本文整理汇总了C++中Evas_GL_API::glBindBuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ Evas_GL_API::glBindBuffer方法的具体用法?C++ Evas_GL_API::glBindBuffer怎么用?C++ Evas_GL_API::glBindBuffer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Evas_GL_API
的用法示例。
在下文中一共展示了Evas_GL_API::glBindBuffer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:
// draw callback is where all the main GL rendering happens
static void
_draw_gl(Evas_Object *obj)
{
Evas_GL_API *gl = elm_glview_gl_api_get(obj);
GLData *gld = evas_object_data_get(obj, "gld");
if (!gld) return;
int w, h;
elm_glview_size_get(obj, &w, &h);
gl->glViewport(0, 0, w, h);
gl->glClearColor(red, 0.8, 0.3, 1);
gl->glClear(GL_COLOR_BUFFER_BIT);
// Draw a Triangle
gl->glEnable(GL_BLEND);
gl->glUseProgram(gld->program);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
gl->glEnableVertexAttribArray(0);
gl->glDrawArrays(GL_TRIANGLES, 0, 3);
// Optional - Flush the GL pipeline
gl->glFinish();
red -= 0.1;
if (0.0 > red) red = 1.0;
}
示例2: memcpy
static void
draw_gear(GLData *gld, Gear *gear, GLfloat *m,
GLfloat x, GLfloat y, GLfloat angle, const GLfloat *color)
{
Evas_GL_API *gl = gld->glapi;
GLfloat tmp[16];
memcpy(tmp, m, sizeof tmp);
translate(tmp, x, y, 0);
rotate(tmp, 2 * M_PI * angle / 360.0, 0, 0, 1);
gl->glUniformMatrix4fv(gld->proj_location, 1, GL_FALSE, tmp);
gl->glUniform3fv(gld->light_location, 1, gld->light);
gl->glUniform4fv(gld->color_location, 1, color);
gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), NULL);
gl->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
6 * sizeof(GLfloat), (GLfloat *) 0 + 3);
gl->glEnableVertexAttribArray(0);
gl->glEnableVertexAttribArray(1);
gl->glDrawArrays(GL_TRIANGLE_STRIP, 0, gear->count);
}
示例3: calloc
//.........这里部分代码省略.........
static Gear *
make_gear(GLData *gld, GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat da;
GLfloat *v;
Gear *gear;
double s[5], c[5];
GLfloat normal[3];
const int tris_per_tooth = 20;
Evas_GL_API *gl = gld->glapi;
gear = (Gear*)malloc(sizeof(Gear));
if (gear == NULL)
return NULL;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0;
da = 2.0 * M_PI / teeth / 4.0;
gear->vertices = calloc(teeth * tris_per_tooth * 3 * 6,
sizeof *gear->vertices);
s[4] = 0;
c[4] = 1;
v = gear->vertices;
for (i = 0; i < teeth; i++)
{
s[0] = s[4];
c[0] = c[4];
s[1] = sin(i * 2.0 * M_PI / teeth + da);
c[1] = cos(i * 2.0 * M_PI / teeth + da);
s[2] = sin(i * 2.0 * M_PI / teeth + da * 2);
c[2] = cos(i * 2.0 * M_PI / teeth + da * 2);
s[3] = sin(i * 2.0 * M_PI / teeth + da * 3);
c[3] = cos(i * 2.0 * M_PI / teeth + da * 3);
s[4] = sin(i * 2.0 * M_PI / teeth + da * 4);
c[4] = cos(i * 2.0 * M_PI / teeth + da * 4);
normal[0] = 0.0;
normal[1] = 0.0;
normal[2] = 1.0;
v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
v = vert(v, r0 * c[4], r0 * s[4], width * 0.5, normal);
v = vert(v, r0 * c[0], r0 * s[0], width * 0.5, normal);
v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
normal[0] = 0.0;
normal[1] = 0.0;
normal[2] = -1.0;
v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
v = vert(v, r0 * c[4], r0 * s[4], -width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
v = vert(v, r0 * c[0], r0 * s[0], -width * 0.5, normal);
v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], width * 0.5, normal);
v = vert(v, r1 * c[0], r1 * s[0], -width * 0.5, normal);
v = vert(v, r2 * c[1], r2 * s[1], width * 0.5, normal);
v = vert(v, r2 * c[1], r2 * s[1], -width * 0.5, normal);
v = vert(v, r2 * c[2], r2 * s[2], width * 0.5, normal);
v = vert(v, r2 * c[2], r2 * s[2], -width * 0.5, normal);
v = vert(v, r1 * c[3], r1 * s[3], width * 0.5, normal);
v = vert(v, r1 * c[3], r1 * s[3], -width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
v = vert(v, r1 * c[4], r1 * s[4], -width * 0.5, normal);
}
gear->count = (v - gear->vertices) / 6;
gl->glGenBuffers(1, &gear->vbo);
gl->glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
gl->glBufferData(GL_ARRAY_BUFFER, gear->count * 6 * 4,
gear->vertices, GL_STATIC_DRAW);
return gear;
}