• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    公众号

C++ gl::BatchRef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gl::BatchRef的典型用法代码示例。如果您正苦于以下问题:C++ BatchRef类的具体用法?C++ BatchRef怎么用?C++ BatchRef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BatchRef类的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: Color

void Day61App::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0.0, 0.0, 0.0 ) );

    {
        gl::ScopedMatrices scpMtr;
        gl::rotate(angleAxis(theta, vec3(0,1,0)));
        gl::color(ColorAf(1.,1.,1.,1.));
        mSolidSphere->draw();
    }
    
  //  mBatch->draw();
    for (int i = 0 ; i < 20 ; i++)
    {
        mPos.x = cos(theta + 12*i);
        mPos.y = 0.5 - cos(sin(theta + i));
        mPos.z = sin(theta + 12*i);
        gl::ScopedMatrices push;
        gl::translate(mPos);
        mBatch->draw();
    }
    
    //if(getElapsedFrames() > 240) saveGif();
    saveGif();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:27,代码来源:Day61App.cpp


示例2: scopeStencil

void Day59App::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0.1, 0.1, 0.1 ) );
    gl::color(Color(0.,0.,0.));
    gl::clear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
    mCam.setEyePoint(vec3(0.,0.,fabs(cos(omega) * 50.f)));
  mPerlin.setSeed(getElapsedFrames());
    
    // enable stencil test to be able to give the stencil buffers values.
    gl::ScopedState scopeStencil( GL_STENCIL_TEST, true );
  //  gl::rotate(angleAxis(theta/2, vec3(0.,1.,0.)));
    for (int i =0; i <NUM_OBJS; i++)
    {
        
        vec3 noise = mPerlin.dfBm(mRandomPositions[i]);
    
        gl::ScopedMatrices scpMtx;
        gl::translate(mRandomPositions[i]);
        
    
        {
            gl::ScopedMatrices push;
            gl::rotate(angleAxis(theta + mOffsets[i], vec3(1.0, 0., 0.)));
            gl::translate(mRandomPositions[i]);
            gl::scale(mScales[i]);
            
            //DRAW THE MAIN OBJECT (1ST RENDER PASS) AS NORMAL, FILL THE STENCIL BUFFER
            gl::stencilFunc(GL_ALWAYS, 1, 0xFF); //ALL FRAGMENTS MUST UPDATE THE STENCIL BUFFER
            gl::stencilMask(0xFF); //ENABLE WRITING TO THE STENCIL BUFFER
            mObject->draw();
        }
        
        //IF THE STENCIL TEST FAILS, KEEP THE FRAGMENT
        //IF STENCIL PASSES AND DEPTH FAILS, KEEP THE FRAGMENT
        //IF THE DEPTH TEST AND STENCIL TEST PASS, REPLACE THE FRAGMENT
        glStencilOp(GL_KEEP  , GL_KEEP, GL_REPLACE);
        
        //2ND RENDER PASS - DRAW OBJECT SLIGHTLY BIGGER, BUT DISABLE STENCIL WRITING.  BECAUSE THE STENCIL BUFFER IS FILLED WITH 1s (PARTICULARLY IN THE AREA OF THE ORIGINAL OBJECT), THE ONLY THING THAT WILL BE DRAWN IS THE AREA OF THE 2ND OBJECT, IE. THE SIZE DIFFERENCE
        
        gl::stencilFunc(GL_NOTEQUAL, 1, 0xFF); //don't update the stencil buffer
        gl::stencilMask(0x00);
        gl::disable(GL_DEPTH_TEST);
        {
            gl::ScopedMatrices push;
            gl::rotate(angleAxis(theta + mOffsets[i], vec3(1.0, 0., 0.)));
            gl::translate(mRandomPositions[i]);
            
            gl::scale(vec3(mScales[i] + vec3(0.1) ));
            
            mBorderObject->draw();
        }
    
    }
    
    gl::stencilMask(0xFF);
    gl::enable(GL_DEPTH_TEST);
  //  saveGif();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:60,代码来源:Day59App.cpp


示例3: Color

void Day44App::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0.0, 0.0, 0.0 ) );
    
