本文整理汇总了C++中IShader::Apply方法的典型用法代码示例。如果您正苦于以下问题:C++ IShader::Apply方法的具体用法?C++ IShader::Apply怎么用?C++ IShader::Apply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IShader
的用法示例。
在下文中一共展示了IShader::Apply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: Start
//-------------------------------------
// Called when the service is registered in the kernel
// rv - return true on succes,
// when false is returned then the service gets deleted
bool CServiceGame::Start()
{
Fab_LogWrite(FLOG_LVL_INFO, FLOG_ID_APP, "Game Service: Starting" );
SendMsg(SM_INPUT, this);
SendMsg(SM_RENDERER, this);
SMsgTimer msg(TimerCallback);
Fab_KernelSendMessage(&msg);
// just quit when the renderer or input wasn't filled in
if(m_pInput == nullptr || m_pRenderer == nullptr)
return false;
m_pRenderer->SetVSync(true);
// make needed object accesable for user
Fab_GlobalAccessorAddObject("Input", m_pInput);
m_pContent = Fab_ContentCreateManager(m_pRenderer);
if( !m_pContent->StartLoading() )
{
Fab_LogWrite(FLOG_LVL_ERROR, FLOG_ID_APP, "Game Service: Starting content loading failed." );
return false;
}
IShader *pShader = m_pContent->LoadShader("Shaders/SimpleShader");
pShader->Apply();
pShader->SetVarVec3( pShader->GetVarId("LightPosition_worldspace"), glm::vec3(0, 100, 0));
pShader->SetVarF1( pShader->GetVarId("LightPower"), 1.0f);
pShader->SetVarVec4( pShader->GetVarId("LightColor"), glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
IImage *pImage = m_pContent->LoadImage("Textures/CarDiffuseMap.png"),
*pImageFloor = m_pContent->LoadImage("Textures/FloorDif.png"),
*pImageWall = m_pContent->LoadImage("Textures/WallDif.png"),
*pImageFinish = m_pContent->LoadImage("Textures/FinishDif.png"),
*pImageWater = m_pContent->LoadImage("Textures/WaterDif.png"),
*pImagePlayer = m_pContent->LoadImage("Textures/PlayerDif.png"),
*pImageBug01 = m_pContent->LoadImage("Textures/Bug01Dif.png");
g_pMatDefault = Fab_MatCreateDifTexture(pShader, pImage);
g_pMatGround = Fab_MatCreateDifTexture(pShader, pImageFloor);
g_pMatWall = Fab_MatCreateDifTexture(pShader, pImageWall);
g_pMatFinish = Fab_MatCreateDifTexture(pShader, pImageFinish);
g_pMatWater = Fab_MatCreateDifTexture(pShader, pImageWater);
g_pMatPlayer = Fab_MatCreateDifTexture(pShader, pImagePlayer);
g_pMatBug01 = Fab_MatCreateDifTexture(pShader, pImageBug01);
CGameObject *pGo = new CGameObject();
pGo->Init();
CCompCamera* pCam = new CCompCamera();
pGo->AddComponent( pCam );
pGo->Transform()->SetPos( glm::vec3(0, 1 * Grid::SCALE, 0) );
pGo->Transform()->SetRot( glm::vec3(glm::radians(-90.0f), 0, 0) );
g_vpGameObjects.push_back(pGo);
Fab_GlobalAccessorAddObject("Camera", pGo);
g_pCam = pCam;
LoadLevel("level.lvl");
for (CGameObject* go : g_vpGameObjects)
go->Init();
m_pContent->EndLoading();
Fab_LogWrite(FLOG_LVL_INFO, FLOG_ID_APP, "Game Service: Started" );
return true;
}