本文整理汇总了C++中ShaderProgram::FetchUniform方法的典型用法代码示例。如果您正苦于以下问题:C++ ShaderProgram::FetchUniform方法的具体用法?C++ ShaderProgram::FetchUniform怎么用?C++ ShaderProgram::FetchUniform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::FetchUniform方法的5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: 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2:
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3: sizeof
void gfx::GraphicsEngine::RenderGeometry(RenderQueue* drawQueue){
glViewport(0, BUTTON_SIZE, (GLsizei)(m_Width * 0.5f), (GLsizei)m_Height - BUTTON_SIZE * 2);
//glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
g_ModelBank.ApplyBuffers();
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_Shader);
prog->Apply();
prog->SetUniformMat4("g_ViewProj", m_Camera.GetViewProjection());
prog->SetUniformVec3("g_Campos", m_Camera.GetPosition());
glm::vec3 lightDir = glm::vec3(0.5f,-1,0.5f);
static float lightangle = 4.0f;
glm::vec4 temp = glm::vec4(lightDir, 0) * glm::rotate(lightangle, glm::vec3(0, 1, 0));
prog->SetUniformVec3("g_LightDir", glm::vec3(temp.x, temp.y, temp.z));
prog->SetUniformVec3("g_CamDir", m_Camera.GetForward());
m_SkyTex->Apply(prog->FetchUniform("g_SkyCubeTex"), 1);
m_IrradianceTex->Apply(prog->FetchUniform("g_IrradianceCubeTex"), 2);
for (auto& object : drawQueue->GetQueue()){
Model model = g_ModelBank.FetchModel(object.Model);
prog->SetUniformMat4("g_World", object.world);
for (auto& mesh : model.Meshes){
Material* mat = g_MaterialBank.GetMaterial(model.MaterialOffset + mesh.Material);
Texture* albedoTex = g_MaterialBank.GetTexture(mat->GetAlbedoTexture());
Texture* normalTex = g_MaterialBank.GetTexture(mat->GetNormalTexture());
Texture* roughnessTex = g_MaterialBank.GetTexture(mat->GetRoughnessTexture());
Texture* metalTex = g_MaterialBank.GetTexture(mat->GetMetalTexture());
prog->SetUniformTextureHandle("g_DiffuseTex", albedoTex->GetHandle(), 0);
prog->SetUniformTextureHandle("g_NormalTex", normalTex->GetHandle(), 3);
prog->SetUniformTextureHandle("g_RoughnessTex", roughnessTex->GetHandle(), 4);
prog->SetUniformTextureHandle("g_MetallicTex", metalTex->GetHandle(), 5);
glDrawElements(GL_TRIANGLES, mesh.Indices, GL_UNSIGNED_INT,
(GLvoid*)(0 + ((model.IndexHandle + mesh.IndexBufferOffset) * sizeof(unsigned int))));
}
}
}
示例4: 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5: 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(); );