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C++ shader函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了shader函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: trace

color trace(ray * primary) {
  if (primary->depth > 0) {
    VNorm(&primary->d);
    reset_intersection(primary->intstruct);
    intersect_objects(primary);
    return shader(primary);
  }

  /* if ray is truncated, return the background as its color */
  return primary->scene->background;
}
开发者ID:BigR-Lab,项目名称:CodeRes_Cpp,代码行数:11,代码来源:trace_rest.cpp


示例2: py_glGetShaderInfoLog

static PyObject* py_glGetShaderInfoLog(PyObject *, PyObject *args) {
  CHECK_ARG_COUNT(args, 1);
  Uint shader(PyTuple_GetItem(args, 0));
  GLint len=0;
  glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
  //GLchar *log = new GLchar[len+1];
  Array1D<Char> log(len+1);
  glGetShaderInfoLog(shader, len, NULL, log);
  return PyString_FromString(log);
  //delete[] log;
}
开发者ID:gatgui,项目名称:pygl,代码行数:11,代码来源:gl_2_0.cpp


示例3: py_glGetShaderSource

static PyObject* py_glGetShaderSource(PyObject *, PyObject *args) {
  CHECK_ARG_COUNT(args, 1);
  Uint shader(PyTuple_GetItem(args, 0));
  GLint len=0;
  glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &len);
  //GLchar *src = new GLchar[len+1];
  Array1D<Char> src(len+1);
  glGetShaderSource(shader, len, NULL, src);
  return PyString_FromString(src);
  //delete[] src;
}
开发者ID:gatgui,项目名称:pygl,代码行数:11,代码来源:gl_2_0.cpp


示例4: ShaderFromLiteral

inline Shader ShaderFromLiteral(
	ShaderType shader_type,
	const char* lit,
	size_t size
)
{
	Shader shader(shader_type);
	shader.Source(StrCRef(lit, size));
	shader.Compile();
	return shader;
}
开发者ID:AdamSimpson,项目名称:oglplus,代码行数:11,代码来源:shader_literals.hpp


示例5: CoreParticleSystem

    inline CoreParticleSystem(CoreEngine* engine, CoreNode* parent) :
        engine_(engine),
        parent_(parent),
        life_(0.0f),
        type_(ET_POINT),
        accumulator_(0.0f),
        frame_id_(0),
        inherit_velocity_(true) {

        shader("Particle");
    }
开发者ID:mfichman,项目名称:jet-game-engine,代码行数:11,代码来源:CoreParticleSystem.hpp


示例6: Vec3f

void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
{
	int width = renderData.m_rgbColorBuffer.get_width();
	int height = renderData.m_rgbColorBuffer.get_height();

	Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0], renderData.m_lightDirWorld[1], renderData.m_lightDirWorld[2]);
	float light_distance = renderData.m_lightDistance;
	Model* model = renderData.m_model;
	if (0 == model)
		return;

	renderData.m_viewportMatrix = viewport(0, 0, width, height);

	float* shadowBufferPtr = (renderData.m_shadowBuffer && renderData.m_shadowBuffer->size()) ? &renderData.m_shadowBuffer->at(0) : 0;
	int* segmentationMaskBufferPtr = 0;

	TGAImage depthFrame(width, height, TGAImage::RGB);

	{
		// light target is set to be the origin, and the up direction is set to be vertical up.
		Matrix lightViewMatrix = lookat(light_dir_local * light_distance, Vec3f(0.0, 0.0, 0.0), Vec3f(0.0, 0.0, 1.0));
		Matrix lightModelViewMatrix = lightViewMatrix * renderData.m_modelMatrix;
		Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix;
		Vec3f localScaling(renderData.m_localScaling[0], renderData.m_localScaling[1], renderData.m_localScaling[2]);

		DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix, renderData.m_modelMatrix, localScaling, light_distance);
		for (int i = 0; i < model->nfaces(); i++)
		{
			for (int j = 0; j < 3; j++)
			{
				shader.vertex(i, j);
			}

			mat<4, 3, float> stackTris[3];

			b3AlignedObjectArray<mat<4, 3, float> > clippedTriangles;
			clippedTriangles.initializeFromBuffer(stackTris, 0, 3);

			bool hasClipped = clipTriangleAgainstNearplane(shader.varying_tri, clippedTriangles);

			if (hasClipped)
			{
				for (int t = 0; t < clippedTriangles.size(); t++)
				{
					triangleClipped(clippedTriangles[t], shader.varying_tri, shader, depthFrame, shadowBufferPtr, segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
				}
			}
			else
			{
				triangle(shader.varying_tri, shader, depthFrame, shadowBufferPtr, segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
			}
		}
	}
}
开发者ID:bulletphysics,项目名称:bullet3,代码行数:54,代码来源:TinyRenderer.cpp


示例7: canAttachDetachShader

    void canAttachDetachShader()
    {
        ShaderProgram shaderProgram;
        Shader shader(Shader::FRAGMENT_SHADER);

        QVERIFY(shaderProgram.attach(shader));

        QVERIFY(shaderProgram.has(shader));

        QVERIFY(shaderProgram.detach(shader));
        QVERIFY(!shaderProgram.has(shader));
    }
开发者ID:spoonless,项目名称:shadercreator,代码行数:12,代码来源:shaderprogramtest.cpp


示例8: outlineShader

	//----------
	void Scene::drawOutlines() {
		ofShader & outlineShader(shader("outlineIndex"));
		outlineShader.begin();
		outlineShader.setUniform1i("elementHover", this->elementUnderCursor);
		outlineShader.setUniform1i("nodeSelection", this->nodeSelected);
		outlineShader.setUniform1i("nodeHover", this->nodeUnderCursor);
		outlineShader.setUniformTexture("texIndex", indexBuffer, 2);
		outlineShader.setUniform1i("elementCount", this->elements.size());
		outlineShader.setUniform1f("indexScaling", GRABSCENE_INDEX_SCALE);
		drawFullscreen(indexBuffer);
		outlineShader.end();
	}
开发者ID:elliotwoods,项目名称:ofxGrabScene,代码行数:13,代码来源:Scene.cpp


示例9: switch

Color<real> MaterialShader<real>::Shade()
{
	// Create the shader depending on the material type
	switch( mMaterial.GetMaterialType() )
	{
		case Material::TypeBlinnPhong:
		{
			BlinnPhongShader<real> shader( mRayTracer, mScene , static_cast<const BlinnPhongMaterial<real>&>( mMaterial ), mRay, mIntersection, mRecursionDepth );
			return shader.Shade();
		}

		case Material::TypeEnvironment:
		{
			EnvironmentShader<real> shader( mRayTracer, mScene , static_cast<const EnvironmentMaterial<real>&>( mMaterial ), mRay, mIntersection, mRecursionDepth );
			return shader.Shade();
		}
	}

	// If the shader doesn't exist (should never get there)
	return Color<real>( 0, 0, 0, 1 );
}
开发者ID:gnuvince,项目名称:ift3355-tp2,代码行数:21,代码来源:MaterialShader.cpp


示例10: bufferVBO

void BoundingBox::draw()
{  
  // bind the buffers
  bufferVBO().bind();
  bufferIBO().bind();

  // enable the shader attributes (our buffers)  
  shader()->enableAttributeArray(vertexLocation());
  shader()->enableAttributeArray(colorLocation());

  // set our buffers into shader
  shader()->setAttributeBuffer(vertexLocation(), GL_FLOAT, 0, 3, sizeof(Vertex));
  shader()->setAttributeBuffer(colorLocation(),  GL_FLOAT, 12, 4, sizeof(Vertex));

  
  // draw primitives
  glDrawElements(GL_LINES, indexCount(), GL_UNSIGNED_SHORT, 0);

