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C++ LLGLSLShader::unbind方法代码示例

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


在下文中一共展示了LLGLSLShader::unbind方法的8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: render

void LLDrawPoolGlow::render(S32 pass)
{
	LLFastTimer t(FTM_RENDER_GLOW);
	LLGLEnable blend(GL_BLEND);
	LLGLDisable test(GL_ALPHA_TEST);
	gGL.flush();
	/// Get rid of z-fighting with non-glow pass.
	LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
	glPolygonOffset(-1.0f, -1.0f);
	gGL.setSceneBlendType(LLRender::BT_ADD);
	
	U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);

	//should never get here without basic shaders enabled
	llassert(shader_level > 0);
	
	LLGLSLShader* shader = LLPipeline::sUnderWaterRender ? &gObjectEmissiveWaterProgram : &gObjectEmissiveProgram;
	shader->bind();

	LLGLDepthTest depth(GL_TRUE, GL_FALSE);
	gGL.setColorMask(false, true);

		pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
	
	gGL.setColorMask(true, false);
	gGL.setSceneBlendType(LLRender::BT_ALPHA);
	
	if (shader_level > 0 && fullbright_shader)
	{
		shader->unbind();
	}
}
开发者ID:OS-Development,项目名称:VW.Dolphin_v3,代码行数:32,代码来源:lldrawpoolsimple.cpp

示例2: applyColorFilterShader

void LLPostProcess::applyColorFilterShader(void)
{	
	if(gPostColorFilterProgram.mProgramObject == 0)
		return;

	gPostColorFilterProgram.bind();

	gGL.getTexUnit(0)->bind(mSceneRenderTexture);

	gPostColorFilterProgram.uniform1f("gamma", tweaks.getGamma());
	gPostColorFilterProgram.uniform1f("brightness", tweaks.getBrightness());
	gPostColorFilterProgram.uniform1f("contrast", tweaks.getContrast());
	float baseI = (tweaks.getContrastBaseR() + tweaks.getContrastBaseG() + tweaks.getContrastBaseB()) / 3.0f;
	baseI = tweaks.getContrastBaseIntensity() / ((baseI < 0.001f) ? 0.001f : baseI);
	float baseR = tweaks.getContrastBaseR() * baseI;
	float baseG = tweaks.getContrastBaseG() * baseI;
	float baseB = tweaks.getContrastBaseB() * baseI;
	gPostColorFilterProgram.uniform3fv("contrastBase", 1, LLVector3(baseR, baseG, baseB).mV);
	gPostColorFilterProgram.uniform1f("saturation", tweaks.getSaturation());
	gPostColorFilterProgram.uniform3fv("lumWeights", 1, LLVector3(LUMINANCE_R, LUMINANCE_G, LUMINANCE_B).mV);
		
	/// Draw a screen space quad
	drawOrthoQuad(QUAD_NORMAL);
	gPostColorFilterProgram.unbind();
}
开发者ID:djhonga2001,项目名称:SingularityViewer,代码行数:25,代码来源:llpostprocess.cpp

示例3: applyNightVisionShader

void LLPostProcess::applyNightVisionShader(void)
{	
	if(gPostNightVisionProgram.mProgramObject == 0)
		return;

	gPostNightVisionProgram.bind();

	gGL.getTexUnit(0)->bind(mSceneRenderTexture);
	gGL.getTexUnit(1)->bind(mNoiseTexture);
	
	gPostNightVisionProgram.uniform1f("brightMult", tweaks.getBrightMult());
	gPostNightVisionProgram.uniform1f("noiseStrength", tweaks.getNoiseStrength());
	mNoiseTextureScale = 0.001f + ((100.f - tweaks.getNoiseSize()) / 100.f);
	mNoiseTextureScale *= (mScreenHeight / NOISE_SIZE);
	
	/// Draw a screen space quad
	drawOrthoQuad(QUAD_NOISE);
	gPostNightVisionProgram.unbind();
}
开发者ID:djhonga2001,项目名称:SingularityViewer,代码行数:19,代码来源:llpostprocess.cpp

示例4: renderSkyHaze

void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const
{
	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
	{
		LLGLSLShader* shader =
			LLPipeline::sUnderWaterRender ?
				&gObjectSimpleWaterProgram :
				&gWLSkyProgram;

		LLGLDisable blend(GL_BLEND);

		shader->bind();

