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C++ ndk_helper::GLContext类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了GLContext类的8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: InitDisplay

/**
 * Initialize an EGL context for the current display.
 */
int Engine::InitDisplay()
{
    if( !initialized_resources_ )
    {
        gl_context_->Init( app_->window );
        LoadResources();
        initialized_resources_ = true;
    }
    else
    {
        // initialize OpenGL ES and EGL
        if( EGL_SUCCESS != gl_context_->Resume( app_->window ) )
        {
            UnloadResources();
            LoadResources();
        }
    }

    ShowUI();

    // Initialize GL state.
    glEnable( GL_CULL_FACE );
    glEnable( GL_DEPTH_TEST );
    glDepthFunc( GL_LEQUAL );

    //Note that screen size might have been changed
    glViewport( 0, 0, gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight() );
    renderer_.UpdateViewport();

    tap_camera_.SetFlip( 1.f, -1.f, -1.f );
    tap_camera_.SetPinchTransformFactor( 10.f, 10.f, 8.f );

    return 0;
}
开发者ID:ChronicTheOne,项目名称:platform_development,代码行数:37,代码来源:MoreTeapotsNativeActivity.cpp


示例2: InitDisplay

// Initialize an EGL context for the current display.
int Engine::InitDisplay(const int32_t cmd) {
  if (!initialized_resources_) {
    gl_context_->Init(app_->window);
    InitUI();
    gl_context_->SetSwapInterval(0);  // Set interval of 0 for a benchmark
    LoadResources();
    initialized_resources_ = true;
  } else {
    // initialize OpenGL ES and EGL
    if (EGL_SUCCESS != gl_context_->Resume(app_->window)) {
      UnloadResources();
      LoadResources();
    }
    jui_helper::JUIWindow::GetInstance()->Resume(app_->activity, cmd);
  }

  ShowUI();

  // Initialize GL state.
  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);

  // Note that screen size might have been changed
  glViewport(0, 0, gl_context_->GetScreenWidth(),
             gl_context_->GetScreenHeight());
  renderer_.UpdateViewport();

  tap_camera_.SetFlip(1.f, -1.f, -1.f);
  tap_camera_.SetPinchTransformFactor(2.f, 2.f, 8.f);

  return 0;
}
开发者ID:Virako,项目名称:cpp-android-basic-samples,代码行数:34,代码来源:NativeGameActivity.cpp


示例3: DrawFrame

/**
 * Just the current frame in the display.
 */
void Engine::DrawFrame()
{
 
    renderer_.Update( monitor_.GetCurrentTime() );

    // Just fill the screen with a color.
    glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    renderer_.Render();

    // Swap
    if( EGL_SUCCESS != gl_context_->Swap() )
    {
        UnloadResources();
        LoadResources();
    }
}
开发者ID:2015winter,项目名称:facetrackerapp,代码行数:20,代码来源:native.cpp


示例4: InitDisplay

/**
 * Initialize an EGL context for the current display.
 */
int Engine::InitDisplay(android_app* app) {
  if (!initialized_resources_) {
    gl_context_->Init(app_->window);
    LoadResources();
    initialized_resources_ = true;
  } else if(app->window != gl_context_->GetANativeWindow()) {
    // Re-initialize ANativeWindow.
    // On some devices, ANativeWindow is re-created when the app is resumed
    assert(gl_context_->GetANativeWindow());
    UnloadResources();
    gl_context_->Invalidate();
    app_ = app;
    gl_context_->Init(app->window);
    LoadResources();
    initialized_resources_ = true;
  } else {
    // initialize OpenGL ES and EGL
    if (EGL_SUCCESS == gl_context_->Resume(app_->window)) {
      UnloadResources();
      LoadResources();
    } else {
        assert(0);
    }
  }

  ShowUI();

  // Initialize GL state.
  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);

  // Note that screen size might have been changed
  glViewport(0, 0, gl_context_->GetScreenWidth(),
             gl_context_->GetScreenHeight());
  renderer_.UpdateViewport();

  tap_camera_.SetFlip(1.f, -1.f, -1.f);
  tap_camera_.SetPinchTransformFactor(2.f, 2.f, 8.f);

  return 0;
}
开发者ID:huyu0415,项目名称:android-ndk,代码行数:45,代码来源:TeapotNativeActivity.cpp


示例5: DrawFrame

/**
 * Just the current frame in the display.
 */
void Engine::DrawFrame() {
  float fps;
  if (monitor_.Update(fps)) {
    UpdateFPS(fps);
  }
  double dTime = monitor_.GetCurrentTime();
  renderer_.Update(dTime);

  // Just fill the screen with a color.
  glClearColor(0.5f, 0.5f, 0.5f, 1.f);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  renderer_.Render();

  // Swap
  if (EGL_SUCCESS != gl_context_->Swap()) {
    UnloadResources();
    LoadResources();
  }
}
开发者ID:feder1989,项目名称:android-ndk,代码行数:22,代码来源:MoreTeapotsNativeActivity.cpp


示例6: TransformPosition

void Engine::TransformPosition(ndk_helper::Vec2& vec) {
  vec = ndk_helper::Vec2(2.0f, 2.0f) * vec /
            ndk_helper::Vec2(gl_context_->GetScreenWidth(),
                             gl_context_->GetScreenHeight()) -
        ndk_helper::Vec2(1.f, 1.f);
}
开发者ID:huyu0415,项目名称:android-ndk,代码行数:6,代码来源:TeapotNativeActivity.cpp


示例7: TrimMemory

void Engine::TrimMemory() {
  LOGI("Trimming memory");
  gl_context_->Invalidate();
}
开发者ID:huyu0415,项目名称:android-ndk,代码行数:4,代码来源:TeapotNativeActivity.cpp


示例8: TermDisplay

/**
 * Tear down the EGL context currently associated with the display.
 */
void Engine::TermDisplay() { gl_context_->Suspend(); }
开发者ID:huyu0415,项目名称:android-ndk,代码行数:4,代码来源:TeapotNativeActivity.cpp



注:本文中的ndk_helper::GLContext类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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