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C++ VertexArray::setElementIndexArray方法代码示例

本文整理汇总了C++中VertexArray::setElementIndexArray方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexArray::setElementIndexArray方法的具体用法?C++ VertexArray::setElementIndexArray怎么用?C++ VertexArray::setElementIndexArray使用的例子?那么恭喜您, 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VertexArray的用法示例。


在下文中一共展示了VertexArray::setElementIndexArray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: initialize


//.........这里部分代码省略.........
	planetShader->link();
	planetShader->bind();
	(*planetShader)["u_Texture"].set1i(1);
	planetShader->unbind();

	Registry::shaders["planet"] = planetShader;

	planetShader = new ShaderProgram("shaders/planet.vert", "shaders/atmosphere.frag");
	planetShader->bindAttribLocation("in_Position", 0);
	planetShader->bindAttribLocation("in_Normal", 1);
	planetShader->bindAttribLocation("in_TextureCoords", 2);
	planetShader->bindFragDataLocation("out_Color", 0);
	planetShader->link();
	planetShader->bind();
	(*planetShader)["u_Texture"].set1i(1);
	planetShader->unbind();

	Registry::shaders["planet-atmosphere"] = planetShader;

	// ----- Screen quad -----

	float quadCoords[] = {0, 0, 1, 0, 1, 1, 0, 1};
	unsigned int quadIndices[] = {0, 1, 3, 3, 1, 2};

	VertexArray *quadVao = new VertexArray(VertexArray::Triangles, 6);

	Buffer *quadCoordsBuffer = new Buffer(Buffer::Array, Buffer::StaticDraw);
	quadCoordsBuffer->data(8 * sizeof(float), reinterpret_cast<const void*>(quadCoords));

	Buffer *quadIndicesBuffer = new Buffer(Buffer::ElementArray, Buffer::StaticDraw);
	quadIndicesBuffer->data(6 * sizeof(unsigned int), reinterpret_cast<const void*>(quadIndices));

	quadVao->addAttrib(0, VertexAttrib(quadCoordsBuffer, 2, VertexAttrib::Float));
	quadVao->setElementIndexArray(ElementIndexArray(quadIndicesBuffer));

	Registry::screenQuad = quadVao;

	// ----- Spaceship -----

	Registry::textures["ship-diffuse"] = loadPngTexture("textures/ship-diffuse.png", true);
	Registry::textures["ship-emit"] = loadPngTexture("textures/ship-emit.png", true);
	Registry::textures["ship-normal"] = loadPngTexture("textures/ship-normal.png", true);
	Registry::textures["ship-specular"] = loadPngTexture("textures/ship-specular.png", true);
	Registry::models["ship"] = loadCobjModel("models/ship.cobj");

	ShaderProgram *shipShader = new ShaderProgram("shaders/ship.vert", "shaders/default.frag");
	shipShader->bindAttribLocation("in_Position", 0);
	shipShader->bindAttribLocation("in_Normal", 1);
	shipShader->bindAttribLocation("in_TextureCoords", 2);
	shipShader->bindAttribLocation("in_Tangent", 3);
	shipShader->bindFragDataLocation("out_Color", 0);
	shipShader->link();
	Registry::shaders["ship"] = shipShader;

	shipShader->bind();
	(*shipShader)["u_DiffuseTexture"].set1i(1);
	(*shipShader)["u_NormalTexture"].set1i(2);
	(*shipShader)["u_EmitTexture"].set1i(3);
	(*shipShader)["u_SpecularTexture"].set1i(4);
	shipShader->unbind();

	// ----- Overlay -----

	ShaderProgram *overlayShader = new ShaderProgram("shaders/overlay.vert", "shaders/overlay.frag");
	overlayShader->bindAttribLocation("in_Position", 0);
	overlayShader->bindFragDataLocation("out_Color", 0);
开发者ID:stevenlr,项目名称:Kuiper-Race,代码行数:67,代码来源:main.cpp


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