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C++ gl::BatchRef类代码示例

本文整理汇总了C++中gl::BatchRef的典型用法代码示例。如果您正苦于以下问题:C++ BatchRef类的具体用法?C++ BatchRef怎么用?C++ BatchRef使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了BatchRef类的15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: Color

void Day61App::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0.0, 0.0, 0.0 ) );

    {
        gl::ScopedMatrices scpMtr;
        gl::rotate(angleAxis(theta, vec3(0,1,0)));
        gl::color(ColorAf(1.,1.,1.,1.));
        mSolidSphere->draw();
    }
    
  //  mBatch->draw();
    for (int i = 0 ; i < 20 ; i++)
    {
        mPos.x = cos(theta + 12*i);
        mPos.y = 0.5 - cos(sin(theta + i));
        mPos.z = sin(theta + 12*i);
        gl::ScopedMatrices push;
        gl::translate(mPos);
        mBatch->draw();
    }
    
    //if(getElapsedFrames() > 240) saveGif();
    saveGif();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:27,代码来源:Day61App.cpp

示例2: scopeStencil

void Day59App::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0.1, 0.1, 0.1 ) );
    gl::color(Color(0.,0.,0.));
    gl::clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
    mCam.setEyePoint(vec3(0.,0.,fabs(cos(omega) * 50.f)));
  mPerlin.setSeed(getElapsedFrames());
    
    // enable stencil test to be able to give the stencil buffers values.
    gl::ScopedState scopeStencil( GL_STENCIL_TEST, true );
  //  gl::rotate(angleAxis(theta/2, vec3(0.,1.,0.)));
    for (int i =0; i <NUM_OBJS; i++)
    {
        
        vec3 noise = mPerlin.dfBm(mRandomPositions[i]);
    
        gl::ScopedMatrices scpMtx;
        gl::translate(mRandomPositions[i]);
        
    
        {
            gl::ScopedMatrices push;
            gl::rotate(angleAxis(theta + mOffsets[i], vec3(1.0, 0., 0.)));
            gl::translate(mRandomPositions[i]);
            gl::scale(mScales[i]);
            
            //DRAW THE MAIN OBJECT (1ST RENDER PASS) AS NORMAL, FILL THE STENCIL BUFFER
            gl::stencilFunc(GL_ALWAYS, 1, 0xFF); //ALL FRAGMENTS MUST UPDATE THE STENCIL BUFFER
            gl::stencilMask(0xFF); //ENABLE WRITING TO THE STENCIL BUFFER
            mObject->draw();
        }
        
        //IF THE STENCIL TEST FAILS, KEEP THE FRAGMENT
        //IF STENCIL PASSES AND DEPTH FAILS, KEEP THE FRAGMENT
        //IF THE DEPTH TEST AND STENCIL TEST PASS, REPLACE THE FRAGMENT
        glStencilOp(GL_KEEP  , GL_KEEP, GL_REPLACE);
        
        //2ND RENDER PASS - DRAW OBJECT SLIGHTLY BIGGER, BUT DISABLE STENCIL WRITING.  BECAUSE THE STENCIL BUFFER IS FILLED WITH 1s (PARTICULARLY IN THE AREA OF THE ORIGINAL OBJECT), THE ONLY THING THAT WILL BE DRAWN IS THE AREA OF THE 2ND OBJECT, IE. THE SIZE DIFFERENCE
        
        gl::stencilFunc(GL_NOTEQUAL, 1, 0xFF); //don't update the stencil buffer
        gl::stencilMask(0x00);
        gl::disable(GL_DEPTH_TEST);
        {
            gl::ScopedMatrices push;
            gl::rotate(angleAxis(theta + mOffsets[i], vec3(1.0, 0., 0.)));
            gl::translate(mRandomPositions[i]);
            
            gl::scale(vec3(mScales[i] + vec3(0.1) ));
            
            mBorderObject->draw();
        }
    
    }
    
    gl::stencilMask(0xFF);
    gl::enable(GL_DEPTH_TEST);
  //  saveGif();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:60,代码来源:Day59App.cpp

示例3: Color

void Day44App::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0.0, 0.0, 0.0 ) );
    
    // gl::rotate(angleAxis(theta, vec3(0.1,1.,0.)));
    // gl::rotate(angleAxis(theta, vec3(0.3,0.,0.)));
    
    int counter = 100;
    for (vec3 v : mPositions)
    {
        gl::ScopedMatrices push;
        gl::translate(v);
        //  gl::rotate(counter + theta, vec3(1.,0.,0.));
        // gl::rotate(counter + theta, vec3(0.5,0.8,0.));
        mBatch->draw();
        counter++;
    }
    
