本文整理汇总了C++中osg::State::setTexCoordPointer方法的典型用法代码示例。如果您正苦于以下问题:C++ State::setTexCoordPointer方法的具体用法?C++ State::setTexCoordPointer怎么用?C++ State::setTexCoordPointer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osg::State
的用法示例。
在下文中一共展示了State::setTexCoordPointer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: exclusive
void
MPGeometry::renderPrimitiveSets(osg::State& state,
bool usingVBOs) const
{
// check the map frame to see if it's up to date
if ( _frame.needsSync() )
{
// this lock protects a MapFrame sync when we have multiple DRAW threads.
Threading::ScopedMutexLock exclusive( _frameSyncMutex );
if ( _frame.needsSync() && _frame.sync() ) // always double check
{
// This should only happen is the layer ordering changes;
// If layers are added or removed, the Tile gets rebuilt and
// the point is moot.
std::vector<Layer> reordered;
const ImageLayerVector& layers = _frame.imageLayers();
reordered.reserve( layers.size() );
for( ImageLayerVector::const_iterator i = layers.begin(); i != layers.end(); ++i )
{
std::vector<Layer>::iterator j = std::find( _layers.begin(), _layers.end(), i->get()->getUID() );
if ( j != _layers.end() )
reordered.push_back( *j );
}
_layers.swap( reordered );
}
}
unsigned layersDrawn = 0;
osg::ref_ptr<osg::GL2Extensions> ext = osg::GL2Extensions::Get( state.getContextID(), true );
const osg::Program::PerContextProgram* pcp = state.getLastAppliedProgramObject();
GLint opacityLocation;
GLint uidLocation;
GLint orderLocation;
GLint texMatParentLocation;
// yes, it's possible that the PCP is not set up yet.
// TODO: can we optimize this so we don't need to get uni locations every time?
if ( pcp )
{
opacityLocation = pcp->getUniformLocation( _opacityUniform->getNameID() );
uidLocation = pcp->getUniformLocation( _layerUIDUniform->getNameID() );
orderLocation = pcp->getUniformLocation( _layerOrderUniform->getNameID() );
texMatParentLocation = pcp->getUniformLocation( _texMatParentUniform->getNameID() );
}
// activate the tile coordinate set - same for all layers
state.setTexCoordPointer( _imageUnit+1, _tileCoords.get() );
if ( _layers.size() > 0 )
{
float prev_opacity = -1.0f;
float prev_alphaThreshold = -1.0f;
// first bind any shared layers
// TODO: optimize by pre-storing shared indexes
for(unsigned i=0; i<_layers.size(); ++i)
{
const Layer& layer = _layers[i];
// a "shared" layer binds to a secondary texture unit so that other layers
// can see it and use it.
if ( layer._imageLayer->isShared() )
{
int sharedUnit = layer._imageLayer->shareImageUnit().get();
{
state.setActiveTextureUnit( sharedUnit );
state.setTexCoordPointer( sharedUnit, layer._texCoords.get() );
// bind the texture for this layer to the active share unit.
layer._tex->apply( state );
// no texture LOD blending for shared layers for now. maybe later.
}
}
}
// track the active image unit.
int activeImageUnit = -1;
// interate over all the image layers
for(unsigned i=0; i<_layers.size(); ++i)
{
const Layer& layer = _layers[i];
if ( layer._imageLayer->getVisible() )
{
// activate the visible unit if necessary:
if ( activeImageUnit != _imageUnit )
{
state.setActiveTextureUnit( _imageUnit );
activeImageUnit = _imageUnit;
}
// bind the texture for this layer:
layer._tex->apply( state );
// if we're using a parent texture for blending, activate that now
//.........这里部分代码省略.........
示例2: exclusive
//.........这里部分代码省略.........
birthTimeLocation = pcp->getUniformLocation( _birthTimeUniformNameID );
opacityLocation = pcp->getUniformLocation( _opacityUniformNameID );
uidLocation = pcp->getUniformLocation( _uidUniformNameID );
orderLocation = pcp->getUniformLocation( _orderUniformNameID );
texMatParentLocation = pcp->getUniformLocation( _texMatParentUniformNameID );
minRangeLocation = pcp->getUniformLocation( _minRangeUniformNameID );
maxRangeLocation = pcp->getUniformLocation( _maxRangeUniformNameID );
}
// apply the tilekey uniform once.
if ( tileKeyLocation >= 0 )
{
ext->glUniform4fv( tileKeyLocation, 1, _tileKeyValue.ptr() );
}
// set the "birth time" - i.e. the time this tile last entered the scene in the current GC.
if ( birthTimeLocation >= 0 )
{
PerContextData& pcd = _pcd[contextID];
if ( pcd.birthTime < 0.0f )
{
const osg::FrameStamp* stamp = state.getFrameStamp();
if ( stamp )
{
pcd.birthTime = stamp->getReferenceTime();
}
}
ext->glUniform1f( birthTimeLocation, pcd.birthTime );
}
// activate the tile coordinate set - same for all layers
if ( renderColor )
{
state.setTexCoordPointer( _imageUnit+1, _tileCoords.get() );
}
#ifndef OSG_GLES2_AVAILABLE
if ( renderColor )
{
// emit a default terrain color since we're not binding a color array:
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
#endif
// activate the elevation texture if there is one. Same for all layers.