  
  // disable the shader attributes (our buffers)
  shader()->disableAttributeArray(vertexLocation());
  shader()->disableAttributeArray(colorLocation());

  // release the buffers
  bufferVBO().release();
  bufferIBO().release();
}
开发者ID:hsimpson,项目名称:qparticles,代码行数:27,代码来源:boundingbox.cpp


示例11: thread_run

	void thread_run(DeviceTask *task)
	{
		flush_texture_buffers();

		if(task->type == DeviceTask::FILM_CONVERT) {
			film_convert(*task, task->buffer, task->rgba_byte, task->rgba_half);
		}
		else if(task->type == DeviceTask::SHADER) {
			shader(*task);
		}
		else if(task->type == DeviceTask::RENDER) {
			RenderTile tile;
			DenoisingTask denoising(this);

			/* Allocate buffer for kernel globals */
			device_only_memory<KernelGlobalsDummy> kgbuffer(this, "kernel_globals");
			kgbuffer.alloc_to_device(1);

			/* Keep rendering tiles until done. */
			while(task->acquire_tile(this, tile)) {
				if(tile.task == RenderTile::PATH_TRACE) {
					assert(tile.task == RenderTile::PATH_TRACE);
					scoped_timer timer(&tile.buffers->render_time);

					split_kernel->path_trace(task,
					                         tile,
					                         kgbuffer,
					                         *const_mem_map["__data"]);

					/* Complete kernel execution before release tile. */
					/* This helps in multi-device render;
					 * The device that reaches the critical-section function
					 * release_tile waits (stalling other devices from entering
					 * release_tile) for all kernels to complete. If device1 (a
					 * slow-render device) reaches release_tile first then it would
					 * stall device2 (a fast-render device) from proceeding to render
					 * next tile.
					 */
					clFinish(cqCommandQueue);
				}
				else if(tile.task == RenderTile::DENOISE) {
					tile.sample = tile.start_sample + tile.num_samples;
					denoise(tile, denoising, *task);
					task->update_progress(&tile, tile.w*tile.h);
				}

				task->release_tile(tile);
			}

			kgbuffer.free();
		}
	}
开发者ID:mgschwan,项目名称:blensor,代码行数:52,代码来源:opencl_split.cpp


示例12: thread_run

	void thread_run(DeviceTask *task)
	{
		if(task->type == DeviceTask::FILM_CONVERT) {
			film_convert(*task, task->buffer, task->rgba_byte, task->rgba_half);
		}
		else if(task->type == DeviceTask::SHADER) {
			shader(*task);
		}
		else if(task->type == DeviceTask::RENDER) {
			RenderTile tile;
			DenoisingTask denoising(this, *task);

			/* Keep rendering tiles until done. */
			while(task->acquire_tile(this, tile)) {
				if(tile.task == RenderTile::PATH_TRACE) {
					int start_sample = tile.start_sample;
					int end_sample = tile.start_sample + tile.num_samples;

					for(int sample = start_sample; sample < end_sample; sample++) {
						if(task->get_cancel()) {
							if(task->need_finish_queue == false)
								break;
						}

						path_trace(tile, sample);

						tile.sample = sample + 1;

						task->update_progress(&tile, tile.w*tile.h);
					}

					/* Complete kernel execution before release tile */
					/* This helps in multi-device render;
					 * The device that reaches the critical-section function
					 * release_tile waits (stalling other devices from entering
					 * release_tile) for all kernels to complete. If device1 (a
					 * slow-render device) reaches release_tile first then it would
					 * stall device2 (a fast-render device) from proceeding to render
					 * next tile.
					 */
					clFinish(cqCommandQueue);
				}
				else if(tile.task == RenderTile::DENOISE) {
					tile.sample = tile.start_sample + tile.num_samples;
					denoise(tile, denoising);
					task->update_progress(&tile, tile.w*tile.h);
				}

				task->release_tile(tile);
			}
		}
	}
开发者ID:Ichthyostega,项目名称:blender,代码行数:52,代码来源:opencl_mega.cpp