    // gl::rotate(angleAxis(theta, vec3(0.1,1.,0.)));
    // gl::rotate(angleAxis(theta, vec3(0.3,0.,0.)));
    
    int counter = 100;
    for (vec3 v : mPositions)
    {
        gl::ScopedMatrices push;
        gl::translate(v);
        //  gl::rotate(counter + theta, vec3(1.,0.,0.));
        // gl::rotate(counter + theta, vec3(0.5,0.8,0.));
        mBatch->draw();
        counter++;
    }
    
    //    {
    //        gl::ScopedMatrices push;
    //        gl::translate(1.5f, 0.f,0.f);
    //        mBatchB->draw();
    //    }
    
    {
        gl::ScopedMatrices push;
        gl::translate(lightPos.x, lightPos.y, lightPos.z);
        mLight->draw();
    }
    
    if (getElapsedFrames() > 240.f) saveGif();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:34,代码来源:Day44App.cpp


示例4: draw

void EnvironmentTestApp::draw() {
  gl::enableDepthRead();
  gl::enableDepthWrite();

#ifdef ENABLE_DOF
  mDOFFilter->beginRender();
#endif
  {
    gl::ScopedMatrices mtx;
    gl::setMatrices(mCam);
    gl::clear(Color::black());

    {
      gl::ScopedModelMatrix modelMtx;
      gl::scale(0.5, 0.5, 0.5);
#ifdef ENABLE_SEM
      gl::ScopedTextureBind tex0(mEnvironmentTexture, 0);
      gl::ScopedTextureBind tex1(mIlluminationTexture, 1);
#endif
      mObjectBatch->draw();
    }
    
    gl::ScopedFaceCulling culling(true, GL_FRONT);
    gl::ScopedTextureBind environmentTex(mEnvironmentTexture);
    mEnvironmentBatch->draw();
  }
#ifdef ENABLE_DOF
  mDOFFilter->endRender();
  mDOFFilter->drawFullscreen();
#endif

#ifdef EXPORT_FRAMES
  saveFrame();
#endif
}
开发者ID:philcn,项目名称:Cinder-Environment,代码行数:35,代码来源:EnvironmentTestApp.cpp


示例5: scopedDepth

void ImageBasedLighting_05App::draw()
{
    gl::clear( Color( 0, 0, 0 ) );
    
    gl::setMatrices( mCam );
    
    // enable depth testing
    gl::ScopedDepth scopedDepth( true );
    
    // bind the cubemap textures
    gl::ScopedTextureBind scopedTexBind0( mTextureRadianceMap, 0 );
    gl::ScopedTextureBind scopedTexBind1( mTextureIrradianceMap, 1 );
    gl::ScopedTextureBind scopedTexBind2( mNormalMap, 2 );
    gl::ScopedTextureBind scopedTexBind3( mRoughnessMap, 3 );
    gl::ScopedTextureBind scopedTexBind4( mMetallicMap, 4 );
    gl::ScopedTextureBind scopedTexBind5( mColorMap, 5 );
    gl::ScopedTextureBind scopedTexBind6( mAOMap, 6 );
    gl::ScopedTextureBind scopedTexBind7( mSpecularMap, 7 );
    
    auto shader = mBatchModel->getGlslProg();
    shader->uniform( "uRadianceMap", 0 );
    shader->uniform( "uIrradianceMap", 1 );
    shader->uniform( "uNormalMap", 2 );
    shader->uniform( "uRoughnessMap", 3 );
    shader->uniform( "uMetallicMap", 4 );
    shader->uniform( "uColorMap", 5 );
    shader->uniform( "uAOMap", 6 );
    shader->uniform( "uSpecularMap", 7);
    
    // sends the base color, the specular opacity,
    // the light position, color and radius to the shader
//    shader->uniform( "uBaseColor", mBaseColor );
//    shader->uniform( "uSpecular", mSpecular );
//    shader->uniform( "uNormalMapScale",mNormalMapScale);
    
    // sends the tone-mapping uniforms
    shader->uniform( "uExposure", mExposure );
    shader->uniform( "uGamma", mGamma );
    
    // render a grid of sphere with different roughness/metallic values and colors
    {
        
//        shader->uniform( "uRoughness", mRoughness );
//        shader->uniform( "uRoughness4", pow( mRoughness, 4.0f ) );
//        shader->uniform( "uMetallic", mMetallic );
        
        mBatchModel->draw();
        
