本文整理汇总了C++中operations::uniform方法的典型用法代码示例。如果您正苦于以下问题:C++ operations::uniform方法的具体用法?C++ operations::uniform怎么用?C++ operations::uniform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operations
的用法示例。
在下文中一共展示了operations::uniform方法的11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: render
void render(const example_state_view& state)
override
{
rad += radians_(0.5f*state.frame_duration().value());
current_buf = (current_buf+1)%2;
gl.uniform(
prog.light_pos,
vec3(cos(rad)*4, sin(rad)*4, 8)
);
gl.uniform(
prog.modelview,
matrix_rotation_x(rad*1)*
matrix_rotation_y(rad*2)*
matrix_rotation_z(rad*3)
);
// draw into the texture
gl.bind(GL.draw_framebuffer, rnd_tex.fbos[current_buf]);
gl.viewport(tex_side, tex_side);
GLfloat s = 0.5f;
gl.uniform(
prog.projection,
oglplus::matrix_perspective(-s,+s, -s,+s, 1.0f, 5)*
oglplus::matrix_translation(0,0,-2)
);
gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit);
gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3);
// draw on screen
gl.bind(GL.draw_framebuffer, default_framebuffer);
gl.viewport(state.width(), state.height());
gl.uniform(prog.cube_tex, GLint(current_buf));
GLfloat h = 0.55f;
GLfloat w = h*state.aspect();
gl.uniform(
prog.projection,
oglplus::matrix_perspective(-w,+w, -h,+h, 1, 3)*
oglplus::matrix_translation(0,0,-2)
);
gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit);
gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3);
}
示例2: scale
example_texgen(void)
: scale(1.0f)
, aspect(1.0f)
{
gl.uniform(erg.scale_loc, scale, scale);
gl.disable(GL.depth_test);
}
示例3: user_idle
void user_idle(const example_state_view& state)
override
{
if(state.user_idle_time() > seconds_(1))
{
const float t = value(state.frame_duration())*60;
scale *= std::pow(1.f+0.05f*t, scale_dir);
if(scale < min_scale)
{
scale_dir *= -1.f;
ofs_x_dir *= -1.f;
ofs_y_dir *= ofs_x_dir;
scale = min_scale;
}
if(scale > max_scale)
{
scale_dir *= -1.f;
ofs_y_dir *= -1.f;
ofs_x_dir *= ofs_y_dir;
scale = max_scale;
}
offset_x += ofs_x_dir*t*scale/30;
offset_y += ofs_y_dir*t*scale/30;
gl.uniform(prog.offset_loc, offset_x, offset_y);
gl.uniform(prog.scale_loc, scale*aspect, scale);
}
}
示例4: resize
void resize(const example_state_view& state)
override
{
gl.viewport(state.width(), state.height());
aspect = state.aspect();
gl.uniform(prog.scale_loc, scale*aspect, scale);
}
示例5: pointer_scrolling
void pointer_scrolling(const example_state_view& state)
override
{
scale *= float(std::pow(2,-state.norm_delta_pointer_z()));
if(scale < min_scale) scale = min_scale;
if(scale > max_scale) scale = max_scale;
gl.uniform(erg.scale_loc, scale*aspect, scale);
}
示例6: set_projection
void set_projection(const example_state_view& state)
{
auto projection =
matrix_perspective::y(
right_angle_(),
state.aspect(),
0.5f, 50.f
)*matrix_orbiting_y_up(
vec3(),
smooth_lerp(1.5f, 5.0f, cam_orbit),
turns_(cam_turns),
smooth_oscillate(radians_(1.5f), cam_pitch)
);
gl.use(light_prog);
gl.uniform(light_prog.projection, projection);
gl.use(erase_prog);
gl.uniform(erase_prog.projection, projection);
}
示例7: pointer_motion
void pointer_motion(const example_state_view& state)
override
{
if(state.pointer_dragging())
{
offset_x -= 2*state.norm_delta_pointer_x()*scale;
offset_y -= 2*state.norm_delta_pointer_y()*scale;
gl.uniform(prog.offset_loc, offset_x, offset_y);
