本文整理汇总了C++中shader::IProgramObject::SetUniformLocation方法的典型用法代码示例。如果您正苦于以下问题:C++ IProgramObject::SetUniformLocation方法的具体用法?C++ IProgramObject::SetUniformLocation怎么用?C++ IProgramObject::SetUniformLocation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shader::IProgramObject
的用法示例。
在下文中一共展示了IProgramObject::SetUniformLocation方法的1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: LoadShadowGenShaderProgs
void CShadowHandler::LoadShadowGenShaderProgs()
{
shadowGenProgs.resize(SHADOWGEN_PROGRAM_LAST);
static const std::string shadowGenProgNames[SHADOWGEN_PROGRAM_LAST] = {
"ARB/unit_genshadow.vp",
"ARB/groundshadow.vp",
"ARB/treeShadow.vp",
"ARB/treeFarShadow.vp",
"ARB/projectileshadow.vp",
};
static const std::string shadowGenProgHandles[SHADOWGEN_PROGRAM_LAST] = {
"ShadowGenShaderProgModel",
"ShadowGenshaderProgMap",
"ShadowGenshaderProgTreeNear",
"ShadowGenshaderProgTreeDist",
"ShadowGenshaderProgProjectile",
};
static const std::string shadowGenProgDefines[SHADOWGEN_PROGRAM_LAST] = {
"#define SHADOWGEN_PROGRAM_MODEL\n",
"#define SHADOWGEN_PROGRAM_MAP\n",
"#define SHADOWGEN_PROGRAM_TREE_NEAR\n",
"#define SHADOWGEN_PROGRAM_TREE_DIST\n",
"#define SHADOWGEN_PROGRAM_PROJECTILE\n",
};
CShaderHandler* sh = shaderHandler;
if (globalRendering->haveGLSL) {
for (int i = 0; i < SHADOWGEN_PROGRAM_LAST; i++) {
Shader::IProgramObject* po = sh->CreateProgramObject("[ShadowHandler]", shadowGenProgHandles[i] + "GLSL", false);
Shader::IShaderObject* so = sh->CreateShaderObject("GLSL/ShadowGenVertProg.glsl", shadowGenProgDefines[i], GL_VERTEX_SHADER);
po->AttachShaderObject(so);
po->Link();
po->SetUniformLocation("shadowParams");
po->SetUniformLocation("cameraDirX"); // used by SHADOWGEN_PROGRAM_TREE_NEAR
po->SetUniformLocation("cameraDirY"); // used by SHADOWGEN_PROGRAM_TREE_NEAR
po->SetUniformLocation("treeOffset"); // used by SHADOWGEN_PROGRAM_TREE_NEAR
shadowGenProgs[i] = po;
}
} else {
for (int i = 0; i < SHADOWGEN_PROGRAM_LAST; i++) {
Shader::IProgramObject* po = sh->CreateProgramObject("[ShadowHandler]", shadowGenProgHandles[i] + "ARB", true);
Shader::IShaderObject* so = sh->CreateShaderObject(shadowGenProgNames[i], "", GL_VERTEX_PROGRAM_ARB);
po->AttachShaderObject(so);
po->Link();
shadowGenProgs[i] = po;
}
}
drawShadows = true;
}