本文整理汇总了C++中Loader::ReadFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ Loader::ReadFloat方法的具体用法?C++ Loader::ReadFloat怎么用?C++ Loader::ReadFloat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Loader
的用法示例。
在下文中一共展示了Loader::ReadFloat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: Read
void cone::Read(Loader &input)
{
char token[MAX_INPUT_LENGTH];
bool moreTokens;
do
{
input.PeekTokens(token, 1);
moreTokens = true;
if (strcmp(token, "base") == 0)
{
input.ReadToken(token);
for (int i = 0; i < 3; i++)
if (!input.ReadFloat(base[i]))
input.Error("Not enough parameters for cone's base in cone '%s'", objectName);
}
else if (strcmp(token, "radius") == 0)
{
input.ReadToken(token);
if (!input.ReadFloat(radius))
input.Error("Error reading radius in cone '%s'", objectName);
}
else if (strcmp(token, "height") == 0)
{
input.ReadToken(token);
if (!input.ReadFloat(height))
input.Error("Error reading height in cone '%s'", objectName);
}
else if (strcmp(token, "axis") == 0)
{
input.ReadToken(token);
if (!input.ReadInt(axis))
input.Error("Error reading axis number in cone '%s'", objectName);
}
else if (strcmp(token, "capped") == 0)
{
input.ReadToken(token);
if (!input.ReadBool(capped))
input.Error("Error reading height in cone '%s'", objectName);
}
else if (strcmp(token, "resolution") == 0)
{
input.ReadToken(token);
if (!input.ReadInt(resolution))
input.Error("Error reading resolution in cone '%s'", objectName);
}
else
moreTokens = false; // If we don't recognize it jump out ... it is an attribute
} while (moreTokens);
SetupShape();
}
示例2: Load
void glslShader::Load(Loader &input)
{
char token[MAX_INPUT_LENGTH];
do
{
input.ReadToken(token);
if (strcmp(token, "vertexshader") == 0)
{
char tmp[256];
if (!input.ReadToken(tmp))
input.Error("Couldn't find vertex shader name after vertexShader token in glslShader");
else
sprintf(vertexShaderName, "%s", tmp);
}
else if (strcmp(token, "fragmentshader") == 0)
{
char tmp[256];
if (!input.ReadToken(tmp))
input.Error("Couldn't find fragment shader name after vertexShader token in glslShader");
else
sprintf(fragmentShaderName, "%s", tmp);
}
else if (strcmp(token, "uniform") == 0)
{
input.ReadToken(uniformParamNames[nUniforms], true, false); // This token should be upper & lower case
nUniformComponents[nUniforms] = 0;
for (int i = 0; i < 4; i++)
{
if (!input.ReadFloat(uniformParamValues[nUniforms][i]))
{
if (i == 0)
input.Error("Incomplete uniform parameter %s\n", uniformParamNames[nUniforms]);
break;
}
else
nUniformComponents[nUniforms]++;
}
nUniforms++;
}
else if (strncmp(token, "end", 3) != 0)
input.Error(token, "Unrecognized glslShader shader command: %s", token);
} while (strncmp(token, "end", 3) != 0);
}