    //    {
    //        gl::ScopedMatrices push;
    //        gl::translate(1.5f, 0.f,0.f);
    //        mBatchB->draw();
    //    }
    
    {
        gl::ScopedMatrices push;
        gl::translate(lightPos.x, lightPos.y, lightPos.z);
        mLight->draw();
    }
    
    if (getElapsedFrames() > 240.f) saveGif();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:34,代码来源:Day44App.cpp

示例4: draw

void EnvironmentTestApp::draw() {
  gl::enableDepthRead();
  gl::enableDepthWrite();

#ifdef ENABLE_DOF
  mDOFFilter->beginRender();
#endif
  {
    gl::ScopedMatrices mtx;
    gl::setMatrices(mCam);
    gl::clear(Color::black());

    {
      gl::ScopedModelMatrix modelMtx;
      gl::scale(0.5, 0.5, 0.5);
#ifdef ENABLE_SEM
      gl::ScopedTextureBind tex0(mEnvironmentTexture, 0);
      gl::ScopedTextureBind tex1(mIlluminationTexture, 1);
#endif
      mObjectBatch->draw();
    }
    
    gl::ScopedFaceCulling culling(true, GL_FRONT);
    gl::ScopedTextureBind environmentTex(mEnvironmentTexture);
    mEnvironmentBatch->draw();
  }
#ifdef ENABLE_DOF
  mDOFFilter->endRender();
  mDOFFilter->drawFullscreen();
#endif

#ifdef EXPORT_FRAMES
  saveFrame();
#endif
}
开发者ID:philcn,项目名称:Cinder-Environment,代码行数:35,代码来源:EnvironmentTestApp.cpp

示例5: scopedDepth

void ImageBasedLighting_05App::draw()
{
    gl::clear( Color( 0, 0, 0 ) );
    
    gl::setMatrices( mCam );
    
    // enable depth testing
    gl::ScopedDepth scopedDepth( true );
    
    // bind the cubemap textures
    gl::ScopedTextureBind scopedTexBind0( mTextureRadianceMap, 0 );
    gl::ScopedTextureBind scopedTexBind1( mTextureIrradianceMap, 1 );
    gl::ScopedTextureBind scopedTexBind2( mNormalMap, 2 );
    gl::ScopedTextureBind scopedTexBind3( mRoughnessMap, 3 );
    gl::ScopedTextureBind scopedTexBind4( mMetallicMap, 4 );
    gl::ScopedTextureBind scopedTexBind5( mColorMap, 5 );
    gl::ScopedTextureBind scopedTexBind6( mAOMap, 6 );
    gl::ScopedTextureBind scopedTexBind7( mSpecularMap, 7 );
    
    auto shader = mBatchModel->getGlslProg();
    shader->uniform( "uRadianceMap", 0 );
    shader->uniform( "uIrradianceMap", 1 );
    shader->uniform( "uNormalMap", 2 );
    shader->uniform( "uRoughnessMap", 3 );
    shader->uniform( "uMetallicMap", 4 );
    shader->uniform( "uColorMap", 5 );
    shader->uniform( "uAOMap", 6 );
    shader->uniform( "uSpecularMap", 7);
    
    // sends the base color, the specular opacity,
    // the light position, color and radius to the shader
//    shader->uniform( "uBaseColor", mBaseColor );
//    shader->uniform( "uSpecular", mSpecular );
//    shader->uniform( "uNormalMapScale",mNormalMapScale);
    
    // sends the tone-mapping uniforms
    shader->uniform( "uExposure", mExposure );
    shader->uniform( "uGamma", mGamma );
    
    // render a grid of sphere with different roughness/metallic values and colors
    {
        
//        shader->uniform( "uRoughness", mRoughness );
//        shader->uniform( "uRoughness4", pow( mRoughness, 4.0f ) );
//        shader->uniform( "uMetallic", mMetallic );
        
        mBatchModel->draw();
        
    }
    
    // render skybox
    shader = mBatchSkyBox->getGlslProg();
    shader->uniform( "uExposure", mExposure );
    shader->uniform( "uGamma", mGamma );
    mBatchSkyBox->draw();
    
