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C++ Cube::TexCoordinates方法代码示例

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


在下文中一共展示了Cube::TexCoordinates方法的10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: attr

	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float i = ("
			"		1 +"
			"		int(vertTexCoord.x*8) % 2+"
			"		int(vertTexCoord.y*8) % 2"
			"	) % 2;"
			"	fragColor = vec4(i, i, i, 1.0);"
			"}"
		);
		// 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 vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// bind the VBO for the cube texture-coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}
		//
		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
开发者ID:detunized,项目名称:oglplus,代码行数:81,代码来源:012_checker_cube.cpp

示例2: attr

	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float i = int(("
			"		vertTexCoord.x+"
			"		vertTexCoord.y "
			"	)*8) % 2;"
			"	fragColor = mix("
			"		vec4(0, 0, 0, 1),"
			"		vec4(1, 1, 0, 1),"
			"		i"
			"	);"
			"}"
		).Compile();

		// attach the shaders to the program
		prog.AttachShader(vs).AttachShader(fs);
		// link and use it
		prog.Link().Use();

		// bind the VAO for the cube
		cube.Bind();

		// bind the VBO for the cube vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex).Enable();
		}

		// bind the VBO for the cube UV-coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex).Enable();
		}

		+Capability::DepthTest;
	}
开发者ID:James-Z,项目名称:oglplus,代码行数:78,代码来源:013_striped_cubes.cpp

示例3: pow

	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		namespace se = oglplus::smart_enums;
		VertexShader vs;
		vs.Source(
			"#version 120\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"attribute vec4 Position;"
			"attribute vec3 Normal;"
			"attribute vec2 TexCoord;"
			"varying vec3 vertNormal;"
			"varying vec3 vertLight;"
			"varying vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 120\n"
			"uniform sampler2D TexUnit;"
			"varying vec3 vertNormal;"
			"varying vec3 vertLight;"
			"varying vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	float l = length(vertLight);"
			"	float d = l > 0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.3 + 2.0*max(d, 0.0);"
			"	vec4 t = texture2D(TexUnit, vertTexCoord);"
			"	gl_FragColor = vec4(t.rgb*i, 1.0);"
			"}"
		).Compile();

		prog.AttachShader(vs).AttachShader(fs).Link().Use();

		// bind the VAO for the cube
		cube.Bind();

		verts.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(se::Array(), data);
			(prog|"Position").Setup(n_per_vertex, se::Float()).Enable();
		}

		normals.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(se::Array(), data);
			(prog|"Normal").Setup(n_per_vertex, se::Float()).Enable();
		}

		texcoords.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(se::Array(), data);
			(prog|"TexCoord").Setup(n_per_vertex, se::Float()).Enable();
		}

		// setup the texture
		{
			auto bound_tex = Bind(tex, se::_2D());
			auto image = images::NewtonFractal(
				512, 512,
				Vec3f(1.0f, 1.4f, 1.3f),
				Vec3f(0.2f, 0.3f, 0.1f),
				Vec2f(-1.0f, -1.0f),
				Vec2f( 1.0f,  1.0f),
				images::NewtonFractal::X4Minus1(),
				[](double x) -> double
				{
					return pow(SineWave(pow(x,0.5)), 4.0);
				}
			);
			bound_tex.Image2D(image);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(se::LinearMipmapLinear());
			bound_tex.MagFilter(se::Linear());
			bound_tex.WrapS(se::Repeat());
			bound_tex.WrapT(se::Repeat());
		}
		// set the uniform values
		(prog/"TexUnit") = 0;
		(prog/"LightPos") = Vec3f(1.0f, 2.0f, 3.0f);
//.........这里部分代码省略.........
开发者ID:xdray,项目名称:oglplus,代码行数:101,代码来源:016_textured_cube_glsl120.cpp

