本文整理汇总了C++中Window::Display方法的典型用法代码示例。如果您正苦于以下问题:C++ Window::Display方法的具体用法?C++ Window::Display怎么用?C++ Window::Display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Window
的用法示例。
在下文中一共展示了Window::Display方法的3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: Window_display
static VALUE Window_display(VALUE vSelf) {
// Get C++ object pointer from vSelf
Window *pSelf;
Data_Get_Struct(vSelf, Window, pSelf);
pSelf->Display();
return Qnil;
}
示例2: DisplayWindow
void DisplayWindow(Window& w)
{
w.Display();
}
示例3: main
//.........这里部分代码省略.........
0.822f, 0.569f, 0.201f,
0.435f, 0.602f, 0.223f,
0.310f, 0.747f, 0.185f,
0.597f, 0.770f, 0.761f,
0.559f, 0.436f, 0.730f,
0.359f, 0.583f, 0.152f,
0.483f, 0.596f, 0.789f,
0.559f, 0.861f, 0.639f,
0.195f, 0.548f, 0.859f,
0.014f, 0.184f, 0.576f,
0.771f, 0.328f, 0.970f,
0.406f, 0.615f, 0.116f,
0.676f, 0.977f, 0.133f,
0.971f, 0.572f, 0.833f,
0.140f, 0.616f, 0.489f,
0.997f, 0.513f, 0.064f,
0.945f, 0.719f, 0.592f,
0.543f, 0.021f, 0.978f,
0.279f, 0.317f, 0.505f,
0.167f, 0.620f, 0.077f,
0.347f, 0.857f, 0.137f,
0.055f, 0.953f, 0.042f,
0.714f, 0.505f, 0.345f,
0.783f, 0.290f, 0.734f,
0.722f, 0.645f, 0.174f,
0.302f, 0.455f, 0.848f,
0.225f, 0.587f, 0.040f,
0.517f, 0.713f, 0.338f,
0.053f, 0.959f, 0.120f,
0.393f, 0.621f, 0.362f,
0.673f, 0.211f, 0.457f,
0.820f, 0.883f, 0.371f,
0.982f, 0.099f, 0.879f
};
GLushort indicesData[] =
{
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // back
8, 9, 10, 8, 10, 11, // top
12, 13, 14, 12, 14, 15, // bottom
16, 17, 18, 16, 18, 19, // right
20, 21, 22, 20, 22, 23 // left
};
VertexArray cube, cube2;
IndexBuffer ibo(indicesData, std::end(indicesData) - std::begin(indicesData));
cube.AddBuffer(sfnew Buffer(vertexBufferData, sizeof(vertexBufferData), 3), 0);
cube.AddBuffer(sfnew Buffer(colorBufferData, sizeof(colorBufferData), 3), 1);
cube2.AddBuffer(sfnew Buffer(vertexBufferData, sizeof(vertexBufferData), 3), 0);
cube2.AddBuffer(sfnew Buffer(colorBufferData, sizeof(colorBufferData), 3), 1);
Matrix4 projection = Matrix4::Perspective(100.0f, window.GetSize().X / window.GetSize().Y, 0.1f, 100.f);
Matrix4 view = Matrix4::LookAt(Vector3(4, 3, 3), Vector3(0, 0, 0), Vector3(0, 0.8f, 0));
Matrix4 model = Matrix4(1.0f);
Matrix4 mvp = projection * view * model;
Shader shader = Shader("tri_vertex.glsl", "tri_fragment.glsl");
shader.Enable();
while (!window.ShouldClose())
{
window.Clear(clearColor);
// Render here
cube.Bind();
ibo.Bind();
model = Matrix4::Translation(Vector3(0, 0, 0));
mvp = projection * view * model;
shader.SetUniformMat4("MVP", mvp);
glDrawElements(GL_TRIANGLES, ibo.GetCount(), GL_UNSIGNED_SHORT, 0);
ibo.Bind();
cube.Unbind();
cube2.Bind();
ibo.Bind();
model = Matrix4::Translation(Vector3(4, 0, 0));
mvp = projection * view * model;
shader.SetUniformMat4("MVP", mvp);
glDrawElements(GL_TRIANGLES, ibo.GetCount(), GL_UNSIGNED_SHORT, 0);
ibo.Bind();
cube2.Unbind();
window.Display();
window.Update();
}
window.Close();
#if _DEBUG
LOG_DEBUG("PAUSING NOW!");
system("PAUSE");
#endif
return EXIT_SUCCESS;
}