    //  DRAW SETTINGS
    _params->draw();
}
开发者ID:yiwenl,项目名称:PBR_Learning,代码行数:59,代码来源:ImageBasedLighting_05App.cpp

示例6: drawParticles

void RandomSpawn::drawParticles()
{
    mBatch_P->getGlslProg()->uniform("ViewDirection", mCamera.getViewDirection());
    mBatch_P->getGlslProg()->uniform("LightPosition", vec3(0, 10, 0));
    mBatch_P->getGlslProg()->uniform("SpecPow", 4.0f);
    mBatch_P->getGlslProg()->uniform("SpecStr", 2.0f);

    mBatch_P->drawInstanced(mPointsParticles.size());
}
开发者ID:SethGibson,项目名称:ARRahman,代码行数:9,代码来源:AR_RandomSpawnApp.cpp

示例7: draw

void GeometryApp::draw()
{
	// Prepare for drawing.
	gl::clear();
	gl::setMatrices( mCamera );
	
	// Draw the grid.
	if( mShowGrid && mGrid ) {
		gl::ScopedGlslProg scopedGlslProg( gl::context()->getStockShader( gl::ShaderDef().color() ) );
		// draw the coordinate frame with length 2.
		gl::drawCoordinateFrame( 2 );
		mGrid->draw();
	}

	if( mPrimitive ) {
		gl::ScopedTextureBind scopedTextureBind( mTexture );
		mPhongShader->uniform( "uTexturingMode", mTexturingMode );

		// Rotate it slowly around the y-axis.
		gl::ScopedModelMatrix matScope;
		gl::rotate( float( getElapsedSeconds() / 5 ), 0, 1, 0 );

		// Draw the normals.
		if( mShowNormals && mPrimitiveNormalLines ) {
			gl::ScopedColor colorScope( Color( 1, 1, 0 ) );
			mPrimitiveNormalLines->draw();
		}

		// Draw the primitive.
		gl::ScopedColor colorScope( Color( 0.7f, 0.5f, 0.3f ) );

		if( mViewMode == WIREFRAME ) {
			// We're using alpha blending, so render the back side first.
			gl::ScopedAlphaBlend blendScope( false );
			gl::ScopedFaceCulling cullScope( true, GL_FRONT );

			mWireframeShader->uniform( "uBrightness", 0.5f );
			mPrimitiveWireframe->draw();

			// Now render the front side.
			gl::cullFace( GL_BACK );

			mWireframeShader->uniform( "uBrightness", 1.0f );
			mPrimitiveWireframe->draw();
		}
		else
			mPrimitive->draw();
	}

	// Render the parameter window.
#if ! defined( CINDER_GL_ES )
	if( mParams )
		mParams->draw();
#endif
}
开发者ID:ChristophPacher,项目名称:Cinder,代码行数:55,代码来源:GeometryApp.cpp

示例8: loadAsset

void Day72App::setup()
{
    mGlsl = gl::GlslProg::create(loadAsset("vertex.vert"), loadAsset("fragment.frag"));
    mCamPos = vec3(0,0,4);
    mCam.lookAt(mCamPos, vec3(0));
    mCam.setPerspective(60.f, getWindowAspectRatio(), 1.f, 1000.f);
    mCamUi = CameraUi(&mCam, getWindow());
    
    mSkyBoxTex = gl::TextureCubeMap::create(loadImage(loadAsset("boxy.jpg")));
    auto cube = geom::Cube();
    mSkyBoxBatch = gl::Batch::create(cube >> geom::Scale(SKY_BOX_SIZE,SKY_BOX_SIZE,SKY_BOX_SIZE), mGlsl);
    
    auto sphere = geom::Sphere().subdivisions(64);
    auto c = geom::Cube();
    auto torus = geom::Torus().subdivisionsAxis(64).subdivisionsHeight(32);
    auto icos = geom::Icosahedron();
    
    mSphere = gl::Batch::create(sphere, mGlsl);
    mTorus = gl::Batch::create(torus >> geom::Scale(1.3,1.3,1.3), mGlsl);
    mIcos = gl::Batch::create(icos >> geom::Scale(0.8,0.8,0.8), mGlsl);
    mCube = gl::Batch::create(c, mGlsl);
    
    //SET THE LOCATION OF THE TEXTURE
    mSkyBoxBatch->getGlslProg()->uniform("uCubeMapTex", 0);
    
    mSkyBoxTex->bind();
    
    gl::enableDepth();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:30,代码来源:Day72App.cpp

