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C++ Object3D::GetShaderID方法代码示例

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?那么恭喜您, 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);
	
}
开发者ID:TeamGLPacman,项目名称:Pacman,代码行数:31,代码来源:GraphicsCore.cpp

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]); }

}
开发者ID:TeamGLPacman,项目名称:Pacman,代码行数:30,代码来源:GraphicsCore.cpp

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);
}
开发者ID:TeamGLPacman,项目名称:Pacman,代码行数:22,代码来源:GraphicsCore.cpp


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