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C++ QOpenGLShaderProgram::setUniformValue方法代码示例

本文整理汇总了C++中QOpenGLShaderProgram::setUniformValue方法的典型用法代码示例。如果您正苦于以下问题:C++ QOpenGLShaderProgram::setUniformValue方法的具体用法?C++ QOpenGLShaderProgram::setUniformValue怎么用?C++ QOpenGLShaderProgram::setUniformValue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QOpenGLShaderProgram的用法示例。


在下文中一共展示了QOpenGLShaderProgram::setUniformValue方法的15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: loadShader

void DVWindow::loadShader(QOpenGLShaderProgram& shader, const char* vshader, const char* fshader) {
    /* Load the shaders from the qrc. */
    shader.addShaderFromSourceFile(QOpenGLShader::Vertex, vshader);

    QFile res(fshader);
    res.open(QIODevice::ReadOnly | QIODevice::Text);
    QString fshaderSrc = res.readAll();

    if (!context()->isOpenGLES())
        fshaderSrc.prepend("#version 130\n");

    shader.addShaderFromSourceCode(QOpenGLShader::Fragment, fshaderSrc);

    /* Bind the attribute handles. */
    shader.bindAttributeLocation("vertex", vertex);
    shader.bindAttributeLocation("uv", uv);

    shader.link();

    /* Bind so we set the texture sampler uniform values. */
    shader.bind();

    /* Left image is TEXTURE0. */
    shader.setUniformValue("textureL", 0);
    /* Right image is TEXTURE1. */
    shader.setUniformValue("textureR", 1);
}
开发者ID:chipgw,项目名称:depthview2,代码行数:27,代码来源:dvwindow.cpp

示例2: glEnable

void Painter::paint_3_2_label(
    const QMatrix4x4 & viewProjection
,   float timef)
{
    QOpenGLShaderProgram * program;

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glActiveTexture(GL_TEXTURE0);

    program = m_programs[LabelDistanceMapProgram];
    program->bind();

    glBindTexture(GL_TEXTURE_2D, m_hpicgsLabelDM);
    program->setUniformValue("mvp", viewProjection * m_transforms[0]);
    m_hpicgsLabel->draw(*this);

    glBindTexture(GL_TEXTURE_2D, m_portccLabelDM);
    program->setUniformValue("mvp", viewProjection * m_transforms[1]);
    m_portccLabel->draw(*this);

    program->release();

    glBindTexture(GL_TEXTURE_2D, 0);
    glDisable(GL_BLEND);
}
开发者ID:stiXits,项目名称:demo_shadow,代码行数:27,代码来源:Painter.cpp

示例3: draw

void Refraction::draw()
{
    _arrayBuf.bind();

    QOpenGLShaderProgram *program = GL::refraction();
    program->bind();
    int vertexLocation = program->attributeLocation("a_position");
    program->enableAttributeArray(vertexLocation);
    program->setAttributeBuffer(vertexLocation, GL_FLOAT, 0, 3, sizeof(VertexData));
    int fragmentLocation = program->attributeLocation("a_texcoord");
    program->enableAttributeArray(fragmentLocation);
    program->setAttributeBuffer(fragmentLocation, GL_FLOAT, sizeof(QVector3D), 2, sizeof(VertexData));

    prepareMatrix();
    program->setUniformValue("mvp_matrix", GL::projection() * model);
    program->setUniformValue("refraction", 0);
    _texture->bind(0);



    program->setUniformValue("background", 1);
    GameObjects::background()->bind(1);
    program->setUniformValue("position", _position);
    program->setUniformValue("radius", _radius);

    glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, 0);
}
开发者ID:ustinski,项目名称:game,代码行数:27,代码来源:refraction.cpp

