本文整理汇总了C++中ofShader::setUniform4f方法的典型用法代码示例。如果您正苦于以下问题:C++ ofShader::setUniform4f方法的具体用法?C++ ofShader::setUniform4f怎么用?C++ ofShader::setUniform4f使用的例子?那么, 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ofShader
的用法示例。
在下文中一共展示了ofShader::setUniform4f方法的6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: begin
//--------------------------------------------------------------- ACTIONS
void CloudsRGBDVideoPlayer::begin(ofShader& shader){
if(playingVO){
return;
}
if(!getPlayer().isLoaded() ){
return;
}
if(!getTextureReference().isAllocated()){
return;
}
getPlayer().bind();
shader.setUniformTexture("rgbdTexture", getTextureReference(), 1);
shader.setUniform2f("textureSize", getPlayer().getWidth(), getPlayer().getHeight());
shader.setUniform4f("colorRect", colorRect.x, colorRect.y, colorRect.width, colorRect.height);
shader.setUniform2f("colorScale", colorScale.x, colorScale.y);
shader.setUniform2f("colorFOV", colorFOV.x, colorFOV.y );
shader.setUniform2f("colorPP", colorPrincipalPoint.x, colorPrincipalPoint.y);
shader.setUniform3f("dK", distortionK.x, distortionK.y, distortionK.z);
shader.setUniform2f("dP", distortionP.x, distortionP.y);
ofMatrix4x4 adjustmentMatrix;
adjustmentMatrix.rotate(adjustRotate.x, 0, 1, 0);
adjustmentMatrix.rotate(adjustRotate.y, 1, 0, 0);
adjustmentMatrix.translate(adjustTranslate.x, adjustTranslate.y, adjustTranslate.z);
shader.setUniformMatrix4f("extrinsics", extrinsics * adjustmentMatrix );
shader.setUniform4f("depthRect", depthRect.x, depthRect.y, depthRect.width, depthRect.height);
shader.setUniform2f("depthPP", depthPrincipalPoint.x, depthPrincipalPoint.y);
shader.setUniform2f("depthFOV", depthFOV.x, depthFOV.y);
shader.setUniform4f("normalRect", normalRect.x, normalRect.y, normalRect.width, normalRect.height);
shader.setUniform4f("faceFeatureRect", faceFeatureRect.x, faceFeatureRect.y, faceFeatureRect.width, faceFeatureRect.height);
shader.setUniform4f("deltaChangeRect", deltaChangeRect.x, deltaChangeRect.y, deltaChangeRect.width, deltaChangeRect.height);
shader.setUniform1f("farClip", farClip);
shader.setUniform1f("nearClip", nearClip);
shader.setUniform1f("edgeClip", edgeClip);
shader.setUniform1f("minDepth", minDepth);
shader.setUniform1f("maxDepth", maxDepth);
shader.setUniform3f("skinSampleColor",skinSampleColor.r,skinSampleColor.g,skinSampleColor.b);
shader.setUniform3f("skinWeights", skinWeights.x,skinWeights.y,skinWeights.z);
shader.setUniform2f("skinThreshold", skinThreshold.min, skinThreshold.max);
shader.setUniform3f("headPosition",headPosition.x,-headPosition.y,headPosition.z);
shader.setUniform1f("flowPosition", flowPosition);
}
示例2: updateLights
void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
for(size_t i=0;i<ofLightsData().size();i++){
string idx = ofToString(i);
shared_ptr<ofLight::Data> light = ofLightsData()[i].lock();
if(!light || !light->isEnabled){
shader.setUniform1f("lights["+idx+"].enabled",0);
continue;
}
auto lightEyePosition = renderer.getCurrentViewMatrix() * light->position;
shader.setUniform1f("lights["+idx+"].enabled",1);
