本文整理汇总了C++中GraphicsWindow::getWindowHandle方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsWindow::getWindowHandle方法的具体用法?C++ GraphicsWindow::getWindowHandle怎么用?C++ GraphicsWindow::getWindowHandle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GraphicsWindow
的用法示例。
在下文中一共展示了GraphicsWindow::getWindowHandle方法的1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: main
//.........这里部分代码省略.........
Framebuffer* opaqueFrameBuffer = new Framebuffer(window->getWindowWidth(),window->getWindowHeight());
activeColorAttachmentsOpaque.push_back(0);
opaqueFrameBuffer->setColorAttachment(0);
//frameBuffer->setDepthAttachment();
opaqueFrameBuffer->setDepthStencilTexture();
opaqueFrameBuffer->unbind();
Framebuffer* accumFrameBuffer = new Framebuffer(window->getWindowWidth(),window->getWindowHeight());
activeColorAttachmentsTransparent.push_back(0);
activeColorAttachmentsTransparent.push_back(1);
accumFrameBuffer->setColorAttachment(0);
accumFrameBuffer->setColorAttachment(1);
//frameBuffer->setDepthAttachment();
accumFrameBuffer->setDepthStencilTexture();
accumFrameBuffer->unbind();
// Additional textures to pass for the second transparency render pass.
std::vector<GLuint> additionalTextureHandles;
additionalTextureHandles.push_back(accumFrameBuffer->getColorAttachment(0));
additionalTextureHandles.push_back(accumFrameBuffer->getColorAttachment(1));
std::vector<GLuint> opaqueTextureHandle;
opaqueTextureHandle.push_back(opaqueFrameBuffer->getColorAttachment(0));
// Move this to "GraphicsWindow"
glfwSetCursorPos(window->getWindowHandle(), (double) (window->getWindowWidth()/2.0), (double) (window->getWindowHeight()/2.0));
// Move this to "Camera"
//glClearColor(0.4f,0.6f,0.94f,0.0f);
glClearColor(0.0f,0.0f,0.0f,0.0f);
const float clearColorWhite = 1.0f;
const float clearColorBlack = 0.0f;
// Sampler
GLuint sampler = 0;
glGenSamplers(1, &sampler);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
check_gl_error();
// Render Loop
while(!window->shouldClose())
{
//glClearColor(0.0f,0.0f,0.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// Update camera
camera->camControll(window->getWindowHandle());