本文整理汇总了C++中ShaderProgram::Apply方法的典型用法代码示例。如果您正苦于以下问题:C++ ShaderProgram::Apply方法的具体用法?C++ ShaderProgram::Apply怎么用?C++ ShaderProgram::Apply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ShaderProgram
的用法示例。
在下文中一共展示了ShaderProgram::Apply方法的10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: GLuint
void gfx::BloomProgram::Render(){
//Do brightpass
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_BrightPassShader);
prog->Apply();
const int WORK_GROUP_SIZE = 32;
GLuint WorkGroupSizeX = GLuint((m_Width + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE));
GLuint WorkGroupSizeY = GLuint((m_Height + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE));
prog->SetUniformTextureHandle("g_Image", m_TargetTex, 1);
prog->SetUniformVec2("g_ScreenSize", glm::vec2(m_Width, m_Height));
prog->SetUniformFloat("g_Threshold", 0.4f);
prog->SetUniformFloat("g_Smoothness", 0.8f);
glBindImageTexture(0, m_BloomTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glDispatchCompute(WorkGroupSizeX, WorkGroupSizeY, 1);
//blur result
m_BlurProgram->Render();
//add to final target
prog = g_ShaderBank.GetProgramFromHandle(m_BloomShader);
prog->Apply();
prog->SetUniformTextureHandle("g_BluredBloomTex", m_BlurProgram->GetBluredTexture(), 1);
prog->SetUniformTextureHandle("g_ColorBuffer", m_TargetTex, 2);
prog->SetUniformVec2("g_ScreenSize", glm::vec2(m_Width, m_Height));
glBindImageTexture(0, m_BloomTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
glDispatchCompute(WorkGroupSizeX, WorkGroupSizeY, 1);
}
示例2: Render
void ShadowMap::Render( RenderQueue* rq ) {
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle( m_Shader );
prog->Apply();
glBindFramebuffer( GL_FRAMEBUFFER, m_FrameBuffer );
glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK);
const GLfloat one = 1.0f;
glClearBufferfv( GL_DEPTH, 0, &one );
glViewport( 0, 0, m_Size, m_Size );
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset( 1.0f, 4.0f );
//glm::mat4 viewProj = m_Proj * m_View;
//prog->SetUniformMat4( "g_ViewProj", viewProj );
//unsigned int bufferOffset = 0;
//unsigned int instanceCount = 0;
//g_ModelBank.ApplyBuffers();
//// for each model to be rendered
//for ( auto& mo : rq->GetModelQueue() ) {
// const Model& model = g_ModelBank.FetchModel( mo.Model );
// instanceCount = mo.InstanceCount;
// prog->SetUniformUInt( "g_BufferOffset", bufferOffset );
// // for each mesh
// for ( auto& mesh : model.Meshes ) {
// glDrawElementsInstanced( GL_TRIANGLES, mesh.Indices, GL_UNSIGNED_INT,
// ( GLvoid* )( 0 + ( ( model.IndexHandle + mesh.IndexBufferOffset ) * sizeof( unsigned int ) ) ), instanceCount );
// }
// bufferOffset += instanceCount;
//}
//glDisable(GL_POLYGON_OFFSET_FILL);
}
示例3: Initialize
void TerrainDeformationProgram::Initialize(){
m_FrameBuffer = new FrameBuffer();
m_FrameBuffer->Init();
glGenTextures(1, &m_BrushTexture);
glBindTexture(GL_TEXTURE_2D, m_BrushTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_BRUSH_RES, m_BRUSH_RES, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
//fill in brush
m_BrushGenProgram = g_ShaderBank.LoadShaderProgram("../../../shader/BrushTexGenProgram.glsl");
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_BrushGenProgram);
prog->Apply();
prog->SetUniformFloat("hardness", 1.0f);
glBindImageTexture(0, m_BrushTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
const int WORK_GROUP_SIZE = 32;
GLuint WorkGroupSize = GLuint((m_BRUSH_RES + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE));
glDispatchCompute(WorkGroupSize, WorkGroupSize, 1);
m_DrawProgram = g_ShaderBank.LoadShaderProgram("../../../shader/SpriteShader.glsl");
