本文整理汇总了C++中Program::MakeSeparable方法的典型用法代码示例。如果您正苦于以下问题:C++ Program::MakeSeparable方法的具体用法?C++ Program::MakeSeparable怎么用?C++ Program::MakeSeparable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Program
的用法示例。
在下文中一共展示了Program::MakeSeparable方法的4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: make_face_prog
static Program make_face_prog(void)
{
FragmentShader fs;
fs.Source(
"#version 330\n"
"in vec3 geomNormal;"
"in vec3 geomLight;"
"in float geomGlow;"
"flat in int geomTop;"
"uniform vec3 TopColor, SideColor;"
"const vec3 LightColor = vec3(1.0, 1.0, 1.0);"
"out vec4 fragColor;"
"void main(void)"
"{"
" float d = max(dot("
" normalize(geomLight),"
" normalize(geomNormal)"
" ), 0.0);"
" vec3 color;"
" if(geomTop != 0)"
" {"
" color = TopColor * d +"
" LightColor * pow(d, 8.0);"
" }"
" else"
" {"
" color = SideColor * geomGlow +"
" LightColor *"
" pow(d, 2.0) * 0.2;"
" }"
" fragColor = vec4(color, 1.0);"
"}"
);
fs.Compile();
Program prog;
prog.AttachShader(fs);
prog.MakeSeparable();
prog.Link();
ProgramUniform<Vec3f>(prog, "TopColor").Set(0.2f, 0.2f, 0.2f);
ProgramUniform<Vec3f>(prog, "SideColor").Set(0.9f, 0.9f, 0.2f);
return prog;
}
示例2: make_frame_prog
static Program make_frame_prog(void)
{
FragmentShader fs;
fs.Source(
"#version 330\n"
"out vec4 fragColor;"
"void main(void)"
"{"
" fragColor = vec4(0.2, 0.1, 0.0, 1.0);"
"}"
);
fs.Compile();
Program prog;
prog.AttachShader(fs);
prog.MakeSeparable();
prog.Link();
return prog;
}
示例3: make_transf_prog
//.........这里部分代码省略.........
);
vs.Compile();
GeometryShader gs;
gs.Source(
"#version 330\n"
"layout(triangles) in;"
"layout(triangle_strip, max_vertices = 15) out;"
"uniform mat4 CameraMatrix, ProjectionMatrix;"
"uniform vec3 LightPos;"
"uniform float Time;"
"in gl_PerVertex {"
" vec4 gl_Position;"
"} gl_in[];"
"in vec3 vertNormal[];"
"in vec2 vertTexCoord[];"
"out gl_PerVertex {"
" vec4 gl_Position;"
"};"
"out vec3 geomNormal;"
"out vec3 geomLight;"
"out float geomGlow;"
"flat out int geomTop;"
"void main(void)"
"{"
" vec3 FaceNormal = normalize("
" vertNormal[0]+"
" vertNormal[1]+"
" vertNormal[2] "
" );"
" vec2 FaceCoord = 0.33333 * ("
" vertTexCoord[0]+"
" vertTexCoord[1]+"
" vertTexCoord[2] "
" );"
" float Offs = (sin((FaceCoord.s + Time/10.0)* 3.14 * 2.0 * 10)*0.5 + 0.5)*0.4;"
" Offs *= cos(FaceCoord.t * 3.1415 * 2.0)*0.5 + 0.51;"
" vec3 pos[3], norm[3];"
" for(int i=0; i!=3; ++i)"
" pos[i] = gl_in[i].gl_Position.xyz;"
" for(int i=0; i!=3; ++i)"
" norm[i] = cross("
" FaceNormal, "
" normalize(pos[(i+1)%3] - pos[i])"
" );"
" vec3 pofs = FaceNormal * Offs;"
" geomTop = 0;"
" for(int i=0; i!=3; ++i)"
" {"
" geomNormal = norm[i];"
" for(int j=0; j!=2; ++j)"
" {"
" vec3 tpos = pos[(i+j)%3];"
" geomLight = LightPos-tpos;"
" geomGlow = 1.0;"
" gl_Position = "
" ProjectionMatrix *"
" CameraMatrix *"
" vec4(tpos, 1.0);"
" EmitVertex();"
" geomGlow = 0.7;"
" geomLight = LightPos-tpos+pofs;"
" gl_Position = "
" ProjectionMatrix *"
" CameraMatrix *"
" vec4(tpos + pofs, 1.0);"
" EmitVertex();"
" }"
" EndPrimitive();"
" }"
" geomGlow = 0.0;"
" geomTop = 1;"
" for(int i=0; i!=3; ++i)"
" {"
" geomLight = LightPos - (pos[i]+pofs);"
" geomNormal = vertNormal[i];"
" gl_Position = "
" ProjectionMatrix *"
" CameraMatrix *"
" vec4(pos[i] + pofs, 1.0);"
" EmitVertex();"
" }"
" EndPrimitive();"
"}"
);
gs.Compile();
Program prog;
prog.AttachShader(vs);
prog.AttachShader(gs);
prog.MakeSeparable();
prog.Link();
ProgramUniform<Vec3f>(prog, "LightPos").Set(4, 4, -8);
return prog;
}
示例4: attr
//.........这里部分代码省略.........
" CameraMatrix *"
" vec4(tpos, 1.0);"
" EmitVertex();"
" geomGlow = 0.7;"
" geomLight = LightPos-tpos+pofs;"
" gl_Position = "
" ProjectionMatrix *"
" CameraMatrix *"
" vec4(tpos + pofs, 1.0);"
" EmitVertex();"
" }"
" EndPrimitive();"
" }"
" geomGlow = 0.0;"
" geomTop = 1;"
" for(int i=0; i!=3; ++i)"
" {"
" geomLight = LightPos - (pos[i]+pofs);"
" geomNormal = vertNormal[i];"
" gl_Position = "
" ProjectionMatrix *"
" CameraMatrix *"
" vec4(pos[i] + pofs, 1.0);"
" EmitVertex();"
" }"
" EndPrimitive();"
"}"
);
gs.Compile();
transf_prog.AttachShader(vs);
transf_prog.AttachShader(gs);
transf_prog.MakeSeparable();
transf_prog.Link();
transf_prog.Use();
ProgramUniform<Vec3f>(transf_prog, "LightPos").Set(4, 4, -8);
torus.Bind();
verts.Bind(Buffer::Target::Array);
{
std::vector<GLfloat> data;
GLuint n_per_vertex = make_torus.Positions(data);
Buffer::Data(Buffer::Target::Array, data);
VertexAttribArray attr(transf_prog, "Position");
attr.Setup(n_per_vertex, DataType::Float);
attr.Enable();
}
normals.Bind(Buffer::Target::Array);
{
std::vector<GLfloat> data;
GLuint n_per_vertex = make_torus.Normals(data);
Buffer::Data(Buffer::Target::Array, data);
VertexAttribArray attr(transf_prog, "Normal");
attr.Setup(n_per_vertex, DataType::Float);
attr.Enable();
}
texcoords.Bind(Buffer::Target::Array);
{
std::vector<GLfloat> data;
GLuint n_per_vertex = make_torus.TexCoordinates(data);