本文整理汇总了C++中Evas_GL_API::glUseProgram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::glUseProgram方法的具体用法?C++ Evas_GL_API::glUseProgram怎么用?C++ Evas_GL_API::glUseProgram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::glUseProgram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 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: printf
static void
gears_init(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
const char *p;
char msg[512];
gl->glEnable(GL_CULL_FACE);
gl->glEnable(GL_DEPTH_TEST);
p = vertex_shader;
gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER);
gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
gl->glCompileShader(gld->vtx_shader);
gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg);
printf("vertex shader info: %s\n", msg);
p = fragment_shader;
gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
gl->glCompileShader(gld->fgmt_shader);
gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg);
printf("fragment shader info: %s\n", msg);
gld->program = gl->glCreateProgram();
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
gl->glBindAttribLocation(gld->program, 0, "position");
gl->glBindAttribLocation(gld->program, 1, "normal");
gl->glLinkProgram(gld->program);
gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg);
printf("info: %s\n", msg);
gl->glUseProgram(gld->program);
gld->proj_location = gl->glGetUniformLocation(gld->program, "proj");
gld->light_location = gl->glGetUniformLocation(gld->program, "light");
gld->color_location = gl->glGetUniformLocation(gld->program, "color");
/* make the gears */
gld->gear1 = make_gear(gld, 1.0, 4.0, 1.0, 20, 0.7);
gld->gear2 = make_gear(gld, 0.5, 2.0, 2.0, 10, 0.7);
gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7);
}