m_BrushTex = new Texture();
m_BrushTex->Init("../../../binasset/texture/brush.png", TEXTURE_COLOR);
m_FilterProgram = g_ShaderBank.LoadShaderProgram("../../../shader/TerrainDeformFilter.glsl");
}
示例4:
void gfx::LineRenderProgram::Draw()
{
glDisable( GL_DEPTH_TEST );
glLineWidth(4.0f);
glEnable(GL_BLEND);
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_ProgramHandle);
prog->Apply();
glm::mat4 vp = m_RenderJobManager->GetProj() * m_RenderJobManager->GetView();
prog->SetUniformMat4("vp", vp);
rVector<Line>& lines = m_RenderJobManager->GetLines();
for(int i = 0; i < lines.size(); i++)
{
prog->SetUniformVec4("Color", lines[i].Color);
prog->SetUniformVec3("pos1", lines[i].Origin);
prog->SetUniformVec3("pos2", lines[i].Destination);
prog->SetUniformFloat("animation", lines[i].AnimationProgres);
if(lines[i].Dashed)
{
prog->SetUniformTextureHandle("Tex", m_DashedTexture, 0);
}
else
{
prog->SetUniformTextureHandle("Tex", m_Texture, 0);
}
glBindVertexArray( 0 );
glDrawArrays(GL_POINTS, 0, 1);
}
glUseProgram( 0 );
glEnable( GL_DEPTH_TEST );
glLineWidth(1.0f);
glDisable(GL_BLEND);
}
示例5: brushSize
void gfx::GraphicsEngine::RenderToTexture(RenderQueue* drawQueue){
TextureHandle target = drawQueue->GetTargetTexture();
m_FrameBuffer.SetTexture(target);
m_FrameBuffer.Apply();
ShaderProgram* spriteProg = g_ShaderBank.GetProgramFromHandle(m_SpriteShader);
spriteProg->Apply();
glBindVertexArray(0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
static bool additive = false;
ImGui::Checkbox("Additive", &additive);
if (additive){
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
else {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
//static glm::vec4 color = glm::vec4(1);
//ImGui::ColorEdit4("BrushColor", &color[0], true);
for (auto& brush : drawQueue->GetBrushQueue()){
Texture* brushTex = g_MaterialBank.GetTexture(brush.Texture);
glm::vec2 brushSize(brush.Size / (m_Width * 0.5f), brush.Size / m_Height);
spriteProg->SetUniformVec4("g_Pos", glm::vec4(glm::vec2(brush.Position.x - brushSize.x * 0.5f, 1.0f - brush.Position.y + brushSize.y * 0.5f), 0, 0));
spriteProg->SetUniformVec4("g_Size", glm::vec4(brushSize.x, brushSize.y, 1, 1));
spriteProg->SetUniformVec4("g_Color", ColorPicker::m_color);
brushTex->Apply(spriteProg->FetchUniform("g_Texture"), 0);
spriteProg->SetUniformBool("g_GreyScale", false);
glDrawArrays(GL_POINTS, 0, 1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
示例6: sizeof
void gfx::GraphicsEngine::RenderLines(RenderQueue* drawQueue){
//Fill vertex buffer
int bufferSize = 0;
for (auto& it : drawQueue->GetLineQueue()){
bufferSize += it.Lines.size();
}
int i = 0;
for (auto& it : drawQueue->GetLineQueue()){
memcpy(m_LineBuffer + i * sizeof(glm::vec2), it.Lines.data(), it.Lines.size() * sizeof(glm::vec2));
i += it.Lines.size();
}
glBindBuffer(GL_ARRAY_BUFFER, m_LineVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize * sizeof(glm::vec2), m_LineBuffer);
glBindVertexArray(m_LineVAO);
//set shader
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_LineProgram);
prog->Apply();
prog->SetUniformVec2("g_ScreenSize", glm::vec2(m_Width, m_Height));
prog->SetUniformVec2("g_ScreenPos", glm::vec2(0, 0));
//issue draw calls
i = 0;
glViewport(0, 0,m_Width,m_Height);
for (auto& it : drawQueue->GetLineQueue()){
prog->SetUniformVec4("g_Color", it.Color);
glDrawArrays(GL_LINES, i, it.Lines.size());
i += it.Lines.size();
}
}
示例7:
void gfx::GraphicsEngine::RenderSprites(RenderQueue* drawQueue){
glViewport(0, 0, m_Width, m_Height);
//Render Sprites
ShaderProgram* spriteProg = g_ShaderBank.GetProgramFromHandle(m_SpriteShader);
