本文整理汇总了C++中GLProgramUniform类的典型用法代码示例。如果您正苦于以下问题:C++ GLProgramUniform类的具体用法?C++ GLProgramUniform怎么用?C++ GLProgramUniform使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了GLProgramUniform类的11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: SPADES_MARK_FUNCTION
GLColorBuffer GLLensDustFilter::GaussianBlur(GLColorBuffer tex, bool vertical) {
SPADES_MARK_FUNCTION();
GLProgram *program = gauss1d;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = tex.GetWidth();
int h = tex.GetHeight();
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform("mainTexture");
static GLProgramUniform blur_unitShift("unitShift");
program->Use();
blur_positionAttribute(program);
blur_textureUniform(program);
blur_textureUniform.SetValue(0);
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, tex.GetTexture());
blur_unitShift(program);
blur_unitShift.SetValue(vertical ? 0.f : 1.f / w,
vertical ? 1.f / h : 0.f);
qr.SetCoordAttributeIndex(blur_positionAttribute());
dev->Enable(IGLDevice::Blend, false);
GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, false);
dev->Viewport(0, 0, buf2.GetWidth(), buf2.GetHeight());
dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
qr.Draw();
return buf2;
}
示例2: SPADES_MARK_FUNCTION
GLColorBuffer GLDepthOfFieldFilter::FinalMix(GLColorBuffer tex,
GLColorBuffer blur1,
GLColorBuffer blur2,
GLColorBuffer coc) {
SPADES_MARK_FUNCTION();
// do gaussian blur
GLProgram *program = finalMix;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
int w = tex.GetWidth();
int h = tex.GetHeight();
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform1("texture");
static GLProgramUniform blur_textureUniform2("blurTexture1");
static GLProgramUniform blur_textureUniform3("blurTexture2");
static GLProgramUniform blur_textureUniform4("cocTexture");
program->Use();
blur_positionAttribute(program);
blur_textureUniform1(program);
blur_textureUniform1.SetValue(3);
dev->ActiveTexture(3);
dev->BindTexture(IGLDevice::Texture2D, tex.GetTexture());
blur_textureUniform2(program);
blur_textureUniform2.SetValue(2);
dev->ActiveTexture(2);
dev->BindTexture(IGLDevice::Texture2D, blur1.GetTexture());
blur_textureUniform3(program);
blur_textureUniform3.SetValue(1);
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, blur2.GetTexture());
blur_textureUniform4(program);
blur_textureUniform4.SetValue(0);
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, coc.GetTexture());
qr.SetCoordAttributeIndex(blur_positionAttribute());
dev->Enable(IGLDevice::Blend, false);
// x-direction
GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(w, h, false);
dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
qr.Draw();
return buf2;
}
示例3: SPADES_MARK_FUNCTION
GLColorBuffer GLLensFilter::Filter(GLColorBuffer input) {
SPADES_MARK_FUNCTION();
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
static GLProgramAttribute lensPosition("positionAttribute");
static GLProgramUniform lensTexture("mainTexture");
static GLProgramUniform lensFov("fov");
dev->Enable(IGLDevice::Blend, false);
lensPosition(lens);
lensTexture(lens);
lensFov(lens);
lens->Use();
client::SceneDefinition def = renderer->GetSceneDef();
lensFov.SetValue(tanf(def.fovX * .5f),