    }
    
    // render skybox
    shader = mBatchSkyBox->getGlslProg();
    shader->uniform( "uExposure", mExposure );
    shader->uniform( "uGamma", mGamma );
    mBatchSkyBox->draw();
    
    //  DRAW SETTINGS
    _params->draw();
}
开发者ID:yiwenl,项目名称:PBR_Learning,代码行数:59,代码来源:ImageBasedLighting_05App.cpp


示例6: drawParticles

void RandomSpawn::drawParticles()
{
    mBatch_P->getGlslProg()->uniform("ViewDirection", mCamera.getViewDirection());
    mBatch_P->getGlslProg()->uniform("LightPosition", vec3(0, 10, 0));
    mBatch_P->getGlslProg()->uniform("SpecPow", 4.0f);
    mBatch_P->getGlslProg()->uniform("SpecStr", 2.0f);

    mBatch_P->drawInstanced(mPointsParticles.size());
}
开发者ID:SethGibson,项目名称:ARRahman,代码行数:9,代码来源:AR_RandomSpawnApp.cpp


示例7: draw

void GeometryApp::draw()
{
	// Prepare for drawing.
	gl::clear();
	gl::setMatrices( mCamera );
	
	// Draw the grid.
	if( mShowGrid && mGrid ) {
		gl::ScopedGlslProg scopedGlslProg( gl::context()->getStockShader( gl::ShaderDef().color() ) );
		// draw the coordinate frame with length 2.
		gl::drawCoordinateFrame( 2 );
		mGrid->draw();
	}

	if( mPrimitive ) {
		gl::ScopedTextureBind scopedTextureBind( mTexture );
		mPhongShader->uniform( "uTexturingMode", mTexturingMode );

		// Rotate it slowly around the y-axis.
		gl::ScopedModelMatrix matScope;
		gl::rotate( float( getElapsedSeconds() / 5 ), 0, 1, 0 );

		// Draw the normals.
		if( mShowNormals && mPrimitiveNormalLines ) {
			gl::ScopedColor colorScope( Color( 1, 1, 0 ) );
			mPrimitiveNormalLines->draw();
		}

		// Draw the primitive.
		gl::ScopedColor colorScope( Color( 0.7f, 0.5f, 0.3f ) );

		if( mViewMode == WIREFRAME ) {
			// We're using alpha blending, so render the back side first.
			gl::ScopedAlphaBlend blendScope( false );
			gl::ScopedFaceCulling cullScope( true, GL_FRONT );

			mWireframeShader->uniform( "uBrightness", 0.5f );
			mPrimitiveWireframe->draw();

			// Now render the front side.
			gl::cullFace( GL_BACK );

			mWireframeShader->uniform( "uBrightness", 1.0f );
			mPrimitiveWireframe->draw();
		}
		else
			mPrimitive->draw();
	}

	// Render the parameter window.
#if ! defined( CINDER_GL_ES )
	if( mParams )
		mParams->draw();
#endif
}
开发者ID:ChristophPacher,项目名称:Cinder,代码行数:55,代码来源:GeometryApp.cpp


示例8: loadAsset

void Day72App::setup()
{
    mGlsl = gl::GlslProg::create(loadAsset("vertex.vert"), loadAsset("fragment.frag"));
    mCamPos = vec3(0,0,4);
    mCam.lookAt(mCamPos, vec3(0));
    mCam.setPerspective(60.f, getWindowAspectRatio(), 1.f, 1000.f);
    mCamUi = CameraUi(&mCam, getWindow());
    
    mSkyBoxTex = gl::TextureCubeMap::create(loadImage(loadAsset("boxy.jpg")));
    auto cube = geom::Cube();
    mSkyBoxBatch = gl::Batch::create(cube >> geom::Scale(SKY_BOX_SIZE,SKY_BOX_SIZE,SKY_BOX_SIZE), mGlsl);
    
    auto sphere = geom::Sphere().subdivisions(64);
    auto c = geom::Cube();
    auto torus = geom::Torus().subdivisionsAxis(64).subdivisionsHeight(32);
    auto icos = geom::Icosahedron();
    
    mSphere = gl::Batch::create(sphere, mGlsl);
    mTorus = gl::Batch::create(torus >> geom::Scale(1.3,1.3,1.3), mGlsl);
    mIcos = gl::Batch::create(icos >> geom::Scale(0.8,0.8,0.8), mGlsl);
    mCube = gl::Batch::create(c, mGlsl);
    
