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C++ ref_ptr::GetProgram方法代码示例

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


在下文中一共展示了ref_ptr::GetProgram方法的4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: Build

void Arrow3d::Render(ScreenBase const & screen, int zoomLevel, ref_ptr<dp::GpuProgramManager> mng)
{
    // Unbind current VAO, because glVertexAttributePointer and glEnableVertexAttribute can affect it.
    if (dp::GLExtensionsList::Instance().IsSupported(dp::GLExtensionsList::VertexArrayObject))
        GLFunctions::glBindVertexArray(0);

    if (!m_isInitialized)
    {
        Build();
        m_isInitialized = true;
    }

    // Render shadow.
    if (screen.isPerspective())
    {
        ref_ptr<dp::GpuProgram> shadowProgram = mng->GetProgram(gpu::ARROW_3D_SHADOW_PROGRAM);
        RenderArrow(screen, shadowProgram, dp::Color(60, 60, 60, 60), 0.05f, false /* hasNormals */);
    }

    // Render arrow.
    ref_ptr<dp::GpuProgram> arrowProgram = mng->GetProgram(gpu::ARROW_3D_PROGRAM);
    dp::Color const color = df::GetColorConstant(GetStyleReader().GetCurrentStyle(),
                            m_obsoletePosition ? df::Arrow3DObsolete : df::Arrow3D);
    RenderArrow(screen, arrowProgram, color, 0.0f, true /* hasNormals */);

    arrowProgram->Unbind();
    GLFunctions::glBindBuffer(0, gl_const::GLArrayBuffer);
}
开发者ID:trashkalmar,项目名称:omim,代码行数:28,代码来源:arrow3d.cpp

示例2: Apply

void RenderNode::Apply(ref_ptr<dp::GpuProgramManager> mng, dp::UniformValuesStorage const & uniforms)
{
  ref_ptr<dp::GpuProgram> prg = mng->GetProgram(m_state.GetProgramIndex());
  prg->Bind();
  if (!m_isBuilded)
  {
    m_buffer->Build(prg);
    m_isBuilded = true;
  }

  dp::ApplyState(m_state, prg);
  dp::ApplyUniforms(uniforms, prg);
}
开发者ID:Mapotempo,项目名称:omim,代码行数:13,代码来源:render_node.cpp

示例3: BuildBuckets

void BuildBuckets(RouteRenderProperty const & renderProperty, ref_ptr<dp::GpuProgramManager> mng)
{
  for (drape_ptr<dp::RenderBucket> const & bucket : renderProperty.m_buckets)
    bucket->GetBuffer()->Build(mng->GetProgram(renderProperty.m_state.GetProgramIndex()));
}
开发者ID:NoraBunch,项目名称:omim,代码行数:5,代码来源:route_renderer.cpp

示例4: Build

void Arrow3d::Render(ScreenBase const & screen, ref_ptr<dp::GpuProgramManager> mng)
{
  // Unbind current VAO, because glVertexAttributePointer and glEnableVertexAttribute can affect it.
  GLFunctions::glBindVertexArray(0);

  ref_ptr<dp::GpuProgram> prg = mng->GetProgram(gpu::ARROW_3D_PROGRAM);
  prg->Bind();

  if (!m_isInitialized)
  {
    Build(prg);
    m_isInitialized = true;
  }

  dp::ApplyState(m_state, prg);

  static double const kLog2 = log(2.0);
  double const kMaxZoom = scales::UPPER_STYLE_SCALE + 1.0;
  double const zoomLevel = my::clamp(fabs(log(screen.GetScale()) / kLog2), kArrow3dMinZoom, kMaxZoom);
  double const t = (zoomLevel - kArrow3dMinZoom) / (kMaxZoom - kArrow3dMinZoom);
  double const arrowScale = kArrow3dScaleMin * (1.0 - t) + kArrow3dScaleMax * t;

  double const scaleX = m_pixelWidth * arrowScale * 2.0 / screen.PixelRect().SizeX() / kArrowSizeX;
  double const scaleY = m_pixelHeight * arrowScale * 2.0 / screen.PixelRect().SizeY() / kArrowSizeY;
  double const scaleZ = scaleX;

  m2::PointD const pos = screen.GtoP(m_position);
  double const dX = 2.0 * pos.x / screen.PixelRect().SizeX() - 1.0;
  double const dY = 2.0 * pos.y / screen.PixelRect().SizeY() - 1.0;

  math::Matrix<float, 4, 4> scaleM = math::Identity<float, 4>();
  scaleM(0, 0) = scaleX;
  scaleM(1, 1) = scaleY;
  scaleM(2, 2) = scaleZ;

  math::Matrix<float, 4, 4> rotateM = math::Identity<float, 4>();
  rotateM(0, 0) = cos(m_azimuth + screen.GetAngle());
  rotateM(0, 1) = -sin(m_azimuth + screen.GetAngle());
  rotateM(1, 0) = -rotateM(0, 1);
  rotateM(1, 1) = rotateM(0, 0);

  math::Matrix<float, 4, 4> translateM = math::Identity<float, 4>();
  translateM(3, 0) = dX;
  translateM(3, 1) = -dY;

  math::Matrix<float, 4, 4> modelTransform = rotateM * scaleM * translateM;
  modelTransform = modelTransform * math::Matrix<float, 4, 4>(screen.Pto3dMatrix());

  dp::UniformValuesStorage uniforms;
  uniforms.SetMatrix4x4Value("m_transform", modelTransform.m_data);

  dp::ApplyUniforms(uniforms, prg);

  GLFunctions::glBindBuffer(m_bufferId, gl_const::GLArrayBuffer);
  GLFunctions::glEnableVertexAttribute(m_attributePosition);
  GLFunctions::glVertexAttributePointer(m_attributePosition, 3, gl_const::GLFloatType, false, 0, 0);

  GLFunctions::glBindBuffer(m_bufferNormalsId, gl_const::GLArrayBuffer);
  GLFunctions::glEnableVertexAttribute(m_attributeNormal);
  GLFunctions::glVertexAttributePointer(m_attributeNormal, 3, gl_const::GLFloatType, false, 0, 0);

  GLFunctions::glDrawArrays(gl_const::GLTriangles, 0, m_vertices.size() / 3);

  prg->Unbind();
  GLFunctions::glBindBuffer(0, gl_const::GLArrayBuffer);
}
开发者ID:ipaddr,项目名称:omim,代码行数:66,代码来源:arrow3d.cpp


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