tanf(def.fovY * .5f));
lensTexture.SetValue(0);
// composite to the final image
GLColorBuffer output = input.GetManager()->CreateBufferHandle();
qr.SetCoordAttributeIndex(lensPosition());
dev->BindTexture(IGLDevice::Texture2D, input.GetTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
dev->Viewport(0, 0, output.GetWidth(), output.GetHeight());
qr.Draw();
dev->BindTexture(IGLDevice::Texture2D, 0);
return output;
}
示例4: SPADES_MARK_FUNCTION
GLColorBuffer GLCameraBlurFilter::Filter(GLColorBuffer input, float radialBlur) {
SPADES_MARK_FUNCTION();
if(radialBlur > 0.f)
radialBlur = 1.f - radialBlur;
else
radialBlur = 1.f;
bool hasRadialBlur = radialBlur < .9999f;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
dev->Enable(IGLDevice::Blend, false);
static GLProgramAttribute programPosition("positionAttribute");
static GLProgramUniform programTexture("texture");
static GLProgramUniform programDepthTexture("depthTexture");
static GLProgramUniform programReverseMatrix("reverseMatrix");
static GLProgramUniform programShutterTimeScale("shutterTimeScale");
programPosition(program);
programTexture(program);
programDepthTexture(program);
programReverseMatrix(program);
programShutterTimeScale(program);
const client::SceneDefinition& def = renderer->GetSceneDef();
Matrix4 newMatrix = Matrix4::Identity();
newMatrix.m[0] = def.viewAxis[0].x;
newMatrix.m[1] = def.viewAxis[1].x;
newMatrix.m[2] = def.viewAxis[2].x;
newMatrix.m[4] = def.viewAxis[0].y;
newMatrix.m[5] = def.viewAxis[1].y;
newMatrix.m[6] = def.viewAxis[2].y;
newMatrix.m[8] = def.viewAxis[0].z;
newMatrix.m[9] = def.viewAxis[1].z;
newMatrix.m[10] = def.viewAxis[2].z;
// othrogonal matrix can be reversed fast
Matrix4 inverseNewMatrix = newMatrix.Transposed();
Matrix4 diffMatrix = prevMatrix * inverseNewMatrix;
prevMatrix = newMatrix;
Matrix4 reverseMatrix = ReverseMatrix(diffMatrix);
if(diffMatrix.m[0] < .3f ||
diffMatrix.m[5] < .3f ||
diffMatrix.m[10] < .3f){
// too much change
if(hasRadialBlur) {
diffMatrix = Matrix4::Identity();
}else{
// skip blur
return input;
}
}
float movePixels = MyACos(diffMatrix.m[0]);
float shutterTimeScale = .3f;
movePixels = std::max(movePixels, MyACos(diffMatrix.m[5]));
movePixels = std::max(movePixels, MyACos(diffMatrix.m[10]));
movePixels = tanf(movePixels) / tanf(def.fovX * .5f);
movePixels *= (float)dev->ScreenWidth() * .5f;
movePixels *= shutterTimeScale;
movePixels = std::max(movePixels,
(1.f - radialBlur) * dev->ScreenWidth() * 0.5f);
if(movePixels < 1.f){
// too less change, skip camera blur
return input;
}
int levels = (int)ceilf(logf(movePixels) / logf(5.f));
if(levels <= 0)
levels = 1;
if(hasRadialBlur)
radialBlur *= radialBlur;
reverseMatrix = Matrix4::Scale(radialBlur, radialBlur, 1.f)
* reverseMatrix;
program->Use();
programTexture.SetValue(0);
programDepthTexture.SetValue(1);
programReverseMatrix.SetValue(reverseMatrix);
// composite to the final image
GLColorBuffer buf = input;
qr.SetCoordAttributeIndex(programPosition());
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture());
dev->ActiveTexture(0);
for(int i = 0; i < levels; i++){
GLProfiler measure(dev, "Apply [%d / %d]", i+1,levels);
//.........这里部分代码省略.........
