本文整理汇总了C++中oglplus::Context::ClearDepth方法的典型用法代码示例。如果您正苦于以下问题:C++ Context::ClearDepth方法的具体用法?C++ Context::ClearDepth怎么用?C++ Context::ClearDepth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oglplus::Context
的用法示例。
在下文中一共展示了Context::ClearDepth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: gl
DSATextureExample(int /*argc*/, const char** /*argv*/)
: gl()
, prog(make_prog())
, projection_matrix(prog, "ProjectionMatrix")
, camera_matrix(prog, "CameraMatrix")
, model_matrix(prog, "ModelMatrix")
, textured_cube(
oglplus::List("Position")("Normal")("TexCoord").Get(),
oglplus::shapes::Cube(),
prog
)
{
using namespace oglplus;
checker.target = Texture::Target::_2D;
checker.Image2D(images::CheckerRedBlack(256, 256, 8, 8));
checker.GenerateMipmap();
checker.MinFilter(TextureMinFilter::LinearMipmapLinear);
checker.MagFilter(TextureMagFilter::Linear);
checker.Anisotropy(2.0);
checker.WrapS(TextureWrap::Repeat);
checker.WrapT(TextureWrap::Repeat);
checker.Bind();
(prog/"Checker") = 0;
(prog/"LightPos") = Vec3f(10.0f, 20.0f, 30.0f);
gl.ClearColor(0.3f, 0.3f, 0.3f, 0.0f);
gl.ClearDepth(1.0f);
gl.Enable(Capability::DepthTest);
gl.Enable(Capability::CullFace);
}
示例2: attr
//.........这里部分代码省略.........
" ct, 0.0, st, 0.0,"
" 0.0, 1.0, 0.0, 0.0,"
" -st, 0.0, ct, 0.0,"
" 0.0, 0.0, 0.0, 1.0 "
" ) * mat4("
" 1.0, 0.0, 0.0, 0.0,"
" 0.0, 1.0, 0.0, 0.0,"
" 0.0, 0.0, 1.0, 0.0,"
" 12.0, 0.0, 0.0, 1.0 "
" ) * mat4("
" ct, -st, 0.0, 0.0,"
" st, ct, 0.0, 0.0,"
" 0.0, 0.0, 1.0, 0.0,"
" 0.0, 0.0, 0.0, 1.0 "
" );"
" gl_Position = "
" ModelMatrix *"
" ScaleMatrix *"
" Position;"
" vec3 vertLightDir = normalize(LightPos - gl_Position.xyz);"
" vec3 vertNormal = normalize(("
" ModelMatrix *"
" vec4(Normal, 0.0)"
" ).xyz);"
" gl_Position = CameraMatrix * gl_Position;"
" vertColor = abs(normalize("
" Normal -"
" vec3(1.0, 1.0, 1.0) +"
" Position.xyz*0.2"
" )) * (0.6 + 0.5*max(dot(vertNormal, vertLightDir), 0.0));"
"}"
);
// compile it
vs.Compile();
// set the fragment shader source
fs.Source(
"#version 330\n"
"in vec3 vertColor;"
"out vec3 fragColor;"
"void main(void)"
"{"
" fragColor = vertColor;"
"}"
);
// compile it
fs.Compile();
// attach the shaders to the program
prog.AttachShader(vs);
prog.AttachShader(fs);
// link and use it
prog.Link();
prog.Use();
// bind the VAO for the cube
cube.Bind();
// bind the VBO for the cube vertex positions
positions.Bind(oglplus::Buffer::Target::Array);
{
std::vector<GLfloat> data;
GLuint n_per_vertex = make_cube.Positions(data);
// upload the data
oglplus::Buffer::Data(oglplus::Buffer::Target::Array, data);
// setup the vertex attribs array for the vertices
oglplus::VertexArrayAttrib attr(prog, "Position");
attr.Setup<GLfloat>(n_per_vertex);
attr.Enable();
}
// bind the VBO for the cube normals
normals.Bind(oglplus::Buffer::Target::Array);
{
std::vector<GLfloat> data;
GLuint n_per_vertex = make_cube.Normals(data);
// upload the data
oglplus::Buffer::Data(oglplus::Buffer::Target::Array, data);
// setup the vertex attribs array for the vertices
oglplus::VertexArrayAttrib attr(prog, "Normal");
attr.Setup<GLfloat>(n_per_vertex);
attr.Enable();
}
//
gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f);
gl.ClearDepth(1.0f);
gl.Enable(oglplus::Capability::DepthTest);
oglplus::Uniform<oglplus::Vec3f>(prog, "LightPos").Set(
glm::vec3(7.0, 3.0, -1.0)
);
oglplus::Uniform<oglplus::Mat4f>(prog, "ScaleMatrix").Set(
glm::scale(glm::mat4(1.0), glm::vec3(1.0, 0.3, 1.7))
);
}
示例3: input
//.........这里部分代码省略.........