示例4: call

	template <typename R> void call(R *r) {
		const auto &view = r->getViewMatrix();
		const auto &projection = r->getProjectionMatrix();
		for (auto &con : r->getScenario().getWorld().cellCellConnections) {
			auto &cc = *(con.second.get());
			if (cc.adhCoef > 0) {
				shader.bind();
				cube.vao.bind();
				QColor color = QColor::fromHsvF(cc.adhCoef * 0.45, 0.7, 0.7);
				shader.setUniformValue(shader.uniformLocation("color"), color);
				shader.setUniformValue(shader.uniformLocation("projection"), projection);
				shader.setUniformValue(shader.uniformLocation("view"), view);
				QMatrix4x4 model;
				auto ab = toQV3D(cc.cells.second->getPosition() - cc.cells.first->getPosition());
				model.translate(toQV3D(cc.cells.second->getPosition()) - ab * 0.5);
				auto dp = ab.normalized().x();
				if (dp != 1 && dp != -1) {
					model.rotate(acos(dp) * 180.0 / M_PI,
					             QVector3D::crossProduct(QVector3D(1, 0, 0), ab));
					model.scale(ab.length() * 0.5, 1.0, 1.0);
					QMatrix4x4 nmatrix = (model).inverted().transposed();
					shader.setUniformValue(shader.uniformLocation("model"), model);
					shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
					GL->glDrawElements(GL_TRIANGLES, cube.indices.size(), GL_UNSIGNED_INT, 0);
				}
				cube.vao.release();
				shader.release();
			}
		}
	}
开发者ID:jdisset,项目名称:seacells,代码行数:30,代码来源:drawextensions.hpp

示例5: col

	template <typename R> void call(R *r) {
		const auto &view = r->getViewMatrix();
		const auto &projection = r->getProjectionMatrix();
		shader.bind();
		sphere.vao.bind();
		texture->bind(0);
		shader.setUniformValue(shader.uniformLocation("projection"), projection);
		shader.setUniformValue(shader.uniformLocation("view"), view);
		for (auto &n : r->getScenario().nutrientSources) {
			QMatrix4x4 model;
			model.translate(n.pos.x(), n.pos.y(), n.pos.z());
			double c = n.content / n.initialcontent;
			double l = 15.0 + sqrt(n.sqradius * c) * 0.05;
			model.scale(l, l, l);
			QMatrix4x4 nmatrix = (model).inverted().transposed();
			shader.setUniformValue(shader.uniformLocation("model"), model);
			shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
			auto hsv = QColor::fromHsvF(c * 0.35, 0.9, 0.9);
			QVector4D col(hsv.redF(), hsv.greenF(), hsv.blueF(), 0.5);
			std::cerr << "c = " << c << ", r = " << col.x() << std::endl;
			shader.setUniformValue(shader.uniformLocation("color"), col);
			GL->glDrawElements(GL_TRIANGLES, sphere.indices.size(), GL_UNSIGNED_INT, 0);
		}
		sphere.vao.release();
		shader.release();
	}
开发者ID:jdisset,项目名称:seacells,代码行数:26,代码来源:drawextensions.hpp

示例6: setUniforms

void AbstractKernel::setUniforms(QOpenGLShaderProgram& program, unsigned int pass)
{
	program.setUniformValue("size", m_size);
	if(pass == Pass::Second)
	{
		program.setUniformValue("factor", m_factor);
	}
}
开发者ID:Highlife1911,项目名称:glraw,代码行数:8,代码来源:AbstractKernel.cpp

示例7: renderWithNormals

/******************************************************************************
* Renders the geometry as triangle mesh with normals.
******************************************************************************/
void OpenGLArrowPrimitive::renderWithNormals(ViewportSceneRenderer* renderer)
{
	QOpenGLShaderProgram* shader = renderer->isPicking() ? _pickingShader : _shader;
	if(!shader->bind())
		throw Exception(QStringLiteral("Failed to bind OpenGL shader."));

	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);

	shader->setUniformValue("modelview_projection_matrix", (QMatrix4x4)(renderer->projParams().projectionMatrix * renderer->modelViewTM()));
	if(!renderer->isPicking())
		shader->setUniformValue("normal_matrix", (QMatrix3x3)(renderer->modelViewTM().linear().inverse().transposed()));