示例9: draw

void EarthquakeApp::draw()
{
	gl::clear( Color( 1, 0, 0 ) );

	gl::ScopedDepth       depth( true );
	gl::ScopedColor       color( 1, 1, 1 );

	// Draw stars.
	if( mShowStars ) {
		gl::ScopedTextureBind tex0( mStars, 0 );
		gl::ScopedFaceCulling cull( true, GL_FRONT );
		mStarSphere->draw();
	}

	// Draw Earth.
	if( mShowEarth ) {
		mEarth.draw();
	}

	// Draw quakes.
	if( mShowQuakes ) {
		mEarth.drawQuakes();
	}

	// Draw labels.
	if( mShowText ) {
		mEarth.drawQuakeLabelsOnSphere( mPov.mEyeNormal, mPov.mDist );
	}

	if( mSaveFrames ) {
		static int currentFrame = 0;
		writeImage( getHomeDirectory() / "CinderScreengrabs" / ( "Highoutput_" + toString( currentFrame++ ) + ".png" ), copyWindowSurface() );
	}
}
开发者ID:AbdelghaniDr,项目名称:Cinder,代码行数:34,代码来源:EarthquakeApp.cpp

示例10: draw

void InstancedTeapotsApp::draw()
{
	gl::clear( Color::black() );
	gl::setMatrices( mCam );

	mBatch->drawInstanced( NUM_INSTANCES_X * NUM_INSTANCES_Y );
}
开发者ID:ARTisERR0R,项目名称:Cinder,代码行数:7,代码来源:InstancedTeapotsApp.cpp

示例11: offset

void basic3_batchApp::draw()
{
	gl::clear();
    gl::enableDepthRead();
    gl::enableDepthWrite();
    
    gl::setMatrices(mCam);
    
    int numSpheres = 64;
    float maxAngle = M_PI * 7;
    float spiralRadius = 1;
    float height = 2;
    float boxSize = 0.05f;
    float anim = getElapsedFrames() / 60.0f;
    
    for (int s = 0; s<numSpheres; ++s) {
        float rel = s/(float)numSpheres;
        float angle = rel * maxAngle;
        float y = fabs(cos(rel*M_PI*anim))*height;
        float r = rel * spiralRadius;
        vec3 offset(r*cos(angle), y/2, r*sin(angle));
        
        gl::pushModelMatrix();
        gl::translate(offset);
        gl::scale(vec3(boxSize, y, boxSize));
        gl::color(Color(CM_HSV, rel, 1, 1));
        mBox->draw();
        gl::popModelMatrix();
    }
}
开发者ID:firmread,项目名称:cinderBasic,代码行数:30,代码来源:basic3_batchApp.cpp

示例12: update

void PointCloudApp::update()
{
	
	mCinderRS->update();
	mPoints.clear();
	Channel16u cChanDepth = mCinderRS->getDepthFrame();

	mTexRgb->update(mCinderRS->getRgbFrame());
	for (int dy = 0; dy < mDepthDims.y; ++dy)
	{
		for (int dx = 0; dx < mDepthDims.x; ++dx)
		{
			float cDepth = (float)*cChanDepth.getData(dx, dy);
			if (cDepth > 100 && cDepth < 1000)
			{
				vec3 cPos = mCinderRS->getDepthSpacePoint(vec3(dx, dy, cDepth));
				vec2 cUV = mCinderRS->getColorCoordsFromDepthImage(static_cast<float>(dx),
																	static_cast<float>(dy),
																	cDepth);
				mPoints.push_back(CloudPoint(cPos, cUV));
			}
		}
	}

	mBufferObj->bufferData(mPoints.size()*sizeof(CloudPoint), mPoints.data(), GL_DYNAMIC_DRAW);
	mMeshObj = gl::VboMesh::create(mPoints.size(), GL_POINTS, { { mAttribObj, mBufferObj } });
	mDrawObj->replaceVboMesh(mMeshObj);
}
开发者ID:thebarbariangroup,项目名称:Cinder-RSSDK,代码行数:28,代码来源:PointCloudApp.cpp

示例13: update

void SphericalStereoApp::update()
{
	if( mRift ) {
		hmd::ScopedRiftBuffer bind{ mRift };
		gl::clear();
		for( auto eye : mRift->getEyes() ) {
			mRift->enableEye( eye );
			const auto& pano = mPanos.at( mPanoIndex );
			mStereoGlsl->uniform( "uDisplayMode", pano.mDisplayMode );
			mStereoGlsl->uniform( "uRightEye", static_cast<int>(eye) );
			gl::ScopedTextureBind tex0( pano.mLatLong );
			mSphere->draw();