示例5: SPADES_MARK_FUNCTION
GLColorBuffer GLBloomFilter::Filter(GLColorBuffer input) {
SPADES_MARK_FUNCTION();
std::vector<Level> levels;
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
static GLProgramAttribute thruPosition("positionAttribute");
static GLProgramUniform thruColor("colorUniform");
static GLProgramUniform thruTexture("texture");
static GLProgramUniform thruTexCoordRange("texCoordRange");
thruPosition(thru);
thruColor(thru);
thruTexture(thru);
thruTexCoordRange(thru);
GLProgram *gammaMix = renderer->RegisterProgram("Shaders/PostFilters/GammaMix.program");
static GLProgramAttribute gammaMixPosition("positionAttribute");
static GLProgramUniform gammaMixTexture1("texture1");
static GLProgramUniform gammaMixTexture2("texture2");
static GLProgramUniform gammaMixMix1("mix1");
static GLProgramUniform gammaMixMix2("mix2");
gammaMixPosition(gammaMix);
gammaMixTexture1(gammaMix);
gammaMixTexture2(gammaMix);
gammaMixMix1(gammaMix);
gammaMixMix2(gammaMix);
thru->Use();
thruColor.SetValue(1.f, 1.f, 1.f, 1.f);
thruTexture.SetValue(0);
dev->Enable(IGLDevice::Blend, false);
// create downsample levels
for(int i = 0; i < 6; i++){
GLColorBuffer prevLevel;
if(i == 0){
prevLevel = input;
}else{
prevLevel = levels.back().buffer;
}
int prevW = prevLevel.GetWidth();
int prevH = prevLevel.GetHeight();
int newW = (prevW + 1) / 2;
int newH = (prevH + 1) / 2;
GLColorBuffer newLevel = input.GetManager()->CreateBufferHandle(newW, newH);
thru->Use();
qr.SetCoordAttributeIndex(thruPosition());
dev->BindTexture(IGLDevice::Texture2D, prevLevel.GetTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, newLevel.GetFramebuffer());
dev->Viewport(0, 0, newLevel.GetWidth(), newLevel.GetHeight());
thruTexCoordRange.SetValue(0.f, 0.f,
(float)newLevel.GetWidth() * 2.f / (float)prevW,
(float)newLevel.GetHeight() * 2.f / (float)prevH);
qr.Draw();
dev->BindTexture(IGLDevice::Texture2D, 0);
Level lv;
lv.w = newW; lv.h = newH;
lv.buffer = newLevel;
levels.push_back(lv);
}
dev->Enable(IGLDevice::Blend, true);
dev->BlendFunc(IGLDevice::SrcAlpha,
IGLDevice::OneMinusSrcAlpha);
// composite levels in the opposite direction
thruTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f);
for(int i = (int)levels.size() - 1; i >= 1; i--){
int cnt = (int)levels.size() - i;
float alpha = (float)cnt / (float)(cnt + 1);
alpha = sqrtf(alpha);
GLColorBuffer curLevel = levels[i].buffer;
GLColorBuffer targLevel = levels[i - 1].buffer;
thru->Use();
qr.SetCoordAttributeIndex(thruPosition());
dev->BindTexture(IGLDevice::Texture2D, curLevel.GetTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, targLevel.GetFramebuffer());
dev->Viewport(0, 0, targLevel.GetWidth(), targLevel.GetHeight());
thruColor.SetValue(1.f, 1.f, 1.f, alpha);
qr.Draw();
dev->BindTexture(IGLDevice::Texture2D, 0);
}
// composite to the final image
GLColorBuffer output = input.GetManager()->CreateBufferHandle();
GLColorBuffer topLevel = levels[0].buffer;
gammaMix->Use();
qr.SetCoordAttributeIndex(gammaMixPosition());
dev->ActiveTexture(0);
//.........这里部分代码省略.........