示例13: glAssert

 void Compass::renderAxisOutline(RenderContext& renderContext, const Mat4x4f& transformation, const Color& color) {
     glAssert(glDepthMask(GL_FALSE));
     glAssert(glLineWidth(3.0f));
     glAssert(glPolygonMode(GL_FRONT, GL_LINE));
     
     ActiveShader shader(renderContext.shaderManager(), Shaders::CompassOutlineShader);
     shader.set("Color", color);
     renderAxis(renderContext, transformation);
     
     glAssert(glDepthMask(GL_TRUE));
     glAssert(glLineWidth(1.0f));
     glAssert(glPolygonMode(GL_FRONT, GL_FILL));
 }
开发者ID:Gustavo6046,项目名称:TrenchBroom,代码行数:13,代码来源:Compass.cpp


示例14: set_layout

bool UnlitMaterialSystem::init(Context& context, const MaterialSystemContext& material_system_context)
{
	set_layout(StandartGeometryLayout::handle);

	if (!context.shader_manager.get(shader(), material_system_context.shader_name))
		return false;
	transform_uniform_ = context.uniform_pool.create();
	UniformBuffer& uniform = context.uniform_pool.get(transform_uniform_);
	UniformBufferDesc uniform_buffer_desc;
    uniform_buffer_desc.size = sizeof(TransformSimpleData);
    uniform_buffer_desc.unit = perframe_data_unit;
	return uniform.init(uniform_buffer_desc);
}
开发者ID:icedmaster,项目名称:mhe,代码行数:13,代码来源:unlit_material_system.cpp


示例15: glGetBooleanv

	//---------
	void Handles::Rotate::draw() const {
		if (parent == 0 || !this->enabled)
			return;
		
		GLboolean hadLighting;
		glGetBooleanv(GL_LIGHTING, &hadLighting);
		if (hadLighting)
			ofDisableLighting();
		
		parent->getNode().transformGL();
		ofPushMatrix();
		ofScale(scale, scale, scale);
		
		ofPushStyle();
		shader("fixed").begin();
		
		this->rotateAxis();
		this->setStyleFill();
		fill.draw();
		this->setStyleLine();
		line.draw();
		
		shader("fixed").end();
		
		ofSetColor(255);
		if (this->rollover) {
			ofTranslate(0, GRABSCENE_HANDLES_RADIUS_1 + GRABSCENE_HANDLES_RADIUS_2 * 2);
			ofSetDrawBitmapMode(OF_BITMAPMODE_MODEL_BILLBOARD);
			ofDrawBitmapString(this->getReading(), ofPoint());
		}
		
		ofPopStyle();
		
		ofPopMatrix();
		parent->getNode().restoreTransformGL();
		
		if (hadLighting)
			ofEnableLighting();
	}
开发者ID:obviousjim,项目名称:ofxGrabScene,代码行数:40,代码来源:Rotate.cpp


示例16: shader

void Application::Update()
{
	Shader shader("shaders/texture.vs", "shaders/texture.frag");

	Texture texture("textures/texture1.jpg");

	glm::vec3 cubePositions[] = {
	  glm::vec3( 0.0f,  0.0f,  0.0f), 
	  glm::vec3( 2.0f,  5.0f, -15.0f), 
	  glm::vec3(-1.5f, -2.2f, -2.5f),  
	  glm::vec3(-3.8f, -2.0f, -12.3f),  
	  glm::vec3( 2.4f, -0.4f, -3.5f),  
	  glm::vec3(-1.7f,  3.0f, -7.5f),  
	  glm::vec3( 1.3f, -2.0f, -2.5f),  
	  glm::vec3( 1.5f,  2.0f, -2.5f), 
	  glm::vec3( 1.5f,  0.2f, -1.5f), 
	  glm::vec3(-1.3f,  1.0f, -1.5f)  
	};
	

	while (!m_Window.IsClosed())
	{
		Mesh mesh = MeshGenerator::CreateCube();
		Mesh mesh2 = MeshGenerator::CreateCube();

		m_Window.Update();