    //SET THE LOCATION OF THE TEXTURE
    mSkyBoxBatch->getGlslProg()->uniform("uCubeMapTex", 0);
    
    mSkyBoxTex->bind();
    
    gl::enableDepth();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:30,代码来源:Day72App.cpp


示例9: draw

void EarthquakeApp::draw()
{
	gl::clear( Color( 1, 0, 0 ) );

	gl::ScopedDepth       depth( true );
	gl::ScopedColor       color( 1, 1, 1 );

	// Draw stars.
	if( mShowStars ) {
		gl::ScopedTextureBind tex0( mStars, 0 );
		gl::ScopedFaceCulling cull( true, GL_FRONT );
		mStarSphere->draw();
	}

	// Draw Earth.
	if( mShowEarth ) {
		mEarth.draw();
	}

	// Draw quakes.
	if( mShowQuakes ) {
		mEarth.drawQuakes();
	}

	// Draw labels.
	if( mShowText ) {
		mEarth.drawQuakeLabelsOnSphere( mPov.mEyeNormal, mPov.mDist );
	}

	if( mSaveFrames ) {
		static int currentFrame = 0;
		writeImage( getHomeDirectory() / "CinderScreengrabs" / ( "Highoutput_" + toString( currentFrame++ ) + ".png" ), copyWindowSurface() );
	}
}
开发者ID:AbdelghaniDr,项目名称:Cinder,代码行数:34,代码来源:EarthquakeApp.cpp


示例10: draw

void InstancedTeapotsApp::draw()
{
	gl::clear( Color::black() );
	gl::setMatrices( mCam );

	mBatch->drawInstanced( NUM_INSTANCES_X * NUM_INSTANCES_Y );
}
开发者ID:ARTisERR0R,项目名称:Cinder,代码行数:7,代码来源:InstancedTeapotsApp.cpp


示例11: offset

void basic3_batchApp::draw()
{
	gl::clear();
    gl::enableDepthRead();
    gl::enableDepthWrite();
    
    gl::setMatrices(mCam);
    
    int numSpheres = 64;
    float maxAngle = M_PI * 7;
    float spiralRadius = 1;
    float height = 2;
    float boxSize = 0.05f;
    float anim = getElapsedFrames() / 60.0f;
    
    for (int s = 0; s<numSpheres; ++s) {
        float rel = s/(float)numSpheres;
        float angle = rel * maxAngle;
        float y = fabs(cos(rel*M_PI*anim))*height;
        float r = rel * spiralRadius;
        vec3 offset(r*cos(angle), y/2, r*sin(angle));
        
        gl::pushModelMatrix();
        gl::translate(offset);
        gl::scale(vec3(boxSize, y, boxSize));
        gl::color(Color(CM_HSV, rel, 1, 1));
        mBox->draw();
        gl::popModelMatrix();
    }
}
开发者ID:firmread,项目名称:cinderBasic,代码行数:30,代码来源:basic3_batchApp.cpp


示例12: update

void PointCloudApp::update()
{
	
	mCinderRS->update();
	mPoints.clear();
	Channel16u cChanDepth = mCinderRS->getDepthFrame();

	mTexRgb->update(mCinderRS->getRgbFrame());
	for (int dy = 0; dy < mDepthDims.y; ++dy)
	{
		for (int dx = 0; dx < mDepthDims.x; ++dx)
		{
			float cDepth = (float)*cChanDepth.getData(dx, dy);
			if (cDepth > 100 && cDepth < 1000)
			{
				vec3 cPos = mCinderRS->getDepthSpacePoint(vec3(dx, dy, cDepth));
				vec2 cUV = mCinderRS->getColorCoordsFromDepthImage(static_cast<float>(dx),
																	static_cast<float>(dy),
																	cDepth);
				mPoints.push_back(CloudPoint(cPos, cUV));
			}
		}
	}

	mBufferObj->bufferData(mPoints.size()*sizeof(CloudPoint), mPoints.data(), GL_DYNAMIC_DRAW);
	mMeshObj = gl::VboMesh::create(mPoints.size(), GL_POINTS, { { mAttribObj, mBufferObj } });
	mDrawObj->replaceVboMesh(mMeshObj);
}
开发者ID:thebarbariangroup,项目名称:Cinder-RSSDK,代码行数:28,代码来源:PointCloudApp.cpp