shader.setUniform1f("lights["+idx+"].type", light->lightType);
shader.setUniform4f("lights["+idx+"].position", lightEyePosition);
shader.setUniform4f("lights["+idx+"].ambient", light->ambientColor);
shader.setUniform4f("lights["+idx+"].specular", light->specularColor);
shader.setUniform4f("lights["+idx+"].diffuse", light->diffuseColor);
if(light->lightType!=OF_LIGHT_DIRECTIONAL){
shader.setUniform1f("lights["+idx+"].constantAttenuation", light->attenuation_constant);
shader.setUniform1f("lights["+idx+"].linearAttenuation", light->attenuation_linear);
shader.setUniform1f("lights["+idx+"].quadraticAttenuation", light->attenuation_quadratic);
}
if(light->lightType==OF_LIGHT_SPOT){
auto direction = toGlm(light->position).xyz() + light->direction;
auto direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction,1.0);
direction = direction4.xyz() / direction4.w;
direction = direction - lightEyePosition.xyz();
shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction));
shader.setUniform1f("lights["+idx+"].spotExponent", light->exponent);
shader.setUniform1f("lights["+idx+"].spotCutoff", light->spotCutOff);
shader.setUniform1f("lights["+idx+"].spotCosCutoff", cos(ofDegToRad(light->spotCutOff)));
}else if(light->lightType==OF_LIGHT_DIRECTIONAL){
auto halfVector = glm::normalize(glm::vec4(0.f, 0.f, 1.f, 0.f) + lightEyePosition);
shader.setUniform3f("lights["+idx+"].halfVector", halfVector.xyz());
}else if(light->lightType==OF_LIGHT_AREA){
shader.setUniform1f("lights["+idx+"].width", light->width);
shader.setUniform1f("lights["+idx+"].height", light->height);
auto direction = light->position.xyz() + light->direction;
auto direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction, 1.0);
direction = direction4.xyz() / direction4.w;
direction = direction - lightEyePosition.xyz();
shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction));
auto right = toGlm(light->position).xyz() + light->right;
auto right4 = renderer.getCurrentViewMatrix() * glm::vec4(right, 1.0);
right = right4.xyz() / right4.w;
right = right - lightEyePosition.xyz();
auto up = glm::cross(toGlm(right), direction);
shader.setUniform3f("lights["+idx+"].right", glm::normalize(toGlm(right)));
shader.setUniform3f("lights["+idx+"].up", glm::normalize(up));
}
}
}
示例3: draw
void SPECTRUM_INDICATOR__TYPE_CIRCLE::draw(ofShader& shader, float *spectrum)
{
shader.setUniform1f( "DispTextureSize", IndicatorTextureSize ); // 描画サイズ
shader.setUniform1f( "texture_VerticalSpaceRatio", IndicatorVerticalSpace_ratio );
/********************
********************/
for(int LineId = SIZE_S; LineId < NUM_INDICATORS; LineId++){
shader.setUniform4f("BaseColor", IndicatorColor[LineId]);
ofPushMatrix();
ofTranslate(ofGetWidth()/2, ofGetHeight()/2);
ofRotate(BaseAngle[LineId]);
float spectrum_out = spectrum[NUM_DISP_SPECTRUMS/2 - 1];
// same pattern繰り返しで、同軸方向に突き抜けるイメージ
for(int i = 0; i < 2; i++){
for(int i = 0; i < NUM_DISP_SPECTRUMS/2; i++){
spectrum_out = FreqFilter_k * spectrum[i] + (1 - FreqFilter_k) * spectrum_out;
ofRotate(IndicatorAngleStep); // Loopで積算されていくので、"i * IndicatorAngleStep" としないように!!!!!