		ProcessInput();
		
		shader.Bind();

		// Create transformations
        glm::mat4 view = m_Camera.GetViewMatrix();
        glm::mat4 projection = glm::perspective(glm::radians(m_Camera.GetFOV()), (GLfloat)m_Window.GetWidth() / (GLfloat)m_Window.GetHeight(), m_Camera.GetNear(), m_Camera.GetFar());

		// Send matrices to the shader
		shader.SetUniform("view", view);
		shader.SetUniform("projection", projection);

		m_Renderer.Begin();

		m_Renderer.AddRenderable(cubePositions[0], glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.5f, 0.5f, 0.5f), &mesh, texture.GetID(), m_Camera.GetFrustum());
		m_Renderer.AddRenderable(cubePositions[2], glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), &mesh2, texture.GetID(), m_Camera.GetFrustum());

		m_Renderer.End();

		m_Renderer.Render();
	}

	Quit();
}
开发者ID:tnam,项目名称:MGD_Game_Engine,代码行数:51,代码来源:Application.cpp


示例17: run_ex2

int run_ex2() {
    setup();

    // Build and compile our shader program
    // Load GLSL Shader Source from File
    std::unique_ptr<Shader> shader(
        Shader::LoadFromFile("bin/ch1_5_4.vert", "bin/ch1_5.frag"));

    vao->bind();
    {
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat),
                              (GLvoid *)0);
        glEnableVertexAttribArray(0);
    }
    vao->unbind();

    while (!WINDOWMANAGER.shouldCloseWindow()) {
        // Check if any events have been activiated (key pressed, mouse moved etc.)
        // and call corresponding response functions
        glfwPollEvents();

        // Render
        // Clear the colorbuffer
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        shader->activate();
        shader->getUniformHandler("xOffset")->uniform1f(0.5f);
        vao->bind();

        glDrawArrays(GL_TRIANGLES, 0, 3);

        vao->unbind();

        // Swap the screen buffers
        WINDOWMANAGER.swapBuffers();

        GLenum err;
        err = glGetError();
        if (err != GL_NO_ERROR) {
            LOG(ERROR) << "OpenGL error detected: 0x" << std::hex << err;
            break;
        }
    }

    glfwTerminate();
    return 0;
}
开发者ID:master-g,项目名称:kocolle,代码行数:51,代码来源:ch1_5.cpp


示例18: TF_DEBUG

/*static*/
SdfPath
UsdImaging_MaterialStrategy::GetBinding(UsdShadeMaterial const& material)
{
    TF_DEBUG(USDIMAGING_SHADERS).Msg("\t Look: %s\n", 
        material.GetPath().GetText());

    // ---------------------------------------------------------------------- //
    // Hydra-only shader style - displayLook:bxdf
    // ---------------------------------------------------------------------- //
    if (UsdRelationship matRel = UsdHydraLookAPI(material).GetBxdfRel()) {
        TF_DEBUG(USDIMAGING_SHADERS).Msg("\t LookRel: %s\n", 
                    matRel.GetPath().GetText());

        UsdShadeShader shader(
            UsdImaging_MaterialStrategy::GetTargetedShader(
                material.GetPrim(), 
                matRel));

        if (shader) {
            TF_DEBUG(USDIMAGING_SHADERS).Msg("\t UsdShade binding found: %s\n", 
                    shader.GetPath().GetText());
            return shader.GetPath();
        }
    }

