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C++ model::loadFromFile方法代码示例

本文整理汇总了C++中model::loadFromFile方法的典型用法代码示例。如果您正苦于以下问题:C++ model::loadFromFile方法的具体用法?C++ model::loadFromFile怎么用?C++ model::loadFromFile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model的用法示例。


在下文中一共展示了model::loadFromFile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

bool initialize()
{

    // Initialize basic geometry and shaders for this example
	std::vector<unsigned short> faces;
	std::vector<glm::vec3> vertices;
	std::vector<glm::vec2> texCoords;
   
    // Read our .obj file
	
	sun.loadFromFile("../bin/nonPlanets/sun.txt");
	
	models[0].loadFromFile("../bin/planetInfo/mercury.txt");
	models[1].loadFromFile("../bin/planetInfo/venus.txt");
	models[2].loadFromFile("../bin/planetInfo/earth.txt");
	models[3].loadFromFile("../bin/planetInfo/mars.txt");
	models[4].loadFromFile("../bin/planetInfo/jupiter.txt");
	models[5].loadFromFile("../bin/planetInfo/saturn.txt");
	models[6].loadFromFile("../bin/planetInfo/uranus.txt");
	models[7].loadFromFile("../bin/planetInfo/neptune.txt");
	models[8].loadFromFile("../bin/planetInfo/pluto.txt");
	
    //--Geometry done

    
    GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);

    
    //Set shader char pointers
    shaderLoader x; 
    const char *vs = x.load("../bin/vertexShader.vert");
    const char *fs = x.load("../bin/fragmentShader.frag"); 


    //compile the shaders
    GLint shader_status;
 
    // Vertex shader first
    glShaderSource(vertex_shader, 1, &vs, NULL);
    glCompileShader(vertex_shader);
    //check the compile status
    glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_status);
    if(!shader_status)
    {
        std::cerr << "[F] FAILED TO COMPILE VERTEX SHADER!" << std::endl;
        return false;
    }

    // Now the Fragment shader
    glShaderSource(fragment_shader, 1, &fs, NULL);
    glCompileShader(fragment_shader);
    //check the compile status
    glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &shader_status);
    if(!shader_status)
    {
        std::cerr << "[F] FAILED TO COMPILE FRAGMENT SHADER!" << std::endl;
        return false;
    }

    //Now we link the 2 shader objects into a program
    //This program is what is run on the GPU
    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
   
    glLinkProgram(program);
    //check if everything linked ok
    glGetProgramiv(program, GL_LINK_STATUS, &shader_status);
    //this defines a cube, this is why a model loadfer is nice
    
     loc_position = glGetAttribLocation(program,
                    const_cast<const char*>("v_position"));
    if(loc_position == -1)
    {
        std::cerr << "[F] POSITION NOT FOUND" << std::endl;
        return false;
    }

    loc_tex = glGetAttribLocation(program,
                    const_cast<const char*>("_texcoord"));
    if(loc_tex == -1)
    {
        std::cerr << "[F] TEXTURE CORD. NOT FOUND" << std::endl;
        return false;
    }

    loc_mvpmat = glGetUniformLocation(program,
                    const_cast<const char*>("mvpMatrix"));
    if(loc_mvpmat == -1)
    {
        std::cerr << "[F] MVPMATRIX NOT FOUND" << std::endl;
        return false;
    } 
    loc_texc = glGetUniformLocation(program,
                    const_cast<const char*>("sampler"));
   
    if(loc_tex == -1)
    {
        std::cerr << "[F] TEXTURE SAMPLER NOT FOUND" << std::endl;
//.........这里部分代码省略.........
开发者ID:connorkirby32,项目名称:CS480Kirby,代码行数:101,代码来源:main.cpp


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