightingPass());
    // pass light info and texture locations for final light pass
    SetLightPassUniforms();
    // draw the result onto a fullscreen quad
    fsQuad.DrawElements();
}
开发者ID:Alan-Baylis,项目名称:VCTRenderer,代码行数:43,代码来源:gi_deferred_renderer.cpp

示例15: grid

	LiquidExample(const ExampleParams& params)
	 : liquid_prog()
	 , grid(liquid_prog, params.quality)
	 , grid_repeat(1 + params.quality*2)
	{
		Texture::Active(0);
		{
			auto image = images::NewtonFractal(
				256, 256,
				Vec3f(0.1f, 0.1f, 0.1f),
				Vec3f(1.0f, 1.0f, 1.0f),
				Vec2f(-1.0f, -1.0f),
				Vec2f( 1.0f,  1.0f),
				images::NewtonFractal::X4Minus1(),
				images::NewtonFractal::DefaultMixer()
			);
			auto bound_tex = oglplus::Context::Bound(
				Texture::Target::CubeMap,
				env_map
			);
			for(int i=0; i!=6; ++i)
				Texture::ImageCM(i, image);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::ClampToEdge);
			bound_tex.WrapT(TextureWrap::ClampToEdge);
			bound_tex.WrapR(TextureWrap::ClampToEdge);
		}
		ProgramUniformSampler(liquid_prog, "EnvMap").Set(0);

		const Vec3f light_position(12.0, 1.0, 8.0);
		liquid_prog.light_position.Set(light_position);

		gl.ClearColor(0.7f, 0.65f, 0.55f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(FaceOrientation::CW);
		gl.CullFace(Face::Back);
	}
开发者ID:JanChou,项目名称:oglplus,代码行数:42,代码来源:028_ripples.cpp


注:本文中的Context::CullFace方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。