本文整理汇总了C++中LightSource::setDiffuse方法的典型用法代码示例。如果您正苦于以下问题:C++ LightSource::setDiffuse方法的具体用法?C++ LightSource::setDiffuse怎么用?C++ LightSource::setDiffuse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LightSource
的用法示例。
在下文中一共展示了LightSource::setDiffuse方法的2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: init
void init() {
camera.position[2] = 15;
libpng_version();
light0.slot = GL_LIGHT0;
light0.setDiffuse(1.0, 1.0, 1.0, 1.0);
light0.setPosition(0.0, 0.0, 1.0, 0.0);
light0.load();
light0.enable();
glewInit();
loadObj((char*) "models/350z.obj", &mesh);
VBOfromMesh(vbo, mesh);
vbo.generate();
int w, h;
test_texture = texture_bank.findOrReg((char*) "textures/350z/vinyls.png");
//test_texture = PNG_load((const char*) "textures/vinyls.png", &w, &h);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, test_texture);
programID = loadShaders("shaders/vertex.glsl", "shaders/fragment.glsl");
glUseProgram(programID);
uTex = glGetUniformLocation(programID, "texDiff");
glUniform1i(uTex, 0);
uProjection = glGetUniformLocation(programID, "projection");
uView = glGetUniformLocation(programID, "view");
uModel = glGetUniformLocation(programID, "model");
uLightPos = glGetUniformLocation(programID, "lightPos");
uLightDiff = glGetUniformLocation(programID, "lightDiff");
uLightSpec = glGetUniformLocation(programID, "lightSpec");
uCameraPosition = glGetUniformLocation(programID, "cameraPosition");
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_DEPTH_TEST);
}
示例2: init
//.........这里部分代码省略.........
CAR_CAMERA_DISTANCE);
_carCamera->setCenter(_car->getPosition()->getX(), _car->getPosition()->getY(), _car->getPosition()->getZ());
//_carCamera->setUp(_car->getSpeed()->getX(), _car->getSpeed()->getY(), _car->getSpeed()->getZ());
_carCamera->setUp(0, 0, 1);
_carCamera->update(60, 1, 0.01, 150);
//Constructing light sources
Vela* vela1 = new Vela();
vela1->setPosition(-6, 6, 1.6);
_gameObjects.push_back(vela1);
Vela* vela2 = new Vela();
vela2->setPosition(6, 6, 1.6);
_gameObjects.push_back(vela2);
Vela* vela3 = new Vela();
vela3->setPosition(0, -6, 1.6);
_gameObjects.push_back(vela3);
Vela* vela4 = new Vela();
vela4->setPosition(-10, -10, 1.6);
_gameObjects.push_back(vela4);
Vela* vela5 = new Vela();
vela5->setPosition(10, -10, 1.6);
_gameObjects.push_back(vela5);
Vela* vela6 = new Vela();
vela6->setPosition(0, 14, 1.6);
_gameObjects.push_back(vela6);
LightSource* daylight = new LightSource(0);
daylight->setPosition(0, 0, 10, 0);
daylight->setAmbient(0.5, 0.5, 0.5, 1);
daylight->setDiffuse(1, 1, 1, 1);
daylight->setSpecular(1, 1, 1, 1);
_lightSources.push_back(daylight);
LightSource* candle1 = new LightSource(1);
candle1->setPosition(-6, 6, 1, 1);
candle1->setAmbient(0.7, 0.7, 0.7, 1);
candle1->setDiffuse(1, 1, 1, 1);
candle1->setSpecular(1, 1, 1, 1);
candle1->setAttenuation(1, 0, 0.1);
_lightSources.push_back(candle1);
LightSource* candle2 = new LightSource(2);
candle2->setPosition(6, 6, 1, 1);
candle2->setAmbient(0.7, 0.7, 0.7, 1);
candle2->setDiffuse(1, 1, 1, 1);
candle2->setSpecular(1, 1, 1, 1);
candle2->setAttenuation(1, 0, 0.1);
_lightSources.push_back(candle2);
LightSource* candle3 = new LightSource(3);
candle3->setPosition(0, -6, 1, 1);
candle3->setAmbient(0.7, 0.7, 0.7, 1);
candle3->setDiffuse(1, 1, 1, 1);
candle3->setSpecular(1, 1, 1, 1);
candle3->setAttenuation(1, 0, 0.1);
_lightSources.push_back(candle3);
LightSource* candle4 = new LightSource(4);
candle4->setPosition(-10, -10, 1, 1);
candle4->setAmbient(0.7, 0.7, 0.7, 1);
candle4->setDiffuse(1, 1, 1, 1);
candle4->setSpecular(1, 1, 1, 1);
candle4->setAttenuation(1, 0, 0.1);
_lightSources.push_back(candle4);
LightSource* candle5 = new LightSource(5);
candle5->setPosition(10, -10, 1, 1);
candle5->setAmbient(0.7, 0.7, 0.7, 1);
candle5->setDiffuse(1, 1, 1, 1);
candle5->setSpecular(1, 1, 1, 1);
candle5->setAttenuation(1, 0, 0.1);
_lightSources.push_back(candle5);
LightSource* candle6 = new LightSource(6);
candle6->setPosition(0, 15, 1, 1);
candle6->setAmbient(0.7, 0.7, 0.7, 1);
candle6->setDiffuse(1, 1, 1, 1);
candle6->setSpecular(1, 1, 1, 1);
candle6->setAttenuation(1.0, 0, 0.1);
_lightSources.push_back(candle6);
LightSource* spotlight = new LightSource(7);
spotlight->setAmbient(0.8, 0.8, 0.8, 1);
spotlight->setDiffuse(1, 1, 1, 1);
spotlight->setSpecular(1, 1, 1, 1);
spotlight->setExponent(new GLfloat(5));
spotlight->setCutOff(new GLfloat(40));
spotlight->setAttenuation(0, 0.6, 0.3);
_lightSources.push_back(spotlight);
initIsDone = true;
}