本文整理汇总了C++中Drawable::bindPos方法的典型用法代码示例。如果您正苦于以下问题:C++ Drawable::bindPos方法的具体用法?C++ Drawable::bindPos怎么用?C++ Drawable::bindPos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Drawable
的用法示例。
在下文中一共展示了Drawable::bindPos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: draw
//This function, as its name implies, uses the passed in GL widget
void ShaderProgram::draw(GLWidget277 &f, Drawable &d)
{
prog.bind();
//Send the Drawable's color to the shader
if(unifColor != -1){
prog.setUniformValue(unifColor, la::to_qvec(d.getColor()));
}
// Each of the following blocks checks that:
// * This shader has this attribute, and
// * This Drawable has a vertex buffer for this attribute.
// If so, it binds the appropriate buffers to each attribute.
if (attrPos != -1 && d.bindPos()) {
prog.enableAttributeArray(attrPos);
f.glVertexAttribPointer(attrPos, 4, GL_FLOAT, false, 0, NULL);
}
if (attrNor != -1 && d.bindNor()) {
prog.enableAttributeArray(attrNor);
f.glVertexAttribPointer(attrNor, 4, GL_FLOAT, false, 0, NULL);
}
// Bind the index buffer and then draw shapes from it.
// This invokes the shader program, which accesses the vertex buffers.
d.bindIdx();
f.glDrawElements(d.drawMode(), d.elemCount(), GL_UNSIGNED_INT, 0);
if (attrPos != -1) prog.disableAttributeArray(attrPos);
if (attrNor != -1) prog.disableAttributeArray(attrNor);
f.printGLErrorLog();
}
示例2: draw
// This function, as its name implies, uses the passed in GL widget
void ShaderProgram::draw(GLWidget277 &f, Drawable &d)
{
prog.bind();
// Each of the following blocks checks that:
// * This shader has this attribute, and
// * This Drawable has a vertex buffer for this attribute.
// If so, it binds the appropriate buffers to each attribute.
if (attrPos != -1 && d.bindPos()) {
prog.enableAttributeArray(attrPos);
f.glVertexAttribPointer(attrPos, 3, GL_FLOAT, false, 0, NULL);
}
if (attrNor != -1 && d.bindNor()) {
prog.enableAttributeArray(attrNor);
f.glVertexAttribPointer(attrNor, 3, GL_FLOAT, false, 0, NULL);
}
if (attrCol != -1 && d.bindCol()) {
prog.enableAttributeArray(attrCol);
f.glVertexAttribPointer(attrCol, 3, GL_FLOAT, false, 0, NULL);
}
//ADDED UV STUFF
if (attrUV != -1 && d.bindUV()) {
prog.enableAttributeArray(attrUV);
f.glVertexAttribPointer(attrUV, 4, GL_FLOAT, false, 0, NULL);
}
// Bind the index buffer and then draw shapes from it.
// This invokes the shader program, which accesses the vertex buffers.
d.bindIdx();
if(textSampler != nullptr)
{
textSampler->bind();
}
f.glDrawElements(d.drawMode(), d.elemCount(), GL_UNSIGNED_INT, 0);
if (attrPos != -1) prog.disableAttributeArray(attrPos);
if (attrNor != -1) prog.disableAttributeArray(attrNor);
if (attrCol!= -1) prog.disableAttributeArray(attrCol);
if (attrUV != -1) prog.disableAttributeArray(attrUV);
f.printGLErrorLog();
}