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C++ GraphicContext::is_frame_buffer_owner方法代码示例

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


在下文中一共展示了GraphicContext::is_frame_buffer_owner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: setup

void LightsourceSimplePass::setup(GraphicContext &gc)
{
	Size viewport_size = viewport->get_size();
	if (fb.is_null() || !gc.is_frame_buffer_owner(fb) || final_color.updated() || zbuffer.updated() || diffuse_color_gbuffer.updated())
	{
		final_color.set(Texture2D(gc, viewport->get_width(), viewport->get_height(), tf_rgba16f));

		fb = FrameBuffer(gc);
		fb.attach_color(0, final_color.get());
		fb.attach_depth(zbuffer.get());

		BlendStateDescription blend_desc;
		blend_desc.enable_blending(true);
		blend_desc.set_blend_function(blend_one, blend_one, blend_one, blend_one);
		blend_state = BlendState(gc, blend_desc);

		DepthStencilStateDescription icosahedron_depth_stencil_desc;
		icosahedron_depth_stencil_desc.enable_depth_write(false);
		icosahedron_depth_stencil_desc.enable_depth_test(true);
		icosahedron_depth_stencil_desc.set_depth_compare_function(compare_lequal);
		icosahedron_depth_stencil_state = DepthStencilState(gc, icosahedron_depth_stencil_desc);

		RasterizerStateDescription icosahedron_rasterizer_desc;
		icosahedron_rasterizer_desc.set_culled(true);
		icosahedron_rasterizer_state = RasterizerState(gc, icosahedron_rasterizer_desc);

		DepthStencilStateDescription rect_depth_stencil_desc;
		rect_depth_stencil_desc.enable_depth_write(false);
		rect_depth_stencil_desc.enable_depth_test(false);
		rect_depth_stencil_state = DepthStencilState(gc, rect_depth_stencil_desc);

		RasterizerStateDescription rect_rasterizer_desc;
		rect_rasterizer_desc.set_culled(false);
		rect_rasterizer_state = RasterizerState(gc, rect_rasterizer_desc);

		uniforms = UniformVector<Uniforms>(gc, 1);

		icosahedron_prim_array = PrimitivesArray(gc);
		icosahedron_prim_array.set_attributes(0, icosahedron->vertices);

		Vec4f positions[6] =
		{
			Vec4f(-1.0f, -1.0f, 1.0f, 1.0f),
			Vec4f( 1.0f, -1.0f, 1.0f, 1.0f),
			Vec4f(-1.0f,  1.0f, 1.0f, 1.0f),
			Vec4f( 1.0f, -1.0f, 1.0f, 1.0f),
			Vec4f(-1.0f,  1.0f, 1.0f, 1.0f),
			Vec4f( 1.0f,  1.0f, 1.0f, 1.0f)
		};
		rect_positions = VertexArrayVector<Vec4f>(gc, positions, 6);

		rect_prim_array  = PrimitivesArray(gc);
		rect_prim_array.set_attributes(0, rect_positions);
	}
}
开发者ID:Cassie90,项目名称:ClanLib,代码行数:55,代码来源:lightsource_simple_pass.cpp

示例2: setup

void ParticleEmitterPass::setup(GraphicContext &gc)
{
	if (program.is_null())
	{
		std::string vertex_filename = PathHelp::combine(shader_path, "ParticleEmitter/vertex.hlsl");
		std::string fragment_filename = PathHelp::combine(shader_path, "ParticleEmitter/fragment.hlsl");
		program = ProgramObject::load(gc, vertex_filename, fragment_filename);
		program.bind_attribute_location(0, "AttrPosition");
		program.bind_frag_data_location(0, "FragColor");
		if (!program.link())
			throw Exception(string_format("Particle emitter program failed to link: %1", program.get_info_log()));
		program.set_uniform_buffer_index("Uniforms", 0);
		program.set_uniform1i("NormalZTexture", 0);
		program.set_uniform1i("InstanceTexture", 1);
		program.set_uniform1i("ParticleTexture", 2);
		program.set_uniform1i("ParticleSampler", 2);
		program.set_uniform1i("ColorGradientTexture", 3);
		program.set_uniform1i("ColorGradientSampler", 3);

		billboard_positions = VertexArrayVector<Vec3f>(gc, cpu_billboard_positions, 6);
	}

	Size viewport_size = viewport->get_size();
	if (fb.is_null() || !gc.is_frame_buffer_owner(fb) || final_color.updated() || zbuffer.updated())
	{
		fb = FrameBuffer(gc);
		fb.attach_color(0, final_color.get());
		fb.attach_depth(zbuffer.get());

		BlendStateDescription blend_desc;
		blend_desc.enable_blending(true);
		blend_desc.set_blend_function(blend_src_alpha, blend_one_minus_src_alpha, blend_zero, blend_zero);
		blend_state = BlendState(gc, blend_desc);

		DepthStencilStateDescription depth_stencil_desc;
		depth_stencil_desc.enable_depth_write(false);
		depth_stencil_desc.enable_depth_test(true);
		depth_stencil_desc.set_depth_compare_function(compare_lequal);
		depth_stencil_state = DepthStencilState(gc, depth_stencil_desc);

		RasterizerStateDescription rasterizer_desc;
		rasterizer_desc.set_culled(false);
		rasterizer_state = RasterizerState(gc, rasterizer_desc);

		prim_array = PrimitivesArray(gc);
		prim_array.set_attributes(0, billboard_positions);
	}
}
开发者ID:Cassie90,项目名称:ClanLib,代码行数:48,代码来源:particle_emitter_pass.cpp


注:本文中的GraphicContext::is_frame_buffer_owner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。