			{
				auto size = mRift->getFboSize();
				gl::ScopedMatrices push;
				gl::setMatricesWindow( size.x / 2, size.y );
				vec3 latencies = mRift->getLatencies();

				stringstream ss;
				ss << mPanos.at( mPanoIndex ).mName << std::endl;
				ss << " " << std::endl;
				ss << "App fps: " << toString( getAverageFps() ) << std::endl;
				ss << "Ren: " << latencies.x << std::endl;
				ss << "TWrp: " << latencies.y << std::endl;
				ss << "PostPresent: " << latencies.z << std::endl;

				auto tbox = TextBox().text( ss.str() ).font( Font( "Arial", 20.0f ) ).color( Color::white() ).backgroundColor( Color::black() );
				gl::draw( gl::Texture2d::create( tbox.render() ), vec2( size.x / 3, size.y / 2 ) );
			}
		}
	}
}
开发者ID:marcopompili,项目名称:Cinder-OculusRift,代码行数:33,代码来源:SphericalStereoApp.cpp

示例14: Color

void Day48App::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0, 0, 0 ) );
    gl::color(ColorAf(1.0f,1.f,1.f,1.f));
    
    //gl::rotate(angleAxis(theta/2, vec3(0.,1.,0.)));
    
    for (int i = 0; i < NUM_OBJS; i++)
    {
        gl::ScopedMatrices push;
        gl::translate(mPositions[i]);
        mBatch->draw();
        
    }
    
    
    
    //COLOUR AND DRAW THE POINT LIGHTS
    for (int i = 0; i < mPointLights.size(); i++)
    {
        switch (i){
            case 0:
                gl::color(Color(1.,1.,1.));
                break;
                
            case 1: //RED
                gl::color(Color(1.,0.,0.));
                break;
                
            case 2:  //BLUE
                gl::color(Color(0.,1.,0.));
                break;
                
            case 3:  //GREEN
                gl::color(Color(0.,0.,1.));
                break;
        }
        
        gl::ScopedMatrices push;
        gl::translate(mPointLights[i]);
        mLight->draw();
        
    }
     
}
开发者ID:Craigson,项目名称:100days,代码行数:46,代码来源:Day48App.cpp

示例15: draw

void ArcballTestApp::draw()
{
	CameraPersp &cam = ( mUsingCameraUi ) ? mDebugCam : mCam;
	gl::clear( Color( 0, 0.0f, 0.15f ) );
	gl::setMatrices( cam );

	// draw the earth
	gl::enableDepthRead();
	gl::enableDepthWrite();
	gl::translate( mEarthSphere.getCenter() );
	gl::rotate( mArcball.getQuat() );
	mEarthTex->bind();
	mEarth->draw();

	// draw constraint axis
	if( mArcball.isUsingConstraint() ) {
		gl::setMatrices( cam );
		gl::color( 1, 1, 0 );
		gl::translate( mEarthSphere.getCenter() );
		gl::rotate( glm::rotation( vec3( 0, 1, 0 ), mArcball.getConstraintAxis() ) );
		mConstraintAxis->draw();
	}

	gl::disableDepthRead();

	// draw from vector marker
	gl::setMatrices( cam );
	gl::color( 0, 1, 0.25f );
	gl::translate( mEarthSphere.getCenter() + mArcball.getFromVector() * mEarthSphere.getRadius() );
	mMarker->draw();

	// draw to vector marker
	gl::setMatrices( cam );
	gl::color( 1, 0.5f, 0.25f );
	gl::translate( mEarthSphere.getCenter() + mArcball.getToVector() * mEarthSphere.getRadius() );
	mMarker->draw();

	// draw the elliptical axes
	gl::setMatricesWindow( getWindowSize() );
	gl::color( 1, 0, 0 );
	vec2 center, axisA, axisB;
	mCam.calcScreenProjection( mEarthSphere, getWindowSize(), &center, &axisA, &axisB );
	gl::drawLine( center - axisA, center + axisA );
	gl::drawLine( center - axisB, center + axisB );
}
开发者ID:AbdelghaniDr,项目名称:Cinder,代码行数:45,代码来源:ArcballTestApp.cpp


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