    // ---------------------------------------------------------------------- //
    // Deprecated shader style - hydraLook:Surface
    // ---------------------------------------------------------------------- //
    TfToken hdSurf("hydraLook:surface");
    TfToken surfType("HydraPbsSurface");

    if (UsdRelationship matRel = material.GetPrim().GetRelationship(hdSurf)) {
        TF_DEBUG(USDIMAGING_SHADERS).Msg("\t LookRel: %s\n", 
                    matRel.GetPath().GetText());

        if (UsdPrim shader = 
            UsdImaging_MaterialStrategy::GetTargetedShader(
                material.GetPrim(), 
                matRel)) {

            if (TF_VERIFY(shader.GetTypeName() == surfType)) {
                TF_DEBUG(USDIMAGING_SHADERS).Msg(
                        "\t Deprecated binding found: %s\n", 
                        shader.GetPath().GetText());
                return shader.GetPath();
            }
        }
    }

    return SdfPath::EmptyPath();
}
开发者ID:lvxejay,项目名称:USD,代码行数:52,代码来源:inheritedCache.cpp


示例19: shader

void ShaderGLTest::addFile() {
    #ifndef MAGNUM_TARGET_GLES
    Shader shader(Version::GL210, Shader::Type::Fragment);
    #else
    Shader shader(Version::GLES200, Shader::Type::Fragment);
    #endif

    shader.addFile(Utility::Directory::join(SHADERGLTEST_FILES_DIR, "shader.glsl"));

    #ifndef MAGNUM_TARGET_GLES
    CORRADE_COMPARE(shader.sources(), (std::vector<std::string>{
        "#version 120\n",
        "#line 1 1\n",
        "void main() {}\n"
    }));
    #else
    CORRADE_COMPARE(shader.sources(), (std::vector<std::string>{
        "#version 100\n",
        "#line 1 1\n",
        "void main() {}\n"
    }));
    #endif
}
开发者ID:Driky,项目名称:magnum,代码行数:23,代码来源:ShaderGLTest.cpp


示例20: glUniform1i

CScreenSizeQuad::CScreenSizeQuad(void)
{
	//generate the cube object
	shader.LoadFromFile(GL_VERTEX_SHADER, "shaders/fullscreen_quad_shader.vert");
	shader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/fullscreen_quad_shader.frag");
	shader.CreateAndLinkProgram();
	shader.Use();
		shader.AddAttribute("vVertex"); 
		shader.AddAttribute("vUV"); 		 
		shader.AddUniform("textureMap"); 
		glUniform1i(shader("textureMap"), 0);
	shader.UnUse();

	glm::vec2* vertices=new glm::vec2[4];
	vertices[0]=glm::vec2(-1,-1);
	vertices[1]=glm::vec2( 1,-1);
	vertices[2]=glm::vec2( 1, 1);
	vertices[3]=glm::vec2(-1, 1); 
	
	total_indices = 2*3;
	GLushort* indices = new GLushort[total_indices];
	 
	int count = 0;
	
	//fill indices array
	GLushort* id=&indices[0]; 
	 
	*id++ = 0; 	*id++ = 1; 	*id++ = 2;
	*id++ = 0; 	*id++ = 2; 	*id++ = 3; 
	 
	//setup vao and vbo stuff
	glGenVertexArrays(1, &vaoID);
	glGenBuffers(1, &vboVerticesID);
	glGenBuffers(1, &vboIndicesID);

	glBindVertexArray(vaoID);	

		glBindBuffer (GL_ARRAY_BUFFER, vboVerticesID);
		glBufferData (GL_ARRAY_BUFFER, 8*sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
		 
		glEnableVertexAttribArray(shader["vVertex"]);
		glVertexAttribPointer(shader["vVertex"], 2, GL_FLOAT, GL_FALSE,0,0);
		  
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort)*total_indices, &indices[0], GL_STATIC_DRAW);
		 
	glBindVertexArray(0);
	delete [] indices;
	delete [] vertices;
}
开发者ID:EiffelOberon,项目名称:opengl33_dev_cookbook_2013,代码行数:50,代码来源:ScreenSizeQuad.cpp



注:本文中的shader函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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C++ shadow函数代码示例发布时间:2022-05-30
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C++ shade函数代码示例发布时间:2022-05-30
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