本文整理汇总了C++中ShaderProgram::enable方法的典型用法代码示例。如果您正苦于以下问题:C++ ShaderProgram::enable方法的具体用法?C++ ShaderProgram::enable怎么用?C++ ShaderProgram::enable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::enable方法的2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: enable
void PhongShader::enable( unsigned char lightMask, bool useTexture )
{
// Computes the identifier of the shader
unsigned int identifier = computeIdentifier(lightMask, useTexture);
// Retrieves the shader
auto it=m_precompiledShaders.find(identifier) ;
if(it!=m_precompiledShaders.end())
{
it->second->enable() ;
return ;
}
// The shader has not been compiled... Let's go!
ShaderProgram * program = compileShaderProgram(lightMask, useTexture );
m_precompiledShaders[identifier] = program ;
program->enable() ;
}
示例2: render
void AtomRenderableManager::render(Ambrosia::RenderPass renderPass)
{
// qDebug() << "AtomRenderableManager::render";
if (!validBuffers)
rebuildBuffers();
switch (renderPass) {
case Ambrosia::SHADOW_MAP_PASS:
case Ambrosia::STENCIL_PASS:
case Ambrosia::DRAW_OUTLINE_PASS:
// set shaders
if (specularShader) specularShader->disable();
break;
case Ambrosia::DEPTH_SHADE_PASS:
case Ambrosia::DEPTH_TRANSPARENT_PASS:
case Ambrosia::DRAW_SHADE_PASS:
case Ambrosia::DRAW_TRANSPARENT_PASS:
case Ambrosia::DRAW_PASS:
case Ambrosia::NAME_PASS:
// set shaders
if (specularShader) specularShader->enable();
break;
default:
break;
}
if (renderPass == Ambrosia::DRAW_OUTLINE_PASS || renderPass == Ambrosia::STENCIL_PASS || renderPass == Ambrosia::SHADOW_MAP_PASS) {
map< Utopia::Node *, AtomRenderable * >::iterator atom_iter = renderables.begin();
map< Utopia::Node *, AtomRenderable * >::iterator atom_end = renderables.end();
for(; atom_iter != atom_end; ++atom_iter) {
AtomRenderable * atom = atom_iter->second;
if (atom->hasTag(Ambrosia::OUTLINE))
atom->render(renderPass);
}
} else if (renderPass == Ambrosia::NAME_PASS) {
map< Utopia::Node *, AtomRenderable * >::iterator atom_iter = renderables.begin();
map< Utopia::Node *, AtomRenderable * >::iterator atom_end = renderables.end();
for(; atom_iter != atom_end; ++atom_iter) {
AtomRenderable * atom = atom_iter->second;
if (atom->hasTag(Ambrosia::SOLID) || atom->hasTag(Ambrosia::OUTLINE))
atom->render(renderPass);
}
} else {
map< unsigned int, map< unsigned int, map< unsigned int, BufferManager * > > >::iterator format_iter = bufferManagers.begin();
map< unsigned int, map< unsigned int, map< unsigned int, BufferManager * > > >::iterator format_end = bufferManagers.end();
for (; format_iter != format_end; ++format_iter) {
map< unsigned int, map< unsigned int, BufferManager * > >::iterator tag_iter = format_iter->second.begin();
map< unsigned int, map< unsigned int, BufferManager * > >::iterator tag_end = format_iter->second.end();
for (; tag_iter != tag_end; ++tag_iter) {
if ((renderPass == Ambrosia::SHADOW_MAP_PASS || renderPass == Ambrosia::DRAW_PASS)
&& (tag_iter->first != Ambrosia::SOLID) && (tag_iter->first != Ambrosia::OUTLINE))
continue;
if ((renderPass == Ambrosia::STENCIL_PASS || renderPass == Ambrosia::DRAW_OUTLINE_PASS || renderPass == Ambrosia::NAME_PASS)
&& (tag_iter->first != Ambrosia::SOLID && tag_iter->first != Ambrosia::SHADE) && (tag_iter->first != Ambrosia::OUTLINE))
continue;
if ((renderPass == Ambrosia::DEPTH_SHADE_PASS || renderPass == Ambrosia::DRAW_SHADE_PASS)
&& (tag_iter->first != Ambrosia::SHADE) && (tag_iter->first != Ambrosia::OUTLINE))
continue;
if ((renderPass == Ambrosia::DEPTH_TRANSPARENT_PASS || renderPass == Ambrosia::DRAW_TRANSPARENT_PASS)
&& (tag_iter->first != Ambrosia::Am_TRANSPARENT) && (tag_iter->first != Ambrosia::OUTLINE))
continue;
map< unsigned int, BufferManager * >::iterator mode_iter = tag_iter->second.begin();
map< unsigned int, BufferManager * >::iterator mode_end = tag_iter->second.end();
for (; mode_iter != mode_end; ++mode_iter) {
unsigned int mode = mode_iter->first;
BufferManager * bufferManager = mode_iter->second;
bufferManager->render(mode);
}
}
}
}
// disable shaders
if (specularShader) specularShader->disable();
}