spriteProg->Apply();
glBindVertexArray(0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (int layer = 0; layer < 3; layer++){
for (auto& spr : drawQueue->GetSpriteQueue()[layer]){
spriteProg->SetUniformVec4("g_Pos", spr.GetPosFlt());
spriteProg->SetUniformVec4("g_Size", spr.GetSizeFlt());
spriteProg->SetUniformVec4("g_Color", spr.GetColor());
g_MaterialBank.GetTexture(spr.GetTexture())->Apply(spriteProg->FetchUniform("g_Texture"), 0);
if (g_MaterialBank.GetTexture(spr.GetTexture())->GetChannels() == 1){
spriteProg->SetUniformBool("g_GreyScale", true);
}
else{
spriteProg->SetUniformBool("g_GreyScale", false);
}
glDrawArrays(GL_POINTS, 0, 1);
}
}
}
示例8: Render
void TerrainDeformationProgram::Render(RenderQueue* rq){
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_DrawProgram);
prog->Apply();
glBindVertexArray(0);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE); //additive
for (auto& td : rq->GetDeformations()){
Terrain* terrain = g_TerrainManager.GetTerrainFromHandle(td.Terrain);
glm::vec2 textureSize = terrain->GetHeightHighResSize();
m_FrameBuffer->SetTexture(terrain->GetHeightMap(), textureSize.x, textureSize.y);
m_FrameBuffer->Apply();
glViewport(0, 0, textureSize.x, textureSize.y);
//prog->SetUniformTextureHandle("g_Texture", m_BrushTexture, 0);
m_BrushTex->Apply(prog->FetchUniform("g_Texture"), 0);
prog->SetUniformVec4("g_Pos", glm::vec4(td.Position.x , 1.0f - td.Position.y, 0, 0));
prog->SetUniformVec4("g_Size", glm::vec4(td.Size, 1, 1));
glm::vec3 dir = td.Up ? glm::vec3(1) : glm::vec3(0);
prog->SetUniformVec4("g_Color", glm::vec4(dir, td.Strength));
prog->SetUniformBool("g_GreyScale", false);
glDrawArrays(GL_POINTS, 0, 1);
//filter area
glm::vec4 pixelArea = glm::vec4((td.Position * textureSize) - glm::vec2(-2), (td.Size * textureSize) + glm::vec2(4));
const int WORK_GROUP_SIZE = 32;
GLuint WorkGroupSizeX = GLuint((pixelArea.z + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE));
GLuint WorkGroupSizeY = GLuint((pixelArea.w + WORK_GROUP_SIZE - 1) / float(WORK_GROUP_SIZE));
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_FilterProgram);
prog->Apply();
prog->SetUniformVec4("g_PixelArea", pixelArea);
glBindImageTexture(0, terrain->GetHeightMap(), 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
glDispatchCompute(WorkGroupSizeX, WorkGroupSizeY, 1);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
}
示例9: Init
bool Init(int argc, char** argv)
{
GetCLDev();
m_backend->Init(argc, argv);
m_aspectRatio = m_win_h / (float)m_win_w;
if (!m_backend->CreateWin(m_win_w, m_win_h, false, "OpenGL test app"))
{
fprintf(stderr, "Faild to create window");
return false;
}
GLenum res = glewInit();
if (res != GLEW_OK) {
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
return false;
}
if (!InitCL())
{
return false;
}
wglSwapIntervalEXT(0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glFrontFace(GL_CW);
//glCullFace(GL_BACK);
//glEnable(GL_CULL_FACE);
//glEnable(GL_DEPTH_TEST);
m_bodies.push_back(Body(Vector2f(-0.8f, -0.8f), Vector2f(0.021f, 0.0f), Vector2f(-0.05f, 0.11f), Vector2f(0.0f, 0.0f)));
m_bodies.push_back(Body(Vector2f(0.8f, 0.8f), Vector2f(0.021f, 0.0f), Vector2f(0.05f, -0.11f), Vector2f(0.0f, 0.0f)));
m_bodies.push_back(Body(Vector2f(-0.8f, 0.8f), Vector2f(0.014f, 0.0f), Vector2f(0.01f, 0.1f), Vector2f(0.0f, 0.0f)));
m_bodies.push_back(Body(Vector2f(0.8f, -0.8f), Vector2f(0.016f, 0.0f), Vector2f(0.01f, 0.1f), Vector2f(0.0f, 0.0f)));
m_bodies.push_back(Body(Vector2f(0.0f, 0.0f), Vector2f(0.3f, 0.0f), Vector2f(0.0f, 0.0f), Vector2f(0.0f, 0.0f)));