示例4: attr

	FBTexExample(void)
	 : make_cube()
	 , cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , cube_fs(ObjectDesc("Cube fragment"))
	 , torus_fs(ObjectDesc("Torus fragment"))
	 , torus_projection_matrix(torus_prog, "ProjectionMatrix")
	 , torus_camera_matrix(torus_prog, "CameraMatrix")
	 , torus_model_matrix(torus_prog, "ModelMatrix")
	 , cube_projection_matrix(cube_prog, "ProjectionMatrix")
	 , cube_camera_matrix(cube_prog, "CameraMatrix")
	 , cube_model_matrix(cube_prog, "ModelMatrix")
	 , tex_side(512)
	 , width(tex_side)
	 , height(tex_side)
	{
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		cube_fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = sqrt(length(vertLight));"
			"	float d = l > 0? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.6 + max(d, 0.0);"
			"	fragColor = texture(TexUnit, vertTexCoord)*i;"
			"}"
		);
		cube_fs.Compile();

		cube_prog.AttachShader(vs);
		cube_prog.AttachShader(cube_fs);
		cube_prog.Link();
		cube_prog.Use();

		cube.Bind();

		cube_verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(cube_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		cube_normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(cube_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		cube_texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(cube_prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		UniformSampler(cube_prog, "TexUnit").Set(0);
		Uniform<Vec3f>(cube_prog, "LightPos").Set(4.0f, 4.0f, -8.0f);

		torus_fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
//.........这里部分代码省略.........
开发者ID:GLDRorg,项目名称:oglplus,代码行数:101,代码来源:025_rendered_texture.cpp

示例5: main

	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		namespace se = oglplus::smart_enums;
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = length(vertLight);"
			"	float d = l > 0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.3 + 2.0*max(d, 0.0);"
			"	vec4 t  = texture(TexUnit, vertTexCoord);"
			"	fragColor = vec4(t.rgb*i, 1.0);"
			"}"
		);
		// 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();

		verts.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(se::Array(), data);
			(prog|"Position").Setup(n_per_vertex, se::Float()).Enable();
		}

		normals.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(se::Array(), data);
			(prog|"Normal").Setup(n_per_vertex, se::Float()).Enable();
		}

		texcoords.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(se::Array(), data);
			(prog|"TexCoord").Setup(n_per_vertex, se::Float()).Enable();
		}

		// setup the texture
		{
			auto bound_tex = Bind(tex, se::_2D());
			bound_tex.Image2D(images::LoadTexture("concrete_block"));
			bound_tex.MinFilter(se::Linear());
			bound_tex.MagFilter(se::Linear());
			bound_tex.WrapS(se::Repeat());
			bound_tex.WrapT(se::Repeat());
		}
		// set the uniform values
		(prog/"TexUnit") = 0;
		(prog/"LightPos") = Vec3f(1.0f, 2.0f, 3.0f);
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
//.........这里部分代码省略.........
开发者ID:xdray,项目名称:oglplus,代码行数:101,代码来源:016_textured_cube.cpp

示例6: attr

	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , prog(make_prog())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{

		// bind the VAO for the cube
		gl.Bind(cube);

		gl.Bind(Buffer::Target::Array, verts);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, normals);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, texcoords);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		gl.Bound(Texture::Target::_2D, tex)
			.Image2D(images::LoadTexture("honeycomb"))
			.GenerateMipmap()
			.MinFilter(TextureMinFilter::LinearMipmapLinear)
			.MagFilter(TextureMagFilter::Linear)
			.WrapS(TextureWrap::MirroredRepeat)
			.WrapT(TextureWrap::MirroredRepeat)
			.Anisotropy(2);
		//
		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(1.0f, 2.0f, 3.0f));
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::Blend);
		gl.BlendFunc(
			BlendFn::SrcAlpha,
			BlendFn::OneMinusSrcAlpha
		);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
开发者ID:pm990320,项目名称:OpenGLLearning,代码行数:67,代码来源:019_honeycomb_cube.cpp