	GLint pickingBaseID;
	if(renderer->isPicking()) {
		pickingBaseID = renderer->registerSubObjectIDs(elementCount());
		renderer->activateVertexIDs(shader, _chunkSize * _verticesPerElement, true);
	}

	for(int chunkIndex = 0; chunkIndex < _verticesWithNormals.size(); chunkIndex++, pickingBaseID += _chunkSize) {
		int chunkStart = chunkIndex * _chunkSize;
		int chunkSize = std::min(_elementCount - chunkStart, _chunkSize);

		if(renderer->isPicking())
			shader->setUniformValue("pickingBaseID", pickingBaseID);

		_verticesWithNormals[chunkIndex].bindPositions(renderer, shader, offsetof(VertexWithNormal, pos));
		if(!renderer->isPicking()) {
			_verticesWithNormals[chunkIndex].bindNormals(renderer, shader, offsetof(VertexWithNormal, normal));
			_verticesWithNormals[chunkIndex].bindColors(renderer, shader, 4, offsetof(VertexWithNormal, color));
		}

		int stripPrimitivesPerElement = _stripPrimitiveVertexCounts.size() / _chunkSize;
		int stripVerticesPerElement = std::accumulate(_stripPrimitiveVertexCounts.begin(), _stripPrimitiveVertexCounts.begin() + stripPrimitivesPerElement, 0);
		OVITO_CHECK_OPENGL(shader->setUniformValue("verticesPerElement", (GLint)stripVerticesPerElement));
		OVITO_CHECK_OPENGL(renderer->glMultiDrawArrays(GL_TRIANGLE_STRIP, _stripPrimitiveVertexStarts.data(), _stripPrimitiveVertexCounts.data(), stripPrimitivesPerElement * chunkSize));

		int fanPrimitivesPerElement = _fanPrimitiveVertexCounts.size() / _chunkSize;
		int fanVerticesPerElement = std::accumulate(_fanPrimitiveVertexCounts.begin(), _fanPrimitiveVertexCounts.begin() + fanPrimitivesPerElement, 0);
		OVITO_CHECK_OPENGL(shader->setUniformValue("verticesPerElement", (GLint)fanVerticesPerElement));
		OVITO_CHECK_OPENGL(renderer->glMultiDrawArrays(GL_TRIANGLE_FAN, _fanPrimitiveVertexStarts.data(), _fanPrimitiveVertexCounts.data(), fanPrimitivesPerElement * chunkSize));

		_verticesWithNormals[chunkIndex].detachPositions(renderer, shader);
		if(!renderer->isPicking()) {
			_verticesWithNormals[chunkIndex].detachNormals(renderer, shader);
			_verticesWithNormals[chunkIndex].detachColors(renderer, shader);
		}
	}
	if(renderer->isPicking())
		renderer->deactivateVertexIDs(shader, true);

	shader->release();
}
开发者ID:taohonker,项目名称:Ovito,代码行数:56,代码来源:OpenGLArrowPrimitive.cpp

示例8: renderScene

void Painter::renderScene(const Camera &camera)
{
    m_envMap->paint(camera);

    /* Paint gems */
    QOpenGLShaderProgram *gemProgram = (*m_shaderPrograms)[ShaderPrograms::GemProgram];
    gemProgram->bind();

    gemProgram->enableAttributeArray(0);
    gemProgram->enableAttributeArray(1);

    gemProgram->setUniformValue("envmap", 0);
    gemProgram->setUniformValue("gemStructureMap", 1);
    gemProgram->setUniformValue("rainbowMap", 2);
    gemProgram->setUniformValue("eye", camera.eye());
    gemProgram->setUniformValue("viewProjection", camera.viewProjection());
    m_gl->glActiveTexture(GL_TEXTURE0);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, m_envMap->cubeMapTexture());
    m_gl->glActiveTexture(GL_TEXTURE1);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, m_gemStructureMap->cubeMapTexture());
    m_gl->glActiveTexture(GL_TEXTURE2);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, m_rainbowMap->cubeMapTexture());