for (int i = 0; i < 5000; ++i)
{
m_bodies.push_back(Body(Vector2f((rand() % 100000) / 1000.0f - 1.0f, (rand() % 100000) / 1000.0f - 1.0f), Vector2f(rand() % 300 / 1000.0f, 0.0f), Vector2f((rand() % 2000) / 1000.0f - 1.0f, (rand() % 2000) / 1000.0f - 1.0f), Vector2f(0.0f, 0.0f)));
}
glGenBuffers(1, &m_VB);
glBindBuffer(GL_ARRAY_BUFFER, m_VB);
glBufferData(GL_ARRAY_BUFFER, sizeof(Body) * m_bodies.size(), &m_bodies[0], GL_DYNAMIC_DRAW);
cl_int ret = 0;
m_clVB = clCreateFromGLBuffer(m_clContext, CL_MEM_READ_WRITE, m_VB, &ret);
clErrNoAssert(ret);
ret = clSetKernelArg(m_kernelCalcForces, 0, sizeof(cl_mem), (void *)&m_clVB);
clErrNoAssert(ret);
ret = clSetKernelArg(m_kernelMove, 0, sizeof(cl_mem), (void *)&m_clVB);
clErrNoAssert(ret);
m_last_time_dt = 0;
m_time_shift = 1;
m_dt = 0.00001f;
m_shaderProgram = new CommonShaderProgram("vertexshader.txt", "pixelshader.txt", "geometryshader.txt");
m_shaderProgram->Compile();
m_shaderProgram->Apply();
m_shaderProgram->SetScale(m_scale);
m_shaderProgram->SetOffset(m_offset);
m_shaderProgram->SetAspectRatio(m_aspectRatio);
return true;
}
示例10: gpMultiDraw
void gfx::BasicRenderProgram::Draw(DrawData* data)
{
//draw
int flag = data->ShaderFlags;
g_ModelBank.ApplyBuffers( POS_NORMAL_TEX_TANGENT );
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_ProgramHandle);
prog->Apply();
m_RenderJobManager->BindBuffers(prog);
GLint loc = -1;
if(flag & FRAGMENT_DIFFUSEMAP)
{
Texture* diffuse = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Diffuse);
loc = prog->FetchUniform("g_DiffuseTex");
diffuse->Apply(loc, 0);
prog->SetUniformBool("useDiffuse",true);
}
else
{
prog->SetUniformBool("useDiffuse",false);
}
if(flag & FRAGMENT_NORMALMAP)
{
Texture* normal = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Normal);
loc = prog->FetchUniform("g_NormalTex");
normal->Apply(loc, 1);
prog->SetUniformBool("useNormal",true);
}
else
{
prog->SetUniformBool("useNormal",false);
}
if(flag & FRAGMENT_ROUGHNESSMAP)
{
Texture* roughness = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Roughness);
loc = prog->FetchUniform("g_RoughnessTex");
roughness->Apply(loc, 2);
prog->SetUniformBool("useRoughness",true);
}
else
{
prog->SetUniformBool("useRoughness",false);
}
if(flag & FRAGMENT_METALMAP)
{
Texture* metal = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Metal);
loc = prog->FetchUniform("g_MetalTex");
metal->Apply(loc, 3);
prog->SetUniformBool("useMetal",true);
}
else
{
prog->SetUniformBool("useMetal",false);
}
BasicData* frameData = (BasicData*)(data->ExtraData);
prog->SetUniformInt("numPLights", frameData->PointLightCount);
prog->SetUniformInt("numDLights", frameData->DirLightCount);
prog->SetUniformUInt("BatchCounts",frameData->BatchOffset);
prog->SetUniformVec2("g_WorldSize", frameData->WorldSize);
prog->SetUniformMat4("ShadowMat",frameData->ShadowMat);
loc = prog->FetchUniform("g_LightCubeTex");
frameData->SkyTex->Apply(loc, 4);
loc = prog->FetchUniform("g_IrradianceCube");
frameData->IrradianceTex->Apply(loc, 5);
//fog tex
loc = prog->FetchUniform("g_FogOfWarTex");
glUniform1i(loc,6);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, frameData->FogTex);
//fog tex
loc = prog->FetchUniform("g_ShadowMap");
glUniform1i(loc,7);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, frameData->ShadowTex);
if (m_HasDrawID)
{
GPU_PROFILE( AutoGPUProfiler gpMultiDraw( "BasicRenderProgramMultiDrawElementsIndirect" ); );
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, (GLvoid*)(sizeof(IndirectDrawCall) * (frameData->BatchOffset)), frameData->BatchCount, 0);
GPU_PROFILE( gpMultiDraw.Stop(); );