本文整理汇总了C++中VertexArray::unbind方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexArray::unbind方法的具体用法?C++ VertexArray::unbind怎么用?C++ VertexArray::unbind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类VertexArray
的用法示例。
在下文中一共展示了VertexArray::unbind方法的4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: drawCube
void drawCube(GLint program, VertexArray &VAO, VertexBuffer &VBO, const glm::vec3 & cubePosition)
{
GLint locationModel = glGetUniformLocation(program, "model");
// model input
glm::mat4 model;
model = glm::translate(model, glm::vec3(cubePosition));
glUniformMatrix4fv(locationModel, 1, GL_FALSE, glm::value_ptr(model));
VAO.bind();
VBO.renderBuffer(GL_TRIANGLES, 0, 36);
VAO.unbind();
}
示例2: init
void init(Renderer &gfx, Context &ctx)
{
// Create the vertex buffer that will be updated with vertices during runtime
vbo.create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW);
vbo.bind();
vbo.bufferData(sizeof(float) * 6 * 7, NULL);
vbo.unbind();
// Create VAO to hold attribute bindings
vao.create();
vao.bind();
vbo.bind();
shader.setAttributefv("position", 3, 7, 0);
shader.setAttributefv("color", 4, 7, 3);
vbo.unbind();
vao.unbind();
}
示例3: main
int main() {
Graphics::Window window("title", Vector2<int>(1800, 960));
FileSystem fs;
this_thread::sleep_for(std::chrono::seconds(1));
auto cube = MeshLoader::loadOBJ(&fs.getFile("scene/monkey.obj"));
Transformation camera;
Projection projection(0.01f, 1000.0f, 45, window.getAspect());
Transformation model;
Transformation light_t;
camera.setPosition({0 , 0 , .7f});
GLenum err;
// TEST
// cbuffer is deleted after being passed as rvalue
auto tex = TextureLoader::loadTexture(fs.getFile("textures/box.bmp"));
if (tex == nullptr || cube == nullptr) {
return 1;
}
GLuint vbo = 0;
GLuint sampler = 0;
cube->bind();
Shader vert(fs.getFile("shaders/shader.vert"), GL_VERTEX_SHADER);
Shader frag(fs.getFile("shaders/shader.frag"), GL_FRAGMENT_SHADER);
if ((err = glGetError()) != GL_NO_ERROR)
return err;
Program program;
program.attachShader(vert);
program.attachShader(frag);
program.link();
program.use();
VertexArray vao;
vao.bind();
vao.setVertexAttribute(program, "in_normal", cube->getObjects().at(0).normalSize(), GL_FLOAT, GL_FALSE, cube->getObjects().at(0).stride(), cube->getObjects().at(0).normalOffset());
vao.setVertexAttribute(program, "position", cube->getObjects().at(0).vertexSize(), GL_FLOAT, GL_FALSE, cube->getObjects().at(0).stride(), cube->getObjects().at(0).vertexOffset());
vao.setVertexAttribute(program, "in_tex", cube->getObjects().at(0).texCoordSize(), GL_FLOAT, GL_FALSE, cube->getObjects().at(0).stride(), cube->getObjects().at(0).texCoordOffset());
vao.unbind();
program.setUniform("world_pos", Vector3<float>(.5, 0, 0));
glActiveTexture(GL_TEXTURE0);
tex->bind();
LightPoint point;
point.position = { 2, 0, 0 };
point.color = { 1, 1, 1 };
point.intensity = 0.4f;
point.attenuation = 10;
light_t.setPosition(Vector3<float>(2, 1, 0));
Lighting lights;
LightPoint& light = lights.attachLight(point);
lights.setAmbient(Vector3<float>(1.0f, 1.0f, 1.0f));
float pos = 0;
Vector3<float> rotation(0);
while (false) {
window.startFrame();
vao.bind();
//camera.rotate({ 0, 0, 0.01f });
//window.getMouse().getMousePosition<float>(&light.position.x, &light.position.y);
light_t.setPosition(light.position);
model.setScale({ 0.1f, 0.1f, 0.1f });
model.setPosition({ 0, -0.5f, 0 });
std::this_thread::sleep_for(std::chrono::milliseconds(16));
program.setUniform("model", model.getMatrix());
program.setUniform("view", camera.getMatrix());
program.setUniform("projection", projection.getPerspective());
lights.bindLights(program);
program.setUniform("normal_matrix", model.getNormalMatrix());
cube->bind();
for (const auto& obj : cube->getObjects()){
program.setUniform("has_normal", obj.hasNormals());
program.setUniform("has_tex_coord", obj.hasTexCoord());
glDrawElements(obj.getMode(), obj.size, GL_UNSIGNED_INT, obj.p_start);
}
vao.unbind();
if (window.getKeyboard().isKeyDown(KEY::KEY_W) != KEY_PRESSED::RELEASED)
rotation.x += 0.1f;
if (window.getKeyboard().isKeyDown(KEY::KEY_D) != KEY_PRESSED::RELEASED)
rotation.y += 0.1f;
//.........这里部分代码省略.........
示例4: main
int main() {
Graphics::Window window("scene", { 800, 600 });
Util::FileSystem fs;
fs.setRootDir("");
auto scene = MeshLoader::loadOBJ(&fs.getFile("scene/scene.obj"));
auto tex = TextureLoader::loadTexture(&fs.getFile("scene/Wall.bmp"));
Shader vert(fs.getFile("shaders/shader.vert"), GL_VERTEX_SHADER);
Shader frag(fs.getFile("shaders/shader.frag"), GL_FRAGMENT_SHADER);
GLuint err = 0;
if ((err = glGetError()) != GL_NO_ERROR)
return err;
Program program;
program.attachShader(vert);
program.attachShader(frag);
program.link();
program.use();
// Get a good error if this hasn't been bound.
scene->bind();
VertexArray vao;
vao.bind();
vao.setVertexAttribute(program, "in_normal", scene->normalSize(), GL_FLOAT, GL_FALSE, scene->stride(), scene->normalOffset());
vao.setVertexAttribute(program, "position", scene->vertexSize(), GL_FLOAT, GL_FALSE, scene->stride(), scene->vertexOffset());
vao.setVertexAttribute(program, "in_tex", scene->texCoordSize(), GL_FLOAT, GL_FALSE, scene->stride(), scene->texCoordOffset());
vao.unbind();
program.setUniform("has_normal", scene->hasNormals());
program.setUniform("has_tex_coord", scene->hasTexCoord());
program.setUniform("world_pos", Vector3<float>(.5, 0, 0));
glActiveTexture(GL_TEXTURE0);
tex->bind();
LightPoint point;
point.position = { 2, 0, 0 };
point.color = { 1, 1, 1 };
point.intensity = 10;
point.attenuation = 10;
Lighting lights;
LightPoint& light = lights.attachLight(point);
lights.setAmbient(Vector3<float>(1.0f, 1.0f, 1.0f));
while (true /*window.isExitRequested()*/) {
window.startFrame();
for (const auto& obj : scene->getObjects()) {
glDrawElements(scene->getMode(), obj.size, GL_UNSIGNED_INT, obj.p_start);
}
window.endFrame();
}
}