    QHash<ShaderPrograms, QOpenGLShaderProgram*> shaderPrograms;
    shaderPrograms.insert(ShaderPrograms::GemProgram, m_shaderPrograms->value(ShaderPrograms::GemProgram));
    shaderPrograms.insert(ShaderPrograms::LighRayProgram, m_shaderPrograms->value(ShaderPrograms::LighRayProgram));

    m_sceneRenderer->paint(*m_gl, camera.viewProjection(), shaderPrograms);

    m_gl->glActiveTexture(GL_TEXTURE0);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
    m_gl->glActiveTexture(GL_TEXTURE1);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
    m_gl->glActiveTexture(GL_TEXTURE2);
    m_gl->glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
    m_gl->glBindTexture(GL_TEXTURE_2D, 0);

    gemProgram->disableAttributeArray(0);
    gemProgram->disableAttributeArray(1);

    gemProgram->release();
}
开发者ID:JenniferStamm,项目名称:GemIlluminator,代码行数:42,代码来源:painter.cpp

示例9: Exception

/******************************************************************************
* Renders a 2d polyline in the viewport.
******************************************************************************/
void ViewportSceneRenderer::render2DPolyline(const Point2* points, int count, const ColorA& color, bool closed)
{
	OVITO_STATIC_ASSERT(sizeof(points[0]) == 2*sizeof(GLfloat));

	// Load OpenGL shader.
	QOpenGLShaderProgram* shader = loadShaderProgram("line", ":/core/glsl/lines/line.vs", ":/core/glsl/lines/line.fs");
	if(!shader->bind())
		throw Exception(tr("Failed to bind OpenGL shader."));

	bool wasDepthTestEnabled = glIsEnabled(GL_DEPTH_TEST);
	glDisable(GL_DEPTH_TEST);

	GLint vc[4];
	glGetIntegerv(GL_VIEWPORT, vc);
	QMatrix4x4 tm;
	tm.ortho(vc[0], vc[0] + vc[2], vc[1] + vc[3], vc[1], -1, 1);
	OVITO_CHECK_OPENGL(shader->setUniformValue("modelview_projection_matrix", tm));

	QOpenGLBuffer vertexBuffer;
	if(glformat().majorVersion() >= 3) {
		if(!vertexBuffer.create())
			throw Exception(tr("Failed to create OpenGL vertex buffer."));
		if(!vertexBuffer.bind())
				throw Exception(tr("Failed to bind OpenGL vertex buffer."));
		vertexBuffer.allocate(points, 2 * sizeof(GLfloat) * count);
		OVITO_CHECK_OPENGL(shader->enableAttributeArray("position"));
		OVITO_CHECK_OPENGL(shader->setAttributeBuffer("position", GL_FLOAT, 0, 2));
		vertexBuffer.release();
	}
	else {
		OVITO_CHECK_OPENGL(glEnableClientState(GL_VERTEX_ARRAY));
		OVITO_CHECK_OPENGL(glVertexPointer(2, GL_FLOAT, 0, points));
	}

	if(glformat().majorVersion() >= 3) {
		OVITO_CHECK_OPENGL(shader->disableAttributeArray("color"));
		OVITO_CHECK_OPENGL(shader->setAttributeValue("color", color.r(), color.g(), color.b(), color.a()));
	}
	else {
		OVITO_CHECK_OPENGL(glColor4(color));
	}

	OVITO_CHECK_OPENGL(glDrawArrays(closed ? GL_LINE_LOOP : GL_LINE_STRIP, 0, count));

	if(glformat().majorVersion() >= 3) {
		shader->disableAttributeArray("position");
	}
	else {
		OVITO_CHECK_OPENGL(glDisableClientState(GL_VERTEX_ARRAY));
	}
	shader->release();
	if(wasDepthTestEnabled) glEnable(GL_DEPTH_TEST);
}
开发者ID:taohonker,项目名称:Ovito,代码行数:56,代码来源:ViewportSceneRenderer.cpp