//if ( _elevTex.valid() )
//{
// state.setActiveTextureUnit( 2 );
// state.setTexCoordPointer( 1, _tileCoords.get() ); // necessary?? since we do it above
// _elevTex->apply( state );
// // todo: probably need an elev texture matrix as well. -gw
//}
// track the active image unit.
int activeImageUnit = -1;
// remember whether we applied a parent texture.
bool usedTexParent = false;
if ( _layers.size() > 0 )
{
float prev_opacity = -1.0f;
// first bind any shared layers. We still have to do this even if we are
// in !renderColor mode b/c these textures could be used by vertex shaders
示例3: exclusive
void
MPGeometry::renderPrimitiveSets(osg::State& state,
bool usingVBOs) const
{
// check the map frame to see if it's up to date
if ( _frame.needsSync() )
{
// this lock protects a MapFrame sync when we have multiple DRAW threads.
Threading::ScopedMutexLock exclusive( _frameSyncMutex );
if ( _frame.needsSync() && _frame.sync() ) // always double check
{
// This should only happen is the layer ordering changes;
// If layers are added or removed, the Tile gets rebuilt and
// the point is moot.
std::vector<Layer> reordered;
const ImageLayerVector& layers = _frame.imageLayers();
reordered.reserve( layers.size() );
for( ImageLayerVector::const_iterator i = layers.begin(); i != layers.end(); ++i )
{
std::vector<Layer>::iterator j = std::find( _layers.begin(), _layers.end(), i->get()->getUID() );
if ( j != _layers.end() )
reordered.push_back( *j );
}
_layers.swap( reordered );
}
}
unsigned layersDrawn = 0;
// access the GL extensions interface for the current GC:
osg::ref_ptr<osg::GL2Extensions> ext = osg::GL2Extensions::Get( state.getContextID(), true );
const osg::Program::PerContextProgram* pcp = state.getLastAppliedProgramObject();
// cannot store these in the object since there could be multiple GCs (and multiple
// PerContextPrograms) at large
GLint tileKeyLocation;
GLint opacityLocation;
GLint uidLocation;
GLint orderLocation;
GLint texMatParentLocation;
// The PCP can change (especially in a VirtualProgram environment). So we do need to
// requery the uni locations each time unfortunately. TODO: explore optimizations.
if ( pcp )
{
tileKeyLocation = pcp->getUniformLocation( _tileKeyUniformNameID );
opacityLocation = pcp->getUniformLocation( _opacityUniformNameID );
uidLocation = pcp->getUniformLocation( _uidUniformNameID );
orderLocation = pcp->getUniformLocation( _orderUniformNameID );
texMatParentLocation = pcp->getUniformLocation( _texMatParentUniformNameID );
}
// apply the tilekey uniform once.
ext->glUniform4fv( tileKeyLocation, 1, _tileKeyValue.ptr() );
// activate the tile coordinate set - same for all layers
state.setTexCoordPointer( _imageUnit+1, _tileCoords.get() );
if ( _layers.size() > 0 )
{
float prev_opacity = -1.0f;
float prev_alphaThreshold = -1.0f;
// first bind any shared layers
// TODO: optimize by pre-storing shared indexes
for(unsigned i=0; i<_layers.size(); ++i)
{
const Layer& layer = _layers[i];
// a "shared" layer binds to a secondary texture unit so that other layers
// can see it and use it.
if ( layer._imageLayer->isShared() )
{
int sharedUnit = layer._imageLayer->shareImageUnit().get();
{
state.setActiveTextureUnit( sharedUnit );
state.setTexCoordPointer( sharedUnit, layer._texCoords.get() );
// bind the texture for this layer to the active share unit.
layer._tex->apply( state );
// no texture LOD blending for shared layers for now. maybe later.
}
}
}
// track the active image unit.
int activeImageUnit = -1;
// interate over all the image layers
//glDepthMask(GL_TRUE);
for(unsigned i=0; i<_layers.size(); ++i)
{
// if ( i > 0 )
// glDepthMask(GL_FALSE);
const Layer& layer = _layers[i];
if ( layer._imageLayer->getVisible() )
//.........这里部分代码省略.........