本文整理汇总了C++中ProgramFactory::createGroundRenderToCubeMapProgram方法的典型用法代码示例。如果您正苦于以下问题:C++ ProgramFactory::createGroundRenderToCubeMapProgram方法的具体用法?C++ ProgramFactory::createGroundRenderToCubeMapProgram怎么用?C++ ProgramFactory::createGroundRenderToCubeMapProgram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ProgramFactory
的用法示例。
在下文中一共展示了ProgramFactory::createGroundRenderToCubeMapProgram方法的1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: numberVertices
Ground::Ground(const BoundingSphere& boundingSphere, const GridPlaneShape& gridPlaneShape) :
boundingSphere(boundingSphere), numberVertices(gridPlaneShape.getShape().numberVertices), numberIndices(gridPlaneShape.getShape().numberIndices), allVAOs()
{
glGenBuffers(1, &vboVertices);
glBindBuffer(GL_ARRAY_BUFFER, vboVertices);
glBufferData(GL_ARRAY_BUFFER, numberVertices * 4 * sizeof(GLfloat), (GLfloat*)gridPlaneShape.getShape().vertices, GL_STATIC_DRAW);
glGenBuffers(1, &vboNormals);
glBindBuffer(GL_ARRAY_BUFFER, vboNormals);
glBufferData(GL_ARRAY_BUFFER, numberVertices * 3 * sizeof(GLfloat), (GLfloat*)gridPlaneShape.getShape().normals, GL_STATIC_DRAW);
glGenBuffers(1, &vboBitangents);
glBindBuffer(GL_ARRAY_BUFFER, vboBitangents);
glBufferData(GL_ARRAY_BUFFER, numberVertices * 3 * sizeof(GLfloat), (GLfloat*)gridPlaneShape.getShape().bitangents, GL_STATIC_DRAW);
glGenBuffers(1, &vboTangents);
glBindBuffer(GL_ARRAY_BUFFER, vboTangents);
glBufferData(GL_ARRAY_BUFFER, numberVertices * 3 * sizeof(GLfloat), (GLfloat*)gridPlaneShape.getShape().tangents, GL_STATIC_DRAW);
glGenBuffers(1, &vboTexCoords);
glBindBuffer(GL_ARRAY_BUFFER, vboTexCoords);
glBufferData(GL_ARRAY_BUFFER, numberVertices * 2 * sizeof(GLfloat), (GLfloat*)gridPlaneShape.getShape().texCoords, GL_STATIC_DRAW);
glGenBuffers(1, &vboIndices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numberIndices * sizeof(GLuint), (GLuint*)gridPlaneShape.getShape().indices, GL_STATIC_DRAW);
//
ProgramFactory programFactory;
ProgramSP shaderprogram = programFactory.createGroundProgram();
GroundVAOSP vao = GroundVAOSP(new GroundVAO(shaderprogram, *this));
addVAO(vao);
shaderprogram = programFactory.createGroundRenderToCubeMapProgram();
vao = GroundVAOSP(new GroundVAO(shaderprogram, *this));
addVAO(vao);
shaderprogram = programFactory.createGroundRenderToShadowMapProgram();
vao = GroundVAOSP(new GroundVAO(shaderprogram, *this));
addVAO(vao);
}