示例6: SPADES_MARK_FUNCTION
void GLVoxelModel::RenderSunlightPass(std::vector<client::ModelRenderParam> params) {
SPADES_MARK_FUNCTION();
device->ActiveTexture(0);
aoImage->Bind(IGLDevice::Texture2D);
device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter,
IGLDevice::Linear);
device->Enable(IGLDevice::CullFace, true);
device->Enable(IGLDevice::DepthTest, true);
program->Use();
static GLShadowShader shadowShader;
shadowShader(renderer, program, 1);
static GLProgramUniform fogDistance("fogDistance");
fogDistance(program);
fogDistance.SetValue(renderer->GetFogDistance());
static GLProgramUniform fogColor("fogColor");
fogColor(program);
Vector3 fogCol = renderer->GetFogColorForSolidPass();
fogCol *= fogCol;
fogColor.SetValue(fogCol.x, fogCol.y, fogCol.z);
static GLProgramUniform aoUniform("ambientOcclusionTexture");
aoUniform(program);
aoUniform.SetValue(0);
static GLProgramUniform modelOrigin("modelOrigin");
modelOrigin(program);
modelOrigin.SetValue(origin.x, origin.y, origin.z);
static GLProgramUniform sunLightDirection("sunLightDirection");
sunLightDirection(program);
Vector3 sunPos = MakeVector3(0, -1, -1);
sunPos = sunPos.Normalize();
sunLightDirection.SetValue(sunPos.x, sunPos.y, sunPos.z);
static GLProgramUniform viewOriginVector("viewOriginVector");
viewOriginVector(program);
const auto &viewOrigin = renderer->GetSceneDef().viewOrigin;
viewOriginVector.SetValue(viewOrigin.x, viewOrigin.y, viewOrigin.z);
// setup attributes
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramAttribute textureCoordAttribute("textureCoordAttribute");
static GLProgramAttribute colorAttribute("colorAttribute");
static GLProgramAttribute normalAttribute("normalAttribute");
positionAttribute(program);
textureCoordAttribute(program);
colorAttribute(program);
normalAttribute(program);
device->BindBuffer(IGLDevice::ArrayBuffer, buffer);
device->VertexAttribPointer(positionAttribute(), 4, IGLDevice::UnsignedByte, false,
sizeof(Vertex), (void *)0);
device->VertexAttribPointer(textureCoordAttribute(), 2, IGLDevice::UnsignedShort, false,
sizeof(Vertex), (void *)4);
device->VertexAttribPointer(colorAttribute(), 4, IGLDevice::UnsignedByte, true,
sizeof(Vertex), (void *)8);
device->VertexAttribPointer(normalAttribute(), 3, IGLDevice::Byte, false,
sizeof(Vertex), (void *)12);
device->BindBuffer(IGLDevice::ArrayBuffer, 0);
device->EnableVertexAttribArray(positionAttribute(), true);
device->EnableVertexAttribArray(textureCoordAttribute(), true);
device->EnableVertexAttribArray(colorAttribute(), true);
device->EnableVertexAttribArray(normalAttribute(), true);
device->BindBuffer(IGLDevice::ElementArrayBuffer, idxBuffer);
for (size_t i = 0; i < params.size(); i++) {
const client::ModelRenderParam ¶m = params[i];
// frustrum cull
float rad = radius;
rad *= param.matrix.GetAxis(0).GetLength();
if (!renderer->SphereFrustrumCull(param.matrix.GetOrigin(), rad)) {
continue;
}
static GLProgramUniform customColor("customColor");
customColor(program);
customColor.SetValue(param.customColor.x, param.customColor.y, param.customColor.z);
Matrix4 modelMatrix = param.matrix;
static GLProgramUniform projectionViewModelMatrix("projectionViewModelMatrix");
projectionViewModelMatrix(program);
projectionViewModelMatrix.SetValue(renderer->GetProjectionViewMatrix() *
modelMatrix);
static GLProgramUniform viewModelMatrix("viewModelMatrix");
viewModelMatrix(program);
viewModelMatrix.SetValue(renderer->GetViewMatrix() * modelMatrix);
static GLProgramUniform modelMatrixU("modelMatrix");
modelMatrixU(program);
//.........这里部分代码省略.........
