本文整理汇总了C++中SkyBox::loadSkyBox方法的典型用法代码示例。如果您正苦于以下问题:C++ SkyBox::loadSkyBox方法的具体用法?C++ SkyBox::loadSkyBox怎么用?C++ SkyBox::loadSkyBox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SkyBox
的用法示例。
在下文中一共展示了SkyBox::loadSkyBox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: engine_init_display
//.........这里部分代码省略.........
LOGI("PositionAttributes: %i",PositionAttributes);
LOGI("NormalAttributes: %i",NormalAttributes);
LOGI("TexCoordAttributes: %i",TexCoordAttributes);
LOGI("MVPMatrixUniform: %i",MVPMatrixUniform);
LOGI("EyePosUniform: %i",EyePosUniform);
LOGI("LightPosUniform: %i",LightPosUniform);
LOGI("TextureSampler: %i",TextureSampler);
LOGI("===END===");
//////////////////
// DEPTH SHADER //
//////////////////
if(!DepthShader.createShader((char*)"depthcolor.vs",(char*)"depthcolor.fs"))
{
LOGE("Could not create depth shader program.");
return false;
}
DepthShaderMVPMatrixUniform = glGetUniformLocation(DepthShader.ID, "MVPMatrixUniform");
DepthShaderPositionAttributes = glGetAttribLocation(DepthShader.ID, "aPosition");
LOGI("===DEPTH-DEBUG VALUES===");
LOGI("DepthShaderPositionAttributes: %i",DepthShaderPositionAttributes);
LOGI("DepthShaderMVPMatrixUniform: %i",DepthShaderMVPMatrixUniform);
LOGI("===END===");
/////////////////////////////////
// TEXPASSTHRU (SKYBOX) SHADER //
/////////////////////////////////
if(!TexPassThruShader.createShader((char*)"texpassthru.vs",(char*)"texpassthru.fs"))
{
LOGE("Could not create texpassthru program.");
return false;
}
TexPassThruSampler = glGetUniformLocation(TexPassThruShader.ID,"sTexture");
TexPassThruMVPMatrixUniform = glGetUniformLocation(TexPassThruShader.ID,"MVPMatrixUniform");
TexPassThruPositionAttributes = glGetAttribLocation(TexPassThruShader.ID, "aPosition");
TexPassThruTexCoordAttributes = glGetAttribLocation(TexPassThruShader.ID, "aTexCoords");
LOGI("===TEXPASSTHRU-DEBUG VALUES===");
LOGI("TexPassThruSampler: %i",TexPassThruSampler);
LOGI("TexPassThruMVPMatrixUniform: %i",TexPassThruMVPMatrixUniform);
LOGI("TexPassThruPositionAttributes: %i",TexPassThruPositionAttributes);
LOGI("TexPassThruTexCoordAttributes: %i",TexPassThruTexCoordAttributes);
LOGI("===END===");
////////////////////////
// ENVIRONMENT SHADER //
////////////////////////
if (!EnvironmentMappingShader.createShader((char*)"environmentcubemap.vs",(char*)"environmentcubemap.fs"))
{
LOGE("Could not create program.");
return false;
}
EnvironmentMappingShaderMVPMatrixUniform=glGetUniformLocation(EnvironmentMappingShader.ID,"MVPMatrixUniform");
EnvironmentMappingShaderPositionAttributes=glGetAttribLocation(EnvironmentMappingShader.ID, "aPosition");
EnvironmentMappingShaderNormalAttributes=glGetAttribLocation(EnvironmentMappingShader.ID, "aNormal");
EnvironmentMappingShaderCubeSampler=glGetUniformLocation(EnvironmentMappingShader.ID,"sCubeTexture");
LOGI("===ENVIRONMENT-DEBUG VALUES===");
LOGI("EnvironmentMappingShaderCubeSampler: %i",EnvironmentMappingShaderCubeSampler);
LOGI("EnvironmentMappingShaderMVPMatrixUniform: %i",EnvironmentMappingShaderMVPMatrixUniform);
LOGI("EnvironmentMappingShaderPositionAttributes: %i",EnvironmentMappingShaderPositionAttributes);
LOGI("TexPassThruTeEnvironmentMappingShaderNormalAttributesxCoordAttributes: %i",EnvironmentMappingShaderNormalAttributes);
LOGI("===END===");
//Matrices
esMatrixLoadIdentity(&MVPMatrix);
//viewport
glViewport(0, 0, w, h);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
checkGlError("glViewport");
//load resources internally from the APK
StatueMesh.loadMesh((char*)"athena.obj");
checkGlError("loadMesh");
if(!StoneTexture.loadTexture((char*)"rockish.tga"))
{
LOGE("texture loading FAILED");
}
CubeSkyBox.loadSkyBox();
if(!EnvironmentCubeTexture.loadCubeTexture())
LOGE("Could not load cube texture.");
return 0;
}