本文整理汇总了C++中GstGLFuncs::ColorMaterial方法的典型用法代码示例。如果您正苦于以下问题:C++ GstGLFuncs::ColorMaterial方法的具体用法?C++ GstGLFuncs::ColorMaterial怎么用?C++ GstGLFuncs::ColorMaterial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GstGLFuncs
的用法示例。
在下文中一共展示了GstGLFuncs::ColorMaterial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: gluLookAt
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff)
{
static GLfloat xrot = 0;
static GLfloat yrot = 0;
static GLfloat zrot = 0;
GstGLFuncs *gl;
GstGLBumper *bumper = GST_GL_BUMPER (stuff);
GstGLContext *context = GST_GL_FILTER (bumper)->context;
GLint locTangent = 0;
//choose the lights
GLfloat light_direction0[] = { 1.0, 0.0, -1.0, 0.0 }; // light goes along -x
GLfloat light_direction1[] = { -1.0, 0.0, -1.0, 0.0 }; // light goes along x
GLfloat light_diffuse0[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_diffuse1[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
/* *INDENT-OFF* */
MeshData mesh[] = {
/* | Vertex | Normal |TexCoord0|TexCoord1| VertexAttrib | */
/*F*/ { 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0},
/*r*/ { 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0},
/*o*/ {-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0},
{-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0},
/*R*/ {-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0},
/*i*/ {-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0},
/*g*/ {-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0},
{-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0},
/*B*/ {-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0},
/*a*/ {-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0},
/*c*/ { 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0},
{ 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0},
/*L*/ { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0},
/*e*/ { 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0},
/*f*/ { 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0},
{ 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0},
/*T*/ { 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0},
/*o*/ { 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0},
/*p*/ {-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0},
{-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0},
/*B*/ { 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0},
/*o*/ { 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0},
/*t*/ {-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0},
{-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0},
};
GLushort indices[] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
/* *INDENT-ON* */
gl = GST_GL_FILTER (bumper)->context->gl_vtable;
//eye point
gl->MatrixMode (GL_PROJECTION);
gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl->MatrixMode (GL_MODELVIEW);
//scene conf
gl->Enable (GL_DEPTH_TEST);
gl->DepthFunc (GL_LEQUAL);
gl->Hint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
gl->ShadeModel (GL_SMOOTH);
//set the lights
gl->Lightfv (GL_LIGHT0, GL_POSITION, light_direction0);
gl->Lightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
gl->Lightfv (GL_LIGHT1, GL_POSITION, light_direction1);
gl->Lightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
gl->Materialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
gl->ColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE);
gl->Enable (GL_COLOR_MATERIAL);
gl->Enable (GL_LIGHTING);
gl->Enable (GL_LIGHT0);
gl->Enable (GL_LIGHT1);
//configure shader
gst_gl_shader_use (bumper->shader);
locTangent =
gst_gl_shader_get_attribute_location (bumper->shader, "aTangent");
//set the normal map
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (bumper->shader, "texture1", 1);
gl->BindTexture (GL_TEXTURE_2D, bumper->bumpmap);
//.........这里部分代码省略.........