示例7: SPADES_MARK_FUNCTION
GLColorBuffer GLColorCorrectionFilter::Filter(GLColorBuffer input, Vector3 tintVal) {
SPADES_MARK_FUNCTION();
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
static GLProgramAttribute lensPosition("positionAttribute");
static GLProgramUniform lensTexture("mainTexture");
static GLProgramUniform saturation("saturation");
static GLProgramUniform enhancement("enhancement");
static GLProgramUniform tint("tint");
saturation(lens);
enhancement(lens);
tint(lens);
dev->Enable(IGLDevice::Blend, false);
lensPosition(lens);
lensTexture(lens);
lens->Use();
tint.SetValue(tintVal.x, tintVal.y, tintVal.z);
const client::SceneDefinition &def = renderer->GetSceneDef();
if (settings.r_hdr) {
// when HDR is enabled ACES tone mapping is applied first, so
// lower enhancement value is required
if (settings.r_bloom) {
saturation.SetValue(0.8f * def.saturation * settings.r_saturation);
enhancement.SetValue(0.1f);
} else {
saturation.SetValue(0.9f * def.saturation * settings.r_saturation);
enhancement.SetValue(0.0f);
}
} else {
if (settings.r_bloom) {
// make image sharper
saturation.SetValue(.85f * def.saturation * settings.r_saturation);
enhancement.SetValue(0.7f);
} else {
saturation.SetValue(1.f * def.saturation * settings.r_saturation);
enhancement.SetValue(0.3f);
}
}
lensTexture.SetValue(0);
// composite to the final image
GLColorBuffer output = input.GetManager()->CreateBufferHandle();
qr.SetCoordAttributeIndex(lensPosition());
dev->BindTexture(IGLDevice::Texture2D, input.GetTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
dev->Viewport(0, 0, output.GetWidth(), output.GetHeight());
qr.Draw();
dev->BindTexture(IGLDevice::Texture2D, 0);
return output;
}
示例8: SPADES_MARK_FUNCTION
GLColorBuffer GLFogFilter::Filter(GLColorBuffer input) {
SPADES_MARK_FUNCTION();
IGLDevice *dev = renderer->GetGLDevice();
GLQuadRenderer qr(dev);
GLProgram *lens = renderer->RegisterProgram("Shaders/PostFilters/Fog.program");
static GLProgramAttribute lensPosition("positionAttribute");
static GLProgramUniform lensShadowMapTexture("shadowMapTexture");
static GLProgramUniform lensCoarseShadowMapTexture("coarseShadowMapTexture");
static GLProgramUniform lensColorTexture("colorTexture");
static GLProgramUniform lensDepthTexture("depthTexture");
static GLProgramUniform lensFov("fov");
static GLProgramUniform lensViewOrigin("viewOrigin");
static GLProgramUniform lensViewAxisUp("viewAxisUp");
static GLProgramUniform lensViewAxisSide("viewAxisSide");
static GLProgramUniform lensViewAxisFront("viewAxisFront");
static GLProgramUniform zNearFar("zNearFar");;
static GLProgramUniform fogColor("fogColor");
static GLProgramUniform fogDistance("fogDistance");
dev->Enable(IGLDevice::Blend, false);
lensPosition(lens);
lensShadowMapTexture(lens);
lensCoarseShadowMapTexture(lens);
lensColorTexture(lens);
lensDepthTexture(lens);
lensFov(lens);
lensViewOrigin(lens);
lensViewAxisUp(lens);
lensViewAxisSide(lens);
lensViewAxisFront(lens);
zNearFar(lens);
fogColor(lens);
fogDistance(lens);
lens->Use();
client::SceneDefinition def = renderer->GetSceneDef();
lensFov.SetValue(tanf(def.fovX * .5f),
tanf(def.fovY * .5f));
lensViewOrigin.SetValue(def.viewOrigin.x,
def.viewOrigin.y,