示例7: attr


//.........这里部分代码省略.........
			"	vec3 n = texture(NormalTex, vertTexCoord).xyz;"
			"	vec3 finalNormal = NormalMatrix * n;"
			"	float d = (l > 0.0) ? dot("
			"		normalize(vertLight), "
			"		finalNormal"
			"	) / l : 0.0;"
			"	float i = 0.2 + 4.5*max(d, 0.0);"
			"	vec4 t  = texture(ColorTex, vertTexCoord);"
			"	fragColor = vec4(t.rgb*i, 1.0);"
			"}"
		);
		// 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();

		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(se::Array(), data);
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(se::Array(), data);
			VertexAttribArray attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		tangents.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Tangents(data);
			Buffer::Data(se::Array(), data);
			VertexAttribArray attr(prog, "Tangent");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(se::Array(), data);
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the textures
		{
			Texture::Active(0);
			UniformSampler(prog, "ColorTex").Set(0);
			auto bound_tex = Bind(colorTex, se::_2D());
			bound_tex.Image2D(images::LoadTexture("wooden_crate"));
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(se::LinearMipmapLinear());
			bound_tex.MagFilter(se::Linear());
			bound_tex.WrapS(se::Repeat());
			bound_tex.WrapT(se::Repeat());
		}
		{
			Texture::Active(1);
			UniformSampler(prog, "NormalTex").Set(1);
			auto bound_tex = Bind(normalTex, se::_2D());
			bound_tex.Image2D(
				images::NormalMap(
					images::LoadTexture("wooden_crate-hmap"),
					images::NormalMap::FromRed()
				)
			);
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(se::LinearMipmapLinear());
			bound_tex.MagFilter(se::Linear());
			bound_tex.WrapS(se::Repeat());
			bound_tex.WrapT(se::Repeat());
		}
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(se::DepthTest());

		gl.Enable(se::CullFace());
		gl.FrontFace(make_cube.FaceWinding());
	}
开发者ID:,项目名称:,代码行数:101,代码来源:

示例8: attr

	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , prog(make_prog())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , light_pos(prog, "LightPos")
	{
		gl.Bind(cube);

		gl.Bind(Buffer::Target::Array, verts);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			gl.Current(Buffer::Target::Array).Data(data);
			VertexArrayAttrib attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, normals);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			gl.Current(Buffer::Target::Array).Data(data);
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, tangents);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Tangents(data);
			gl.Current(Buffer::Target::Array).Data(data);
			VertexArrayAttrib attr(prog, "Tangent");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, texcoords);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			gl.Current(Buffer::Target::Array).Data(data);
			VertexArrayAttrib attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the textures
		{
			Texture::Active(0);
			UniformSampler(prog, "ColorTex").Set(0);

			gl.Bind(Texture::Target::_2D, colorTex);
			gl.Current(Texture::Target::_2D)
				.MinFilter(TextureMinFilter::LinearMipmapLinear)
				.MagFilter(TextureMagFilter::Linear)
				.WrapS(TextureWrap::Repeat)
				.WrapT(TextureWrap::Repeat)
				.Image2D(images::LoadTexture("wooden_crate"))
				.GenerateMipmap();
		}
		{
			Texture::Active(1);
			UniformSampler(prog, "NormalTex").Set(1);

			gl.Bind(Texture::Target::_2D, normalTex);
			gl.Current(Texture::Target::_2D)
				.MinFilter(TextureMinFilter::LinearMipmapLinear)
				.MagFilter(TextureMagFilter::Linear)
				.WrapS(TextureWrap::Repeat)
				.WrapT(TextureWrap::Repeat)
				.Image2D(
					images::NormalMap(
						images::LoadTexture("wooden_crate-hmap")
					)
				).GenerateMipmap();
		}
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:89,代码来源:021_wooden_crate.cpp