		/// Render the skydome
		renderDome(camHeightLocal, shader);	

		shader->unbind();
	}
}
开发者ID:Beeks,项目名称:Ascent,代码行数:19,代码来源:lldrawpoolwlsky.cpp

示例5: applyGaussBlurShader

void LLPostProcess::applyGaussBlurShader(void)
{
	int pass_count = tweaks.getGaussBlurPasses();
	if(!pass_count || gPostGaussianBlurProgram.mProgramObject == 0)
		return;

	gPostGaussianBlurProgram.bind();

	gGL.getTexUnit(0)->bind(mSceneRenderTexture);

	GLint horiz_pass = gPostGaussianBlurProgram.getUniformLocation("horizontalPass");
	for(int i = 0;i<pass_count;++i)
	{
		for(int j = 0;j<2;++j)
		{
			if(i || j)
				copyFrameBuffer();		
			glUniform1iARB(horiz_pass, j);
			drawOrthoQuad(QUAD_NORMAL);
		}
	}
	gPostGaussianBlurProgram.unbind();
}
开发者ID:djhonga2001,项目名称:SingularityViewer,代码行数:23,代码来源:llpostprocess.cpp

示例6: renderSkyClouds

void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const
{
	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WL_CLOUDS))
	{
		LLGLSLShader* shader =
			LLPipeline::sUnderWaterRender ?
				&gObjectSimpleWaterProgram :
				&gWLCloudProgram;

		LLGLEnable blend(GL_BLEND);
		LLGLSBlendFunc blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);

		gGL.getTexUnit(0)->bind(sCloudNoiseTexture);

		shader->bind();

		/// Render the skydome
		renderDome(camHeightLocal, shader);

		shader->unbind();
	}
}
开发者ID:Beeks,项目名称:Ascent,代码行数:23,代码来源:lldrawpoolwlsky.cpp

示例7: unbind

	void unbind()
	{
		gPostMotionBlurProgram.unbind();
	}
开发者ID:Nekrofage,项目名称:SingularityViewer,代码行数:4,代码来源:llpostprocess.cpp

示例8: shade


//.........这里部分代码省略.........
	shader->uniform1f("fresnelOffset", param_mgr->getFresnelOffset());
	shader->uniform1f("blurMultiplier", param_mgr->getBlurMultiplier());

	F32 sunAngle = llmax(0.f, light_dir.mV[2]);
	F32 scaledAngle = 1.f - sunAngle;

	shader->uniform1f("sunAngle", sunAngle);
	shader->uniform1f("scaledAngle", scaledAngle);
	shader->uniform1f("sunAngle2", 0.1f + 0.2f*sunAngle);

	LLColor4 water_color;
	LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
	F32 up_dot = camera_up * LLVector3::z_axis;
	if (LLViewerCamera::getInstance()->cameraUnderWater())
	{
		water_color.setVec(1.f, 1.f, 1.f, 0.4f);
		shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow());
	}
	else
	{
		water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
		shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleAbove());
	}

	if (water_color.mV[3] > 0.9f)
	{
		water_color.mV[3] = 0.9f;
	}

	glColor4fv(water_color.mV);

	{
		LLGLDisable cullface(GL_CULL_FACE);
		for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			iter != mDrawFace.end(); iter++)
		{
			LLFace *face = *iter;

			if (voskyp->isReflFace(face))
			{
				continue;
			}

			LLVOWater* water = (LLVOWater*) face->getViewerObject();
			gGL.getTexUnit(diffTex)->bind(face->getTexture());

			sNeedsReflectionUpdate = TRUE;
			
			if (water->getUseTexture())
			{
				sNeedsDistortionUpdate = TRUE;
				face->renderIndexed();
			}
			else
			{ //smash background faces to far clip plane
				if (water->getIsEdgePatch())
				{
					if (deferred_render)
					{
						face->renderIndexed();
					}
					else
					{
						LLGLClampToFarClip far_clip(glh_get_current_projection());
						face->renderIndexed();
					}
				}
				else
				{
					sNeedsDistortionUpdate = TRUE;
					face->renderIndexed();
				}
			}
		}
	}
	
	shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
	shader->disableTexture(LLViewerShaderMgr::WATER_SCREENTEX);	
	shader->disableTexture(LLViewerShaderMgr::BUMP_MAP);
	shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
	shader->disableTexture(LLViewerShaderMgr::WATER_REFTEX);
	shader->disableTexture(LLViewerShaderMgr::WATER_SCREENDEPTH);

	if (deferred_render)
	{
		gPipeline.unbindDeferredShader(*shader);
	}
	else
	{
		shader->unbind();
	}

	gGL.getTexUnit(0)->activate();
	gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
	if (!deferred_render)
	{
		gGL.setColorMask(true, false);
	}

}
开发者ID:HyangZhao,项目名称:NaCl-main,代码行数:101,代码来源:lldrawpoolwater.cpp


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