def.viewOrigin.z);
lensViewAxisUp.SetValue(def.viewAxis[1].x,
def.viewAxis[1].y,
def.viewAxis[1].z);
lensViewAxisSide.SetValue(def.viewAxis[0].x,
def.viewAxis[0].y,
def.viewAxis[0].z);
lensViewAxisFront.SetValue(def.viewAxis[2].x,
def.viewAxis[2].y,
def.viewAxis[2].z);
zNearFar.SetValue(def.zNear, def.zFar);
Vector3 fogCol = renderer->GetFogColor();
fogCol *= fogCol; // linearize
fogColor.SetValue(fogCol.x, fogCol.y, fogCol.z);
fogDistance.SetValue(128.f);
lensColorTexture.SetValue(0);
lensDepthTexture.SetValue(1);
lensShadowMapTexture.SetValue(2);
lensCoarseShadowMapTexture.SetValue(3);
// composite to the final image
GLColorBuffer output = input.GetManager()->CreateBufferHandle();
dev->Enable(IGLDevice::Blend, false);
qr.SetCoordAttributeIndex(lensPosition());
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, input.GetTexture());
dev->ActiveTexture(1);
dev->BindTexture(IGLDevice::Texture2D, input.GetManager()->GetDepthTexture());
dev->ActiveTexture(2);
dev->BindTexture(IGLDevice::Texture2D, renderer->GetMapShadowRenderer()->GetTexture());
dev->ActiveTexture(3);
dev->BindTexture(IGLDevice::Texture2D, renderer->GetMapShadowRenderer()->GetCoarseTexture());
dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
dev->Viewport(0, 0, output.GetWidth(), output.GetHeight());
qr.Draw();
dev->ActiveTexture(0);
dev->BindTexture(IGLDevice::Texture2D, 0);
return output;
}
示例9: SPADES_MARK_FUNCTION
void GLMapRenderer::RenderSunlightPass() {
SPADES_MARK_FUNCTION();
GLProfiler profiler(device, "Map");
Vector3 eye = renderer->GetSceneDef().viewOrigin;
// draw back face to avoid cheating.
// without this, players can see through blocks by
// covering themselves by ones.
RenderBackface();
device->ActiveTexture(0);
aoImage->Bind(IGLDevice::Texture2D);
device->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureMinFilter,
IGLDevice::Linear);
device->ActiveTexture(1);
detailImage->Bind(IGLDevice::Texture2D);
device->Enable(IGLDevice::CullFace, true);
device->Enable(IGLDevice::DepthTest, true);
basicProgram->Use();
static GLShadowShader shadowShader;
shadowShader(renderer, basicProgram, 2);
static GLProgramUniform fogDistance("fogDistance");
fogDistance(basicProgram);
fogDistance.SetValue(renderer->GetFogDistance());
static GLProgramUniform viewSpaceLight("viewSpaceLight");
viewSpaceLight(basicProgram);
Vector3 vspLight = (renderer->GetViewMatrix() * MakeVector4(0, -1, -1, 0)).GetXYZ();
viewSpaceLight.SetValue(vspLight.x, vspLight.y, vspLight.z);
static GLProgramUniform fogColor("fogColor");
fogColor(basicProgram);
Vector3 fogCol = renderer->GetFogColorForSolidPass();
fogCol *= fogCol; // linearize
fogColor.SetValue(fogCol.x, fogCol.y, fogCol.z);
static GLProgramUniform aoUniform("ambientOcclusionTexture");
aoUniform(basicProgram);
aoUniform.SetValue(0);
static GLProgramUniform detailTextureUnif("detailTexture");
detailTextureUnif(basicProgram);
detailTextureUnif.SetValue(1);
device->BindBuffer(IGLDevice::ArrayBuffer, 0);
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramAttribute ambientOcclusionCoordAttribute("ambientOcclusionCoordAttribute");
static GLProgramAttribute colorAttribute("colorAttribute");
static GLProgramAttribute normalAttribute("normalAttribute");
