本文整理汇总了C++中WorldObject::getProgram方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldObject::getProgram方法的具体用法?C++ WorldObject::getProgram怎么用?C++ WorldObject::getProgram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WorldObject
的用法示例。
在下文中一共展示了WorldObject::getProgram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: idle
void idle() {
keyboardEvent();
int time_ = glutGet(GLUT_ELAPSED_TIME);
float angle = time_ / 1000.0 * 10;
Vector3 pos = player.getPosition();
float angX = player.getRotationX(),
angY = player.getRotationY();
Vector3 cpos = cube.getPosition(),
cpos2= cube2.getPosition();
player.updateForce();
Matrix4 model = Matrix4().Translate(cpos).Rotate(1.0f, cube.getRotation()),
model2 = Matrix4().Translate(cpos2).Rotate(1.0f, cube2.getRotation());
Matrix4 projection = Matrix4().Perspective(45.0f, 1.0f*screen_width/screen_height, 0.1f, 50.0f),
view = Matrix4().lookAt(pos, Vector3(pos.x-cos(angX), pos.y + sin(angY), pos.z + sin(angX)), Vector3(0.0f, 1.0f, 0.0f));
Matrix4 anim = Matrix4().RotateA(angle*3.0f, Vector3(1, 0, 0)) * // X axis
Matrix4().RotateA(angle*2.0f, Vector3(0, 1, 0)) * // Y axis
Matrix4().RotateA(angle*4.0f, Vector3(0, 0, 1)); // Z axis
Matrix4 m_transform = projection * view * model,
m_transform2= projection * view * model2;// * anim;
glUseProgram(cube.getProgram());
glUniformMatrix4fv(cube.getUniform("m_transform"), 1, GL_FALSE, m_transform);
glUseProgram(cube2.getProgram());
glUniformMatrix4fv(cube2.getUniform("m_transform"), 1, GL_FALSE, m_transform2);
glutPostRedisplay();
}
示例2: onDisplay
void onDisplay() {
if(showPreformance)
fps++;
/* Clear the background as white */
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glutSolidCube(1.0);
glUseProgram(cube.getProgram());
cube.render();
glUseProgram(cube2.getProgram());
cube2.render();
glTranslatef(0.4f,0.4f,0.4f);
cube2.render();
for (int i = 0; i < BALLS; i++) {
glUseProgram(balls[i].getProgram());
balls[i].render();
}
for (int i = 0; i < DETAIL_GRID*3; i++) {
glUseProgram(grid[i].getProgram());
grid[i].render();
}
glUseProgram(0);
PreformanceIRL(1);
/* Display the result */
glutSwapBuffers();
}