本文整理汇总了C++中TriangleBuffer::getBlocks方法的典型用法代码示例。如果您正苦于以下问题:C++ TriangleBuffer::getBlocks方法的具体用法?C++ TriangleBuffer::getBlocks怎么用?C++ TriangleBuffer::getBlocks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TriangleBuffer
的用法示例。
在下文中一共展示了TriangleBuffer::getBlocks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: render
void CubeMapRenderer::render(const CubeMapTextureObject& cubeMapTexture, const ICamera<float>& camera, const TriangleBuffer& buffer)
{
const auto& positions = buffer.getPositions().get();// buffers[0].get();
const auto& normals = buffer.getNormals().get();//buffers[1].get();
if (positions.empty()) {
return;
}
cubeMapTexture.bind();
glEnable(GL_DEPTH_TEST);
glUseProgram(shader.getId());
//cubeMapTexture.bind();
// glUniform1f(shader.getUniformLocation("reflectFactor"), 0.8f);
// glUniform1f(shader.getUniformLocation("refractFactor"), 1.2f);
assert(GL_NO_ERROR == glGetError());
glUniform1i(shader.getUniformLocation("cubeMapTex"), cubeMapTexture.getId());// volumeTexture.getId());
glUniform3fv(shader.getUniformLocation("eyePosition"), 1, camera.getPosition().toArray().data());
assert(GL_NO_ERROR == glGetError());
glUniformMatrix4fv(shader.getUniformLocation("modelviewMatrix"), 1, false, camera.getModelviewMatrix().toArray().data());
glUniformMatrix4fv(shader.getUniformLocation("projectionMatrix"), 1, false, camera.getProjectionMatrix().toArray().data());
assert(GL_NO_ERROR == glGetError());
glVertexAttribPointer(shader.getAttribLocation("position"), 3, GL_FLOAT, GL_FALSE, 0, positions.data());
glVertexAttribPointer(shader.getAttribLocation("normal"), 3, GL_FLOAT, GL_FALSE, 0, normals.data());
assert(GL_NO_ERROR == glGetError());
assert(GL_NO_ERROR == glGetError());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
for (const auto& b : buffer.getBlocks()) {
const auto& indices = b.getIndices();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_INT, indices.data());
}
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindFragDataLocation(shader.getId(), 0, "fragColor");
cubeMapTexture.unbind();
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
}
示例2: render
void LegacyRenderer::render(const ICamera<float>& camera, const PointLight<float>& light, const TriangleBuffer& buffer)
{
const auto& positions = buffer.getPositions().get();// buffers[0].get();
const auto& normals = buffer.getNormals().get();//buffers[1].get();
if (positions.empty()) {
return;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
const auto& projectionMatrix = camera.getProjectionMatrix();
const auto& modelviewMatrix = camera.getModelviewMatrix();;
std::vector<float> lightPos = { light.getPos().getX(), light.getPos().getY(), light.getPos().getZ(), 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPos.data());
glLightfv(GL_LIGHT0, GL_DIFFUSE, light.getDiffuse().toArray4().data());
// glLightfv(GL_LIGHT0, GL_SPECULAR, light.getSpecular().toArray4().data());
glLightfv(GL_LIGHT0, GL_AMBIENT, white);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadMatrixf(projectionMatrix.toArray().data());
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLoadMatrixf(modelviewMatrix.toArray().data());
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, yellow);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, positions.data());
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, normals.data());
//glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(positions.size()) / 3);
for (const auto& b : buffer.getBlocks()) {
const auto& indices = b.getIndices();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_INT, indices.data());
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_DEPTH_TEST);
}