示例10: draw

void csSurface::draw(QOpenGLShaderProgram& program)
{
  if( _initRequired ) {
    initialize();
  }

  if( _meshInfo.isEmpty() ) {
    return;
  }

  glDisable(GL_CULL_FACE);

  program.setUniformValue("cs_Model", _model);
  program.setUniformValue("cs_zMin", _meshInfo.zMin());
  program.setUniformValue("cs_zInterval", _meshInfo.zInterval());
  program.setUniformValue("cs_ColorMap", TMU_COLORMAP);

  _surface->bind();
  const int vertexLoc = program.attributeLocation("cs_Vertex");
  program.enableAttributeArray(vertexLoc);
  program.setAttributeBuffer(vertexLoc, GL_FLOAT, 0, 3);

  _colorTexture->bind(TMU_COLORMAP, QOpenGLTexture::ResetTextureUnit);

  _strip->bind();
  const int numStrips       =   _meshInfo.rowCount()   -1;
  const int numVertPerStrip = 2*_meshInfo.columnCount();
  for(int y = 0; y < numStrips; y++) {
    const GLuint  offset  = sizeof(GLuint)*y*numVertPerStrip;
    const GLvoid *indices = (GLvoid*)offset;
    glDrawElements(GL_TRIANGLE_STRIP, numVertPerStrip, GL_UNSIGNED_INT, indices);
  }
  _strip->release();

  _colorTexture->release();

  program.disableAttributeArray(vertexLoc);
  _surface->release();
}
开发者ID:CaSchmidt,项目名称:cslabs,代码行数:39,代码来源:csSurface.cpp

示例11: drawMesh

void csSurface::drawMesh(QOpenGLShaderProgram& program)
{
  if( _initRequired ) {
    initialize();
  }

  if( _meshInfo.isEmpty() ) {
    return;
  }

  program.setUniformValue("cs_DepthOffset", csCoordinateBox::DepthOffset);
  program.setUniformValue("cs_Model", _model);

  _surface->bind();
  const int vertexLoc = program.attributeLocation("cs_Vertex");
  program.enableAttributeArray(vertexLoc);
  program.setAttributeBuffer(vertexLoc, GL_FLOAT, 0, 3);

  const int colorLoc = program.attributeLocation("cs_Color");
  program.setAttributeValue(colorLoc, QColor(Qt::black));

  // Along x-Axis
  for(int y = 0; y < _meshInfo.rowCount(); y++) {
    glDrawArrays(GL_LINE_STRIP,
                 y*_meshInfo.columnCount(), _meshInfo.columnCount());
  }

  // Along y-Axis
  _meshY->bind();
  for(int x = 0; x < _meshInfo.columnCount(); x++) {
    const GLuint  offset  = sizeof(GLuint)*x*_meshInfo.rowCount();
    const GLvoid *indices = (GLvoid*)offset;
    glDrawElements(GL_LINE_STRIP, _meshInfo.rowCount(), GL_UNSIGNED_INT, indices);
  }
  _meshY->release();

  program.disableAttributeArray(vertexLoc);
  _surface->release();
}
开发者ID:CaSchmidt,项目名称:cslabs,代码行数:39,代码来源:csSurface.cpp

示例12: render

//! [5]
void TriangleWindow::render()
{
    const qreal retinaScale = devicePixelRatio();
    glViewport(0, 0, width() * retinaScale, height() * retinaScale);

    glClear(GL_COLOR_BUFFER_BIT);

    m_program->bind();

    QMatrix4x4 matrix;
    matrix.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f);
    matrix.translate(0, 0, -2);
    matrix.rotate(100.0f * m_frame / screen()->refreshRate(), 0, 1, 0);

    m_program->setUniformValue(m_matrixUniform, matrix);

    GLfloat vertices[] = {
        0.0f, 0.707f,
        -0.5f, -0.5f,
        0.5f, -0.5f
    };

    GLfloat colors[] = {
        1.0f, 0.0f, 0.0f,
        0.0f, 1.0f, 0.0f,
        0.0f, 0.0f, 1.0f
    };

    glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);

    glEnableVertexAttribArray(0);
    glEnableVertexAttribArray(1);

    glDrawArrays(GL_TRIANGLES, 0, 3);

    glDisableVertexAttribArray(1);
    glDisableVertexAttribArray(0);

    m_program->release();

