本文整理汇总了C++中Sim::get_circles方法的典型用法代码示例。如果您正苦于以下问题:C++ Sim::get_circles方法的具体用法?C++ Sim::get_circles怎么用?C++ Sim::get_circles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Sim
的用法示例。
在下文中一共展示了Sim::get_circles方法的1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: main
int main()
{
start = std::clock();
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "HW3", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
int w,h;
glfwGetFramebufferSize( window, &w, &h);
// Define the viewport dimensions
glViewport(0, 0, w, h);
// OpenGL options
glEnable(GL_DEPTH_TEST);
// Build and compile our shader program
Shader lightingShader("phong.vs", "phong.frag");
// Set up vertex data (and buffer(s)) and attribute pointers
float vertices[UPSCALE * NUM_STARS];
set_vertices(sim.get_circles(), camera, vertices);
GLuint Texture = loadBMP_custom("smiley.bmp");
GLuint TextureID = glGetUniformLocation(lightingShader.Program, "myTextureSampler");
static const GLfloat g_vertex_buffer_data[] = {
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
};
// Two UV coordinatesfor each vertex. They were created with Blender.
static const GLfloat g_uv_buffer_data[] = {
0.000059f, 1.0f-0.000004f,
0.000103f, 1.0f-0.336048f,
0.335973f, 1.0f-0.335903f,
1.000023f, 1.0f-0.000013f,
0.667979f, 1.0f-0.335851f,
0.999958f, 1.0f-0.336064f,
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_DYNAMIC_DRAW);
GLuint uvbuffer;
glGenBuffers(1, &uvbuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_DYNAMIC_DRAW);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture);
// Set our "myTextureSampler" sampler to user Texture Unit 0
glUniform1i(TextureID, 0);
// First, set the container's VAO (and VBO)
GLuint VBO, containerVAO;
glGenVertexArrays(1, &containerVAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
glBindVertexArray(containerVAO);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
//.........这里部分代码省略.........