vbo_drawLine( ofVec3f(0, -radius[LineId], 0), ofVec3f(0, -radius[LineId] - MaxLightHeight[LineId] * spectrum_out, 0) );
}
}
ofPopMatrix();
}
}
示例4: draw
void draw(){
wc.begin();
if(!switchVideo){
wc.setUniformTexture("colorMap", img.getTexture(), 1);
wc.setUniformTexture("heightMap",gray.getTexture(), 2);
}
else{
wc.setUniformTexture("colorMap", player.getTexture(), 1);
fboDepth.begin();
player.draw(0,0);
fboDepth.end();
wc.setUniformTexture("heightMap",fboDepth.getDepthTexture(),2);
}
wc.setUniform1f("time", ofGetElapsedTimef()*time);
wc.setUniform1f("gradientStep", stepGradient);
wc.setUniform1f("advectStep", advectStep);
wc.setUniform1f("flipHeightMap",flipHeightMap);
wc.setUniform4f("advectMatrix",advectMatrix->w,advectMatrix->x,advectMatrix->y,advectMatrix->z);
fbo.draw(0,0);
wc.end();
img.draw(0,0,img.getWidth()/4,img.getHeight()/4);
player.draw(img.getWidth()/4,0,img.getWidth()/4,img.getHeight()/4);
gui.draw();
}
示例5: setupProjectionUniforms
//--------------------------------------------------------------- ACTIONS
void CloudsRGBDVideoPlayer::setupProjectionUniforms(ofShader& shader){
if(!getPlayer().isLoaded()){
ofLogWarning() << " CloudsRGBDVideoPlayer::setupProjectionUniforms -- player is not ready";
return;
}
shader.setUniformTexture("rgbdTexture", getPlayer().getTextureReference(), 0);
shader.setUniform2f("textureSize", getPlayer().getWidth(), getPlayer().getHeight());
shader.setUniform4f("colorRect", colorRect.x, colorRect.y, colorRect.width, colorRect.height);
shader.setUniform2f("colorScale", colorScale.x, colorScale.y);
shader.setUniform2f("colorFOV", colorFOV.x, colorFOV.y );
shader.setUniform2f("colorPP", colorPrincipalPoint.x, colorPrincipalPoint.y);
shader.setUniform3f("dK", distortionK.x, distortionK.y, distortionK.z);
shader.setUniform2f("dP", distortionP.x, distortionP.y);
ofMatrix4x4 adjustmentMatrix;
adjustmentMatrix.rotate(adjustRotate.x, 0, 1, 0);
adjustmentMatrix.rotate(adjustRotate.y, 1, 0, 0);
adjustmentMatrix.translate(adjustTranslate.x, adjustTranslate.y, adjustTranslate.z);
shader.setUniformMatrix4f("extrinsics", extrinsics * adjustmentMatrix );
shader.setUniform4f("depthRect", depthRect.x, depthRect.y, depthRect.width, depthRect.height);
shader.setUniform2f("depthPP", depthPrincipalPoint.x, depthPrincipalPoint.y);
shader.setUniform2f("depthFOV", depthFOV.x, depthFOV.y);
shader.setUniform4f("normalRect", normalRect.x, normalRect.y, normalRect.width, normalRect.height);
shader.setUniform4f("faceFeatureRect", faceFeatureRect.x, faceFeatureRect.y, faceFeatureRect.width, faceFeatureRect.height);
shader.setUniform4f("deltaChangeRect", deltaChangeRect.x, deltaChangeRect.y, deltaChangeRect.width, deltaChangeRect.height);
shader.setUniform1i("useFaces", useFaces ? 1 : 0);
shader.setUniform1f("flowPosition", flowPosition);
shader.setUniform1f("farClip", farClip);
shader.setUniform1f("nearClip", nearClip);
shader.setUniform1f("edgeClip", edgeClip);
shader.setUniform1f("minDepth", minDepth);
shader.setUniform1f("maxDepth", maxDepth);
}
开发者ID:CLOUDS-Interactive-Documentary,项目名称:VisualSystemsLibrary,代码行数:45,代码来源:CloudsRGBDVideoPlayer.cpp
示例6: updateMaterial
void ofMaterial::updateMaterial(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
shader.setUniform4fv("mat_ambient", &data.ambient.r);
shader.setUniform4fv("mat_diffuse", &data.diffuse.r);
shader.setUniform4fv("mat_specular", &data.specular.r);
shader.setUniform4fv("mat_emissive", &data.emissive.r);
shader.setUniform4fv("global_ambient", &ofGetGlobalAmbientColor().r);
shader.setUniform1f("mat_shininess",data.shininess);
for(auto & uniform: uniforms1f){
shader.setUniform1f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms2f) {
shader.setUniform2f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms3f) {
shader.setUniform3f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms4f) {
shader.setUniform4f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms1i) {
shader.setUniform1i(uniform.first, uniform.second);
}
for (auto & uniform : uniforms2i) {
shader.setUniform2i(uniform.first, uniform.second.x, uniform.second.y);
}
for (auto & uniform : uniforms3i) {
shader.setUniform3i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z);
}
for (auto & uniform : uniforms4i) {
shader.setUniform4i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z, uniform.second.w);
}
for (auto & uniform : uniforms4m) {
shader.setUniformMatrix4f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms3m) {
shader.setUniformMatrix3f(uniform.first, uniform.second);
}
for (auto & uniform : uniformstex) {
shader.setUniformTexture(uniform.first,
uniform.second.textureTarget,
uniform.second.textureID,
uniform.second.textureLocation);
}
}