static GLProgramAttribute fixedPositionAttribute("fixedPositionAttribute");
positionAttribute(basicProgram);
ambientOcclusionCoordAttribute(basicProgram);
colorAttribute(basicProgram);
normalAttribute(basicProgram);
fixedPositionAttribute(basicProgram);
device->EnableVertexAttribArray(positionAttribute(), true);
if(ambientOcclusionCoordAttribute() != -1)
device->EnableVertexAttribArray(ambientOcclusionCoordAttribute(), true);
device->EnableVertexAttribArray(colorAttribute(), true);
if(normalAttribute() != -1)
device->EnableVertexAttribArray(normalAttribute(), true);
device->EnableVertexAttribArray(fixedPositionAttribute(), true);
static GLProgramUniform projectionViewMatrix("projectionViewMatrix");
projectionViewMatrix(basicProgram);
projectionViewMatrix.SetValue(renderer->GetProjectionViewMatrix());
static GLProgramUniform viewMatrix("viewMatrix");
viewMatrix(basicProgram);
viewMatrix.SetValue(renderer->GetViewMatrix());
RealizeChunks(eye);
// draw from nearest to farthest
int cx = (int)floorf(eye.x) / GLMapChunk::Size;
int cy = (int)floorf(eye.y) / GLMapChunk::Size;
int cz = (int)floorf(eye.z) / GLMapChunk::Size;
DrawColumnSunlight(cx, cy, cz, eye);
for(int dist = 1; dist <= 128 / GLMapChunk::Size; dist++) {
for(int x = cx - dist; x <= cx + dist; x++){
DrawColumnSunlight(x, cy + dist, cz, eye);
DrawColumnSunlight(x, cy - dist, cz, eye);
}
for(int y = cy - dist + 1; y <= cy + dist - 1; y++){
DrawColumnSunlight(cx + dist, y, cz, eye);
DrawColumnSunlight(cx - dist, y, cz, eye);
}
}
//.........这里部分代码省略.........
示例10: SPADES_MARK_FUNCTION
//.........这里部分代码省略.........
v.sx = 1;
v.sy = 1;
vertices.push_back(v);
indices.push_back(idx);
indices.push_back(idx + 1);
indices.push_back(idx + 2);
indices.push_back(idx + 1);
indices.push_back(idx + 3);
indices.push_back(idx + 2);
}
Flush();
}
// finalize
device->ActiveTexture(1);
device->BindTexture(IGLDevice::Texture2D, 0);
device->ActiveTexture(0);
device->BindTexture(IGLDevice::Texture2D, 0);
device->EnableVertexAttribArray(positionAttribute(), false);
device->EnableVertexAttribArray(spritePosAttribute(), false);
device->EnableVertexAttribArray(colorAttribute(), false);
// composite downsampled sprite
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha);
if (numLowResSprites > 0) {
GLProfiler::Context measure(renderer->GetGLProfiler(), "Finalize");
GLQuadRenderer qr(device);
// do gaussian blur
GLProgram *program =
renderer->RegisterProgram("Shaders/PostFilters/Gauss1D.program");
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform("mainTexture");
static GLProgramUniform blur_unitShift("unitShift");
program->Use();
blur_positionAttribute(program);
blur_textureUniform(program);
blur_unitShift(program);
blur_textureUniform.SetValue(0);
device->ActiveTexture(0);
qr.SetCoordAttributeIndex(blur_positionAttribute());
device->Enable(IGLDevice::Blend, false);
// x-direction
GLColorBuffer buf2 =
renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true);
device->BindTexture(IGLDevice::Texture2D, buf.GetTexture());
device->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
blur_unitShift.SetValue(1.f / lW, 0.f);
qr.Draw();
buf.Release();
// x-direction
GLColorBuffer buf3 =
renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true);
device->BindTexture(IGLDevice::Texture2D, buf2.GetTexture());
device->BindFramebuffer(IGLDevice::Framebuffer, buf3.GetFramebuffer());
blur_unitShift.SetValue(0.f, 1.f / lH);
qr.Draw();
buf2.Release();
buf = buf3;
device->Enable(IGLDevice::Blend, true);
// composite
program = renderer->RegisterProgram("Shaders/PostFilters/PassThrough.program");
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramUniform colorUniform("colorUniform");
static GLProgramUniform textureUniform("mainTexture");
static GLProgramUniform texCoordRange("texCoordRange");
positionAttribute(program);
textureUniform(program);
texCoordRange(program);
colorUniform(program);
program->Use();
textureUniform.SetValue(0);
texCoordRange.SetValue(0.f, 0.f, 1.f, 1.f);
colorUniform.SetValue(1.f, 1.f, 1.f, 1.f);
qr.SetCoordAttributeIndex(positionAttribute());
device->BindFramebuffer(IGLDevice::Framebuffer, lastFb);
device->BindTexture(IGLDevice::Texture2D, buf.GetTexture());
device->Viewport(0, 0, sW, sH);
qr.Draw();
device->BindTexture(IGLDevice::Texture2D, 0);
} else {
device->Viewport(0, 0, sW, sH);
device->BindFramebuffer(IGLDevice::Framebuffer, lastFb);
}
buf.Release();
}
示例11: profiler
void GLMapRenderer::RenderBackface() {
GLProfiler profiler(device, "Back-face");
IntVector3 eye = renderer->GetSceneDef().viewOrigin.Floor();
std::vector<BFVertex> vertices;
std::vector<uint16_t> indices;
client::GameMap *m = gameMap;
int x, y, z;
const int range = 1;
for(x = eye.x - range; x <= eye.x + range; x++) {
for(y = eye.y - range; y <= eye.y + range; y++) {
for(z = eye.z - range; z <= eye.z + range; z++) {
if(z >= 63) continue;
if(z < 0) continue;
if(!m->IsSolidWrapped(x, y, z))
continue;
SPAssert(m->IsSolidWrapped(x, y, z));
if(m->IsSolidWrapped(x-1, y, z)) {
EmitBackFace(x, y, z,
0, 1, 0,
0, 0, 1,
vertices, indices);
}
if(m->IsSolidWrapped(x+1, y, z)) {
EmitBackFace(x+1, y, z,
0, 1, 0,
0, 0, 1,
vertices, indices);
}
if(m->IsSolidWrapped(x, y-1, z)) {
EmitBackFace(x, y, z,
1, 0, 0,
0, 0, 1,
vertices, indices);
}
if(m->IsSolidWrapped(x, y+1, z)) {
EmitBackFace(x, y+1, z,
1, 0, 0,
0, 0, 1,
vertices, indices);
}
if(m->IsSolidWrapped(x, y, z-1)) {
EmitBackFace(x, y, z,
1, 0, 0,
0, 1, 0,
vertices, indices);
}
if(m->IsSolidWrapped(x, y, z+1)) {
EmitBackFace(x, y, z+1,
1, 0, 0,
0, 1, 0,
vertices, indices);
}
}
}
}
if(vertices.empty())
return;
device->Enable(IGLDevice::CullFace, false);
backfaceProgram->Use();
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramUniform projectionViewMatrix("projectionViewMatrix");
positionAttribute(backfaceProgram);
projectionViewMatrix(backfaceProgram);
projectionViewMatrix.SetValue(renderer->GetProjectionViewMatrix());
device->BindBuffer(IGLDevice::ArrayBuffer, 0);
device->VertexAttribPointer(positionAttribute(),
3, IGLDevice::Short,
false, sizeof(BFVertex),
vertices.data());
device->EnableVertexAttribArray(positionAttribute(), true);
device->BindBuffer(IGLDevice::ElementArrayBuffer, 0);
device->DrawElements(IGLDevice::Triangles, indices.size(),
IGLDevice::UnsignedShort, indices.data());
device->EnableVertexAttribArray(positionAttribute(), false);
device->Enable(IGLDevice::CullFace, true);
}