示例13: update

void SphericalStereoApp::update()
{
	if( mRift ) {
		hmd::ScopedRiftBuffer bind{ mRift };
		gl::clear();
		for( auto eye : mRift->getEyes() ) {
			mRift->enableEye( eye );
			const auto& pano = mPanos.at( mPanoIndex );
			mStereoGlsl->uniform( "uDisplayMode", pano.mDisplayMode );
			mStereoGlsl->uniform( "uRightEye", static_cast<int>(eye) );
			gl::ScopedTextureBind tex0( pano.mLatLong );
			mSphere->draw();

			{
				auto size = mRift->getFboSize();
				gl::ScopedMatrices push;
				gl::setMatricesWindow( size.x / 2, size.y );
				vec3 latencies = mRift->getLatencies();

				stringstream ss;
				ss << mPanos.at( mPanoIndex ).mName << std::endl;
				ss << " " << std::endl;
				ss << "App fps: " << toString( getAverageFps() ) << std::endl;
				ss << "Ren: " << latencies.x << std::endl;
				ss << "TWrp: " << latencies.y << std::endl;
				ss << "PostPresent: " << latencies.z << std::endl;

				auto tbox = TextBox().text( ss.str() ).font( Font( "Arial", 20.0f ) ).color( Color::white() ).backgroundColor( Color::black() );
				gl::draw( gl::Texture2d::create( tbox.render() ), vec2( size.x / 3, size.y / 2 ) );
			}
		}
	}
}
开发者ID:marcopompili,项目名称:Cinder-OculusRift,代码行数:33,代码来源:SphericalStereoApp.cpp


示例14: Color

void Day48App::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0, 0, 0 ) );
    gl::color(ColorAf(1.0f,1.f,1.f,1.f));
    
    //gl::rotate(angleAxis(theta/2, vec3(0.,1.,0.)));
    
    for (int i = 0; i < NUM_OBJS; i++)
    {
        gl::ScopedMatrices push;
        gl::translate(mPositions[i]);
        mBatch->draw();
        
    }
    
    
    
    //COLOUR AND DRAW THE POINT LIGHTS
    for (int i = 0; i < mPointLights.size(); i++)
    {
        switch (i){
            case 0:
                gl::color(Color(1.,1.,1.));
                break;
                
            case 1: //RED
                gl::color(Color(1.,0.,0.));
                break;
                
            case 2:  //BLUE
                gl::color(Color(0.,1.,0.));
                break;
                
            case 3:  //GREEN
                gl::color(Color(0.,0.,1.));
                break;
        }
        
        gl::ScopedMatrices push;
        gl::translate(mPointLights[i]);
        mLight->draw();
        
    }
     
}
开发者ID:Craigson,项目名称:100days,代码行数:46,代码来源:Day48App.cpp


示例15: draw

void ArcballTestApp::draw()
{
	CameraPersp &cam = ( mUsingCameraUi ) ? mDebugCam : mCam;
	gl::clear( Color( 0, 0.0f, 0.15f ) );
	gl::setMatrices( cam );

	// draw the earth
	gl::enableDepthRead();
	gl::enableDepthWrite();
	gl::translate( mEarthSphere.getCenter() );
	gl::rotate( mArcball.getQuat() );
	mEarthTex->bind();
	mEarth->draw();

	// draw constraint axis
	if( mArcball.isUsingConstraint() ) {
		gl::setMatrices( cam );
		gl::color( 1, 1, 0 );
		gl::translate( mEarthSphere.getCenter() );
		gl::rotate( glm::rotation( vec3( 0, 1, 0 ), mArcball.getConstraintAxis() ) );
		mConstraintAxis->draw();
	}

	gl::disableDepthRead();

	// draw from vector marker
	gl::setMatrices( cam );
	gl::color( 0, 1, 0.25f );
	gl::translate( mEarthSphere.getCenter() + mArcball.getFromVector() * mEarthSphere.getRadius() );
	mMarker->draw();

	// draw to vector marker
	gl::setMatrices( cam );
	gl::color( 1, 0.5f, 0.25f );
	gl::translate( mEarthSphere.getCenter() + mArcball.getToVector() * mEarthSphere.getRadius() );
	mMarker->draw();

