本文整理汇总了C++中ShaderProgram::SetUniformVec4方法的典型用法代码示例。如果您正苦于以下问题:C++ ShaderProgram::SetUniformVec4方法的具体用法?C++ ShaderProgram::SetUniformVec4怎么用?C++ ShaderProgram::SetUniformVec4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::SetUniformVec4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:
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4: 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5: 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);
}