}
}
示例8: user_idle
void user_idle(const example_state_view& state)
override
{
if(state.user_idle_time() > seconds_(1))
{
using namespace eagine::math;
float new_sc = float(smooth_lerp(
min_scale,
max_scale,
value(state.exec_time())*0.4f
));
scale = interpolate_linear(new_sc, scale, 0.9f);
gl.uniform(erg.scale_loc, scale, scale);
}
}
示例9: user_idle
void user_idle(const example_state_view& state)
override
{
if(state.user_idle_time() > seconds_(1))
{
const float s = value(state.frame_duration())*60;
const float dest_offset_x = -0.525929f;
const float dest_offset_y = -0.668547f;
const float c = 0.02f * s;
offset_x = c*dest_offset_x + (1-c)*offset_x;
offset_y = c*dest_offset_y + (1-c)*offset_y;
scale *= (1-0.01f*s);
if(scale < min_scale) scale = min_scale;
gl.uniform(offset_loc, offset_x, offset_y);
gl.uniform(scale_loc, scale*aspect, scale);
}
}
示例10: render
void render(const example_state_view& state)
override
{
gl.use(erase_prog);
gl.disable(GL.depth_test);
background.use();
background.draw();
shp_turns += 0.1f*state.frame_duration().value();
gl.use(light_prog);
gl.uniform(
light_prog.modelview,
matrix_rotation_x(turns_(shp_turns)/1)*
matrix_rotation_y(turns_(shp_turns)/2)*
matrix_rotation_z(turns_(shp_turns)/3)
);
gl.clear(GL.depth_buffer_bit);
gl.enable(GL.depth_test);
shape.use();
shape.draw();
}
示例11: vs
example_mandelbrot(void)
: offset_x(-0.5f)
, offset_y(0.0f)
, scale(1.0f)
, aspect(1.0f)
{
shader vs(GL.vertex_shader);
vs.source(glsl_literal(
"#version 130\n"
"uniform vec2 Offset;\n"
"uniform vec2 Scale;\n"
"in vec2 Position;\n"
"in vec2 Coord;\n"
"out vec2 vertCoord;\n"
"void main(void)\n"
"{\n"
" vertCoord = Coord*Scale+Offset;\n"
" gl_Position = vec4(Position, 0.0, 1.0);\n"
"}\n"
));
vs.compile();
shader fs(GL.fragment_shader);
fs.source(glsl_literal(
"#version 130\n"
"uniform sampler1D gradient;\n"
"in vec2 vertCoord;\n"
"out vec4 fragColor;\n"
"void main(void)\n"
"{\n"
" vec2 z = vec2(0.0, 0.0);\n"
" vec2 c = vertCoord;\n"
" int i = 0, max = 256;\n"
" while((i != max) && (distance(z, c) < 2.0))\n"
" {\n"
" vec2 zn = vec2(\n"
" z.x * z.x - z.y * z.y + c.x,\n"
" 2.0 * z.x * z.y + c.y\n"
" );\n"
" z = zn;\n"
" ++i;\n"
" }\n"
" float a = float(i)/float(max);\n"
" fragColor = texture(gradient, a+sqrt(length(c))*0.1);\n"
"} \n"
));
fs.compile();
prog.attach(vs);
prog.attach(fs);
prog.link();
gl.use(prog);
gl.query_location(offset_loc, prog, "Offset");
gl.query_location(scale_loc, prog, "Scale");
gl.uniform(offset_loc, offset_x, offset_y);
gl.bind(vao);
GLfloat position_data[4*2] = {
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
1.0f, 1.0f
};
gl.bind(GL.array_buffer, positions);
gl.buffer_data(GL.array_buffer, position_data, GL.static_draw);
vertex_attrib_location va_p;
gl.query_location(va_p, prog, "Position");
gl.vertex_array_attrib_pointer(
va_p,
2, GL.float_,
false, 0, nullptr
);
gl.enable_vertex_array_attrib(va_p);
GLfloat coord_data[4*2] = {
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
1.0f, 1.0f
};
gl.bind(GL.array_buffer, coords);
gl.buffer_data(GL.array_buffer, coord_data, GL.static_draw);
vertex_attrib_location va_c;
gl.query_location(va_c, prog, "Coord");
gl.vertex_array_attrib_pointer(
va_c,
2, GL.float_,
false, 0, nullptr
);
gl.enable_vertex_array_attrib(va_c);
//.........这里部分代码省略.........