示例9: attr


//.........这里部分代码省略.........
			"void main(void)"
			"{"
			"	float l = dot(vertLight, vertLight);"
			"	float d = l != 0.0 ? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	vec3 c = vec3(0.9, 0.8, 0.2);"
			"	vec4 t  = texture(TexUnit, vertTexCoord);"
			"	float a = 1.0 - sqrt(abs(d)), e;"
			"	if(gl_FrontFacing)"
			"	{"
			"		e = d >= 0.0 ?"
			"		d * mix(0.5, 1.0, t.a):"
			"		(-0.9*d) * (1.0 - t.a);"
			"	}"
			"	else"
			"	{"
			"		e = d >= 0.0 ?"
			"		(0.6*d) * (1.0 - t.a):"
			"		(-0.7*d) * mix(0.5, 1.0, t.a);"
			"	}"
			"	float i = 0.1 + 9.0*e;"
			"	fragColor = vec4("
			"		t.r*c.r*i, "
			"		t.g*c.g*i, "
			"		t.b*c.b*i, "
			"		clamp(pow(t.a,2) + a*0.4, 0.0, 1.0)"
			"	);"
			"}"
		);
		// 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();

		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "Position");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "Normal");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// setup the texture
		{
			auto bound_tex = Bind(tex, Texture::Target::_2D);
			bound_tex.Image2D(images::LoadTexture("honeycomb"));
			bound_tex.GenerateMipmap();
			bound_tex.MinFilter(TextureMinFilter::LinearMipmapLinear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::MirroredRepeat);
			bound_tex.WrapT(TextureWrap::MirroredRepeat);
		}
		//
		UniformSampler(prog, "TexUnit").Set(0);
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(1.0f, 2.0f, 3.0f));
		//
		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::Blend);
		gl.BlendFunc(
			BlendFn::SrcAlpha,
			BlendFn::OneMinusSrcAlpha
		);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
	}
开发者ID:xdray,项目名称:oglplus,代码行数:101,代码来源:019_honeycomb_cube.cpp

示例10: CubeExample

    CubeExample()
      : cube_instr(make_cube.Instructions())
      , cube_indices(make_cube.Indices())
      , prog(make())
      , projection_matrix(prog, "ProjectionMatrix")
      , camera_matrix(prog, "CameraMatrix")
      , model_matrix(prog, "ModelMatrix")
      , light_pos(prog, "LightPos") {
        // bind the VAO for the cube
        gl.Bind(cube);

        gl.Bind(Buffer::Target::Array, verts);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_cube.Positions(data);
            Buffer::Data(Buffer::Target::Array, data);
            (prog | "Position").Setup<GLfloat>(n_per_vertex).Enable();
        }

        gl.Bind(Buffer::Target::Array, normals);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_cube.Normals(data);
            Buffer::Data(Buffer::Target::Array, data);
            (prog | "Normal").Setup<GLfloat>(n_per_vertex).Enable();
        }

        gl.Bind(Buffer::Target::Array, tangents);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_cube.Tangents(data);
            Buffer::Data(Buffer::Target::Array, data);
            (prog | "Tangent").Setup<GLfloat>(n_per_vertex).Enable();
        }

        gl.Bind(Buffer::Target::Array, texcoords);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_cube.TexCoordinates(data);
            Buffer::Data(Buffer::Target::Array, data);
            (prog | "TexCoord").Setup<GLfloat>(n_per_vertex).Enable();
        }

        {
            auto img = images::SphereBumpMap(512, 512, 2, 2);
            Uniform<GLsizei>(prog, "BumpTexWidth").Set(img.Width());
            Uniform<GLsizei>(prog, "BumpTexHeight").Set(img.Height());
            UniformSampler(prog, "BumpTex").Set(0);
            Texture::Active(0);

            gl.Bound(Texture::Target::_2D, bumpTex)
              .MinFilter(TextureMinFilter::LinearMipmapLinear)
              .MagFilter(TextureMagFilter::Linear)
              .WrapS(TextureWrap::Repeat)
              .WrapT(TextureWrap::Repeat)
              .Image2D(img)
              .GenerateMipmap();
        }
        //
        gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
        gl.ClearDepth(1.0f);
        gl.Enable(Capability::DepthTest);

        gl.Enable(Capability::CullFace);
        gl.FrontFace(make_cube.FaceWinding());
    }
开发者ID:matus-chochlik,项目名称:oglplus,代码行数:66,代码来源:022_parallax_map.cpp


注:本文中的shapes::Cube::TexCoordinates方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。