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C++ IShader::Apply方法代码示例

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;
}
开发者ID:depuits,项目名称:Fabian,代码行数:74,代码来源:CServiceGame.cpp


注:本文中的IShader::Apply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。