	// draw the elliptical axes
	gl::setMatricesWindow( getWindowSize() );
	gl::color( 1, 0, 0 );
	vec2 center, axisA, axisB;
	mCam.calcScreenProjection( mEarthSphere, getWindowSize(), &center, &axisA, &axisB );
	gl::drawLine( center - axisA, center + axisA );
	gl::drawLine( center - axisB, center + axisB );
}
开发者ID:AbdelghaniDr,项目名称:Cinder,代码行数:45,代码来源:ArcballTestApp.cpp


示例16: draw

void CubeMappingApp::draw()
{
	gl::clear( Color( 0, 0, 0 ) );
	gl::setMatrices( mCam );

	mCubeMap->bind();
	gl::pushMatrices();
		gl::multModelMatrix( mObjectRotation );
		gl::scale( vec3( 4 ) );
		mTeapotBatch->draw();
	gl::popMatrices();
	
	// draw sky box
	gl::pushMatrices();
		gl::scale( SKY_BOX_SIZE, SKY_BOX_SIZE, SKY_BOX_SIZE );
		mSkyBoxBatch->draw();
	gl::popMatrices();		
}
开发者ID:ChristophPacher,项目名称:Cinder,代码行数:18,代码来源:CubeMappingApp.cpp


示例17: if

void Day72App::draw()
{
    gl::clear( Color( 0, 0, 0 ) );
    gl::setMatrices(mCam);
    gl::color(Color(0.2,0.2,0.2));
    
    gl::rotate(angleAxis(theta/2, vec3(0.,1.,0.)));
    gl::rotate(angleAxis(cos(theta/2), normalize(vec3(1., 0., 0.4))));
    
    int i = getElapsedFrames();
    
    if ( i <= 80 ) mIcos->draw();
    else if ( i > 80 && i <= 160) mTorus->draw();
    else mCube->draw();
    
    
    saveGif();
}
开发者ID:Craigson,项目名称:100days,代码行数:18,代码来源:Day72App.cpp


示例18: draw

void NormalMappingBasicApp::draw()
{
	gl::clear();

	gl::setMatrices( mCam );
	gl::ScopedModelMatrix modelScope;
	gl::multModelMatrix( mCubeRotation );
	mGlsl->uniform( "uLightLocViewSpace", vec3( mCam.getViewMatrix() * vec4( mLightPosWorldSpace, 1 )) );
	mBatch->draw();
}
开发者ID:AbdelghaniDr,项目名称:Cinder,代码行数:10,代码来源:NormalMappingBasicApp.cpp


示例19: Color

void Day37bApp::draw()
{
    gl::setMatrices(mCam);
    gl::clear( Color( 0., 0., 0 ) );
    
    {
        gl::ScopedMatrices push;
        gl::rotate(theta, vec3(1.,0.,0.));
        mBatch->draw();
    }
    
    {
        gl::ScopedMatrices push;
        gl::translate(lightPos.x, lightPos.y, lightPos.z);
        mLight->draw();
    }
    
    if (getElapsedFrames() > 240.f) saveGif();
    
}
开发者ID:Craigson,项目名称:100days,代码行数:20,代码来源:Day37bApp.cpp


示例20: update

void ViewportArrayApp::update()
{
	// bind the fbo and enable depth testing
	gl::ScopedFramebuffer scopedFbo( mFbo );
	gl::ScopedDepth scopedDepthTest( true );
	
	// clear our fbo
	gl::clear( Color( 0, 0, 0 ) );
	
	// create an array with the different cameras matrices
	vector<mat4> matrices;
	for( auto cam : mCameras ) {
		matrices.push_back( cam.getProjectionMatrix() * cam.getViewMatrix() );
	}
	// and send it to the shader
	mTeapot->getGlslProg()->uniform( "uMatrices", &matrices[0], mCameras.size() );
	
	// render the teapot once (the geometry shader takes care of the rest)
	mTeapot->draw();
}
开发者ID:Craigson,项目名称:Cinder-Experiments,代码行数:20,代码来源:ViewportArrayApp.cpp



注:本文中的gl::BatchRef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。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ gl::Fbo类代码示例发布时间:2022-05-31
下一篇:
C++ ginac::ex类代码示例发布时间:2022-05-31
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap