本文整理汇总了C++中Object3D::GetShaderID方法的典型用法代码示例。如果您正苦于以下问题:C++ Object3D::GetShaderID方法的具体用法?C++ Object3D::GetShaderID怎么用?C++ Object3D::GetShaderID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Object3D
的用法示例。
在下文中一共展示了Object3D::GetShaderID方法的3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: UpdateLightValues
//temporary function
void GraphicsCore::UpdateLightValues(Object3D object)
{
//lightinfos
vec3 ambient = vec3(0.4, 0.4, 0.4);
//material
vec3 ambientRefl = vec3(1.0f, 1.0f, 1.0f);
vec3 diffuseRefl = vec3(0.9f, 0.9f, 0.9f);
vec3 specularRefl = vec3(0.4f, 0.4f, 0.4f);
float shininess = 2.0;
uint shaderProgHandle = object.GetShaderID();
uint location = glGetUniformLocation(shaderProgHandle, "Light.La"); //gets the UniformLocation from shader.vertex
glUniform3fv(location, 1, &ambient[0]);
//-------------------
location = glGetUniformLocation(shaderProgHandle, "Material.Ka"); //gets the UniformLocation from shader.vertex
glUniform3fv(location, 1, &ambientRefl[0]);
location = glGetUniformLocation(shaderProgHandle, "Material.Kd"); //gets the UniformLocation from shader.vertex
glUniform3fv(location, 1, &diffuseRefl[0]);
location = glGetUniformLocation(shaderProgHandle, "Material.Ks"); //gets the UniformLocation from shader.vertex
glUniform3fv(location, 1, &specularRefl[0]);
location = glGetUniformLocation(shaderProgHandle, "Material.Shininess"); //gets the UniformLocation from shader.vertex
glUniform1fv(location, 1, &shininess);
}
示例2: UpdateObjectValues
void GraphicsCore::UpdateObjectValues(Object3D object)
{
vec3 up(0.0f, 1.0f, 0.0f);
mat4 Projection = glm::perspective(fov, float(windowWidth) / (float)windowHeight, 0.1f, 200.f);
mat4 Model = glm::translate(object.GetWorldPos());
mat4 viewMatrix = mCam.GetRotationMatrix() * glm::lookAt(mEye, mTarget, up);
mat4 ModelView = viewMatrix * Model;
mat4 MVP = Projection * ModelView;
mat3 normalMatrix = glm::transpose(glm::inverse(mat3(ModelView)));
uint shaderProgHandle = object.GetShaderID();
uint location = glGetUniformLocation(shaderProgHandle, "NormalMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix3fv(location, 1, GL_FALSE, &normalMatrix[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "ProjectionMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &Projection[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "ViewMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &viewMatrix[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "ModelViewMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &ModelView[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "MVP"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &MVP[0][0]); }
}
示例3: UpdateBillboardObjectValues
void GraphicsCore::UpdateBillboardObjectValues(Object3D object)
{
vec3 up(0.0f, 1.0f, 0.0f);
mat4 Projection = glm::perspective(fov, float(windowWidth) / (float)windowHeight, 0.1f, 200.f);
mat4 Model = glm::translate(object.GetWorldPos());
mat4 viewMatrix = mCam.GetRotationMatrix() * glm::lookAt(mEye, mTarget, up);
mat4 ModelView = viewMatrix * Model;
float Size = object.GetSize();;
uint shaderProgHandle = object.GetShaderID();
uint location = glGetUniformLocation(shaderProgHandle, "ProjectionMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &Projection[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "ModelViewMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &ModelView[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "Size"); //gets the UniformLocation from shader.vertex
glUniform1fv(location, 1, &Size);
}