// get the poly block pointer
auto poly_ptr = object_data_data.TryGet<void*>("mpoly", nullptr);
// and the loop block pointer
auto loop_ptr = object_data_data.TryGet<void*>("mloop", nullptr);
// open the poly and loop blocks (if we have both)
if(poly_ptr && loop_ptr)
{
auto poly_data = blend_file[poly_ptr];
auto loop_data = blend_file[loop_ptr];
// get the number of polys in the block
std::size_t n_polys = poly_data.BlockElementCount();
// get the fields of poly and loop
auto poly_loopstart_field = poly_data.Field<int>("loopstart");
auto poly_totloop_field = poly_data.Field<int>("totloop");
auto loop_v_field = loop_data.Field<int>("v");
// make a vector of index data
std::vector<GLuint> is;
for(std::size_t f=0; f!=n_polys; ++f)
{
int ls = poly_loopstart_field.Get(f);
int tl = poly_totloop_field.Get(f);
for(int l=0; l!=tl; ++l)
{
int v = loop_v_field.Get(ls+l);
is.push_back(v+index_offset);
}
is.push_back(0); // primitive restart index
}
// append the values
idx_data.insert(idx_data.end(), is.begin(), is.end());
}
index_offset += n_verts;
}
}
}
catch(...)
{ }
// and get the pointer to the nex block
object_link_ptr = object_link_data.Field<void*>("next").Get();
}
meshes.Bind();
positions.Bind(Buffer::Target::Array);
{
Buffer::Data(Buffer::Target::Array, pos_data);
VertexAttribArray attr(prog, "Position");
attr.Setup<GLfloat>(3);
attr.Enable();
}
normals.Bind(Buffer::Target::Array);
{
Buffer::Data(Buffer::Target::Array, nml_data);
VertexAttribArray attr(prog, "Normal");
attr.Setup<GLfloat>(3);
attr.Enable();
}
indices.Bind(Buffer::Target::ElementArray);
Buffer::Data(Buffer::Target::ElementArray, idx_data);
element_count = idx_data.size();
// find the extremes of the mesh(es)
GLfloat min_x = pos_data[3], max_x = pos_data[3];
GLfloat min_y = pos_data[4], max_y = pos_data[4];
GLfloat min_z = pos_data[5], max_z = pos_data[5];
for(std::size_t v=1, vn=pos_data.size()/3; v!=vn; ++v)
{
GLfloat x = pos_data[v*3+0];
GLfloat y = pos_data[v*3+1];
GLfloat z = pos_data[v*3+2];
if(min_x > x) min_x = x;
if(min_y > y) min_y = y;
if(min_z > z) min_z = z;
if(max_x < x) max_x = x;
if(max_y < y) max_y = y;
if(max_z < z) max_z = z;
}
// position the camera target
camera_target = Vec3f(
(min_x + max_x) * 0.5,
(min_y + max_y) * 0.5,
(min_z + max_z) * 0.5
);
// and calculate a good value for camera distance
camera_distance = 1.1*Distance(camera_target, Vec3f(min_x, min_y, min_z))+1.0;
gl.ClearColor(0.17f, 0.22f, 0.17f, 0.0f);
gl.ClearDepth(1.0f);
gl.Enable(Capability::DepthTest);
gl.Enable(Capability::PrimitiveRestart);
}