    ++m_frame;
}
开发者ID:RSATom,项目名称:Qt,代码行数:44,代码来源:main.cpp

示例13: buildPassthorughProgram

// Build a passthrough glsl program
QOpenGLShaderProgram* GLImageProcessor::buildPassthorughProgram() const
{
	QOpenGLShaderProgram* prog = new QOpenGLShaderProgram();

	QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex, prog);
	const char *vsrc =
		"attribute highp vec4 in_Vertex;\n"
		"attribute mediump vec4 in_TexCoord;\n"
		"varying mediump vec4 texCoord;\n"
		"void main(void)\n"
		"{\n"
		"    gl_Position = in_Vertex;\n"
		"    texCoord = in_TexCoord;\n"
		"}\n";
	vshader->compileSourceCode(vsrc);


	QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment, prog);
	const char *fsrc =
		"uniform sampler2D in_Texture;\n"
		"varying mediump vec4 texCoord;\n"
		"void main(void)\n"
		"{\n"
		"    gl_FragColor = texture2D(in_Texture, texCoord.st);\n"
		"}\n";
	fshader->compileSourceCode(fsrc);

	prog->addShader(vshader);
	prog->addShader(fshader);
	prog->bindAttributeLocation("in_Vertex", 0);
	prog->bindAttributeLocation("in_TexCoord", 1);
	prog->link();
	prog->bind();
	prog->setUniformValue("in_Texture", 0);
	prog->release();

	return prog;
}
开发者ID:diegomazala,项目名称:alpha-matting,代码行数:39,代码来源:GLImageProcessor.cpp

示例14: draw

void AssimpScene::draw(
    OpenGLFunctions & gl
,   QOpenGLShaderProgram & program
,   const GLenum mode)
{
    if (!m_valid)
        return;

    if (!program.isLinked())
        return;

    std::vector<AssimpMesh *>::const_iterator i = m_meshes.begin();
    const std::vector<AssimpMesh *>::const_iterator iEnd = m_meshes.end();

    program.bind();
    program.setUniformValue("model", m_transform * m_normalize);

    for (; i != iEnd; ++i)
    {
        AssimpMesh * mesh(*i);

        program.setUniformValue("diffuse", mesh->material.diffuse);
        program.setUniformValue("ambient", mesh->material.ambient);
        program.setUniformValue("specular", mesh->material.specular);
        program.setUniformValue("emissive", mesh->material.emissive);
        program.setUniformValue("shininess", mesh->material.shininess);
        program.setUniformValue("texCount", mesh->material.texCount);

        if (mesh->material.texCount > 0)
        {
            program.setUniformValue("difftex", 0);
            gl.glActiveTexture(GL_TEXTURE0);            
            gl.glBindTexture(GL_TEXTURE_2D, mesh->material.texture);
        }

        mesh->vao.bind();
        gl.glDrawElements(mode, mesh->faces * 3, GL_UNSIGNED_INT, nullptr);
        mesh->vao.release();

        if (mesh->material.texCount > 0)
            gl.glBindTexture(GL_TEXTURE_2D, 0);
    }
    program.release();
}
开发者ID:Nuos,项目名称:demo_lod,代码行数:44,代码来源:AssimpScene.cpp

示例15: SendUniformsToShader

void Material::SendUniformsToShader(QOpenGLShaderProgram &shader)
{


    /**
    *Diffuse component
    */
    shader.setUniformValue("diffuse_color", m_diffuse_color);
    shader.setUniformValue("diffuse_intensity", m_diffuse_intensity);
    shader.setUniformValue("use_diffuse_texture", m_textures.contains(diffuse));


    /**
    *Specular component
    */
    shader.setUniformValue("specular_color", m_specular_color);
    shader.setUniformValue("specular_intensity", m_specular_intensity);
    shader.setUniformValue("specular_hardness", m_specular_hardness);


}
开发者ID:aaether14,项目名称:aaengine,代码行数:21,代码来源:material.cpp


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