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C++ operations::vertex_array_attrib_pointer方法代码示例

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


在下文中一共展示了operations::vertex_array_attrib_pointer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:

	screen_shape(const program& prog)
	{
		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, "TexCoord");
		gl.vertex_array_attrib_pointer(
			va_c,
			2, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_c);
	}
开发者ID:matus-chochlik,项目名称:oglplu2,代码行数:42,代码来源:014_voronoi.cpp

示例2:

	cube_model(const program& prog)
	{
		const GLfloat v[8][3] = {
			{-0.5f, -0.5f, -0.5f},
			{+0.5f, -0.5f, -0.5f},
			{-0.5f, +0.5f, -0.5f},
			{+0.5f, +0.5f, -0.5f},
			{-0.5f, -0.5f, +0.5f},
			{+0.5f, -0.5f, +0.5f},
			{-0.5f, +0.5f, +0.5f},
			{+0.5f, +0.5f, +0.5f}
		};

		const GLint f[6][2][3] = {
			{{0, 4, 2}, {2, 4, 6}},
			{{5, 1, 7}, {7, 1, 3}},
			{{0, 1, 4}, {4, 1, 5}},
			{{6, 7, 2}, {2, 7, 3}},
			{{1, 0, 3}, {3, 0, 2}},
			{{4, 5, 6}, {6, 5, 7}}
		};

		gl.bind(vao);
	
		const GLuint vertex_count = 6 * 2 * 3;

		// positions
		GLfloat vertex_data[vertex_count * 3];

		for(GLuint fi=0;fi!=6;++fi)
		for(GLuint ti=0;ti!=2;++ti)
		for(GLuint vi=0;vi!=3;++vi)
		{
			for(GLuint ci=0;ci!=3;++ci)
			{
				vertex_data[fi*2*3*3+ti*3*3+vi*3+ci] =
					v[f[fi][ti][vi]][ci];
			}
		}

		gl.bind(GL.array_buffer, positions);
		gl.buffer_data(GL.array_buffer, vertex_data, GL.static_draw);

		gl.vertex_array_attrib_pointer(
			vertex_attrib_location(0),
			3, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(vertex_attrib_location(0));

		vertex_attrib_location va_p;
		gl.query_location(va_p, prog, "Position");
		gl.vertex_array_attrib_pointer(
			va_p, 3, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_p);

		// normals
		const GLfloat n[6][3] = {
			{-1.0f,  0.0f,  0.0f},
			{ 1.0f,  0.0f,  0.0f},
			{ 0.0f, -1.0f,  0.0f},
			{ 0.0f,  1.0f,  0.0f},
			{ 0.0f,  0.0f, -1.0f},
			{ 0.0f,  0.0f,  1.0f}
		};
		for(GLuint fi=0;fi!=6;++fi)
		for(GLuint vi=0;vi!=6;++vi)
		{
			for(GLuint ci=0;ci!=3;++ci)
			{
				vertex_data[(fi*6+vi)*3+ci] = n[fi][ci];
			}
		}

		gl.bind(GL.array_buffer, normals);
		gl.buffer_data(GL.array_buffer, vertex_data, GL.static_draw);

		vertex_attrib_location va_n;
		gl.query_location(va_n, prog, "Normal");
		gl.vertex_array_attrib_pointer(
			va_n, 3, GL.float_,
			false, 0, nullptr
		);
		gl.enable_vertex_array_attrib(va_n);

		// tex-coords
		const GLfloat c[6][2] = {
			{0.0f, 0.0f},
			{1.0f, 0.0f},
			{0.0f, 1.0f},
			{0.0f, 1.0f},
			{1.0f, 0.0f},
			{1.0f, 1.0f}
		};

		for(GLuint fi=0;fi!=6;++fi)
		{
			for(GLuint vi=0;vi!=6;++vi)
//.........这里部分代码省略.........
开发者ID:matus-chochlik,项目名称:oglplu2,代码行数:101,代码来源:030_recursive_cube.cpp

示例3: 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.........
开发者ID:deranen,项目名称:oglplu2,代码行数:101,代码来源:011_mandelbrot.cpp


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