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C++ GLSLShader::load方法代码示例

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


在下文中一共展示了GLSLShader::load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: initOpenGLContext

////////////////////////////////////////////////////////////////////////////////////////////////////
//! Program main
//! @param argc number of command line arguments
//! @param argv handle to the array containing the command line arguments
////////////////////////////////////////////////////////////////////////////////////////////////////
int
main( int argc, char** argv) {

    int running = GL_TRUE;

    initOpenGLContext(argc, argv);

    // set OpenGL states
    setOpenGLStates();

    // load ressources
    blinnPhongShader.load("shaders/BlinnPhong");

    m_MVHandle = glGetUniformLocation(blinnPhongShader.getProgramObject(), "uMVMatrix");
    m_MVPHandle = glGetUniformLocation(blinnPhongShader.getProgramObject(), "uMVPMatrix");
    m_NormalMatrixHandle = glGetUniformLocation(blinnPhongShader.getProgramObject(), "uNormalMatrix");

    m_lightPosition = glGetUniformLocation(blinnPhongShader.getProgramObject(), "uLightPosition");
    m_lightAmbient = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_light.ambient");
    m_lightDiffuse = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_light.diffuse");
    m_lightSpecular = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_light.specular");

    m_MaterialAmbient = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_material.ambient");
    m_MaterialDiffuse = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_material.diffuse");
    m_MaterialSpecular = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_material.specular");
    m_MaterialShininess = glGetUniformLocation(blinnPhongShader.getProgramObject(), "my_material.shininess");

    // TODO LOAD MESH
    mesh.loadOff("meshes/camel_head.off", blinnPhongShader.getProgramObject());

    // register glut callbacks
    //glutDisplayFunc( display);
    //glutKeyboardFunc( keyboard);
    //glutMouseFunc(mousePressed);
    //glutMotionFunc(mouseMoved);
    //glutReshapeFunc(reshape);

    glfwSetWindowSizeCallback(reshape);
    glfwSetMousePosCallback(mouseMoved);

    // let's rock ...
    //glutMainLoop();
    while (running) {
        display();
        glfwSwapBuffers();
        running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
    }

    glfwTerminate();
    return 0;
}
开发者ID:DerRM,项目名称:CG1,代码行数:56,代码来源:cg1_ex3.cpp

示例2: display

// display callback
// XXX: NEEDS TO BE IMPLEMENTED
void World::display() {

	glClearColor(0.2, 0.2, 0.2, 0.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	// position the camera at (0,0,cameraZ) looking down the
	// negative z-axis at (0,0,0)
	gluLookAt(0.0, 0.0, cameraZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

	GLfloat lightPosition[]= { 5.0, 5.0, 5.0, 0.0 };

	glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
	glEnable(GL_LIGHT0);

	glEnable(GL_DEPTH_TEST);

	// shift object
	glTranslatef(shift.x, shift.y, shift.z);

	// rotate Object
	glRotatef(rotation.x, 1.0f, 0.0f, 0.0f);
	glRotatef(rotation.y, 0.0f, 1.0f, 0.0f);

	// show coordinate system
	if (showCoordinates) {
		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		glBegin(GL_LINES);
		glColor3ub(255, 0, 0);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(1.0, 0.0, 0.0);

		glColor3ub(0, 255, 0);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(0.0, 1.0, 0.0);

		glColor3ub(0, 0, 255);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(0.0, 0.0, 1.0);
		glEnd();
	}

	// show center of spherical mapping
	if (showOrigin) {
		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		glColor3f(1.0, 1.0, 0.0);
		glPushMatrix();

		glutSolidSphere(0.05f, 20, 20);
		glPopMatrix();
	}

	// draw cursor
	// XXX

	// INSERT YOUR CODE HERE
	glBegin(GL_LINES);
	glColor3ub(255, 0, 0);
	glVertex3f(0.0, 0.0, 0.0);
	glVertex3f(cursor.x, cursor.y, cursor.z);
	glEnd();

	// END XXX

	glScalef(scale, scale, scale);

	if (doLighting)
		glEnable(GL_LIGHTING);
	else
		glDisable(GL_LIGHTING);

	// draw the geometry

	// if showTexture is true, enable texturing in opengl
	// XXX

	// INSERT YOUR CODE HERE
	if (showTexture) {
		glEnable(GL_TEXTURE_2D);
	}

	// END XXX

	glColor3f(1, 1, 1);

	if (environmentMapping) {
		if (!shaderIsLoaded) {
			myShader.load("shaders/emBlinnPhong");
			shaderIsLoaded = 1;
		}
		myShader.bindShader();
	}

	if (drawRect) {
		// draw a textured quad
//.........这里部分代码省略.........
开发者ID:hoijui,项目名称:CG1,代码行数:101,代码来源:Texture.cpp


注:本文中的GLSLShader::load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。