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C++ GL_ASSERT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GL_ASSERT函数的典型用法代码示例。如果您正苦于以下问题:C++ GL_ASSERT函数的具体用法?C++ GL_ASSERT怎么用?C++ GL_ASSERT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GL_ASSERT函数的14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: GL_ASSERT

inline GLint Program::UniformLocation(const char *name)
{
	GL_ASSERT(m_id > 0);
	GL_ASSERT(name != NULL);

	return glGetUniformLocation(m_id, name);
}
开发者ID:sgedev,项目名称:sge,代码行数:7,代码来源:program.hpp


示例2: GUY_ERROR

bool Texture::create(int width, int height)
{
	// Check if texture parameters are valid before creating it
	if ((width == 0) || (height == 0))
	{
		GUY_ERROR("Failed to create texture, invalid size (%dx%d)\n", width, height);
		return false;
	}

	// All the validity checks passed, we can store the new texture settings
	m_size.x = width;
	m_size.y = height;

	// Create the OpenGL texture if it doesn't exist yet
	if (!m_id)
	{
		GLuint texture;
		GL_ASSERT(glGenTextures(1, &texture));
		m_id = texture;
	}

	// Initialize the texture
	GL_ASSERT(glBindTexture(GL_TEXTURE_2D, m_id));
	GL_ASSERT(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.x, m_size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));

	return true;
}
开发者ID:budsan,项目名称:guyframework,代码行数:27,代码来源:texture.cpp


示例3: GL_ASSERT

bool Shader::Compile(const char *src)
{
	GL_ASSERT(m_id != 0);
	GL_ASSERT(src != NULL);

	int len[1];
	len[0] = (int)strlen(src);
	GL_ASSERT(len[0] > 0);

	glShaderSource(m_id, 1, &src, len);

	glCompileShader(m_id);

	GLint status;
	glGetShaderiv(m_id, GL_COMPILE_STATUS, &status);
	if (status == GL_TRUE)
		return true;

	GLsizei length;
	GLchar info_log[256] = { 0 };
	glGetShaderInfoLog(m_id, sizeof(info_log) - 1, &length, info_log);
	m_info_log = info_log;

	return false;
}
开发者ID:sgedev,项目名称:sge,代码行数:25,代码来源:shader.cpp


示例4: GL_ASSERT

bool Shader::compile() const
{
	GLint status;
	GL_ASSERT(glCompileShader(m_id));
	GL_ASSERT(glGetShaderiv(m_id, GL_COMPILE_STATUS, &status));
	return status == GL_TRUE;
}
开发者ID:budsan,项目名称:guyframework,代码行数:7,代码来源:shader.cpp


示例5: GL_ASSERT

void Mesh::setVertexData(const void* vertexData, unsigned int vertexStart, unsigned int vertexCount)
{
    GL_ASSERT( glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer) );

    if (vertexStart == 0 && vertexCount == 0)
    {
        GL_ASSERT( glBufferData(GL_ARRAY_BUFFER, _vertexFormat.getVertexSize() * _vertexCount, vertexData, _dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW) );
    }
    else
    {
        if (vertexCount == 0)
        {
            vertexCount = _vertexCount - vertexStart;
        }
        else if (vertexCount > _vertexCount || vertexStart == 0 && vertexCount < _vertexCount)
        {
            _vertexCount = vertexCount;
            GL_ASSERT(glBufferData(GL_ARRAY_BUFFER, _vertexFormat.getVertexSize() * _vertexCount, vertexData, _dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW));
        }
        else
        {
            GL_ASSERT(glBufferSubData(GL_ARRAY_BUFFER, vertexStart * _vertexFormat.getVertexSize(), vertexCount * _vertexFormat.getVertexSize(), vertexData));
        }
    }
}
开发者ID:reven86,项目名称:GamePlay,代码行数:25,代码来源:Mesh.cpp


示例6: GL_ASSERT

    void Engine::Texture::updateData( void* data )
    {
        GL_ASSERT(glBindTexture(target, m_textureId));

        switch (target)
        {
            case GL_TEXTURE_1D:
            {
                GL_ASSERT(glTexImage1D(target, 0, internalFormat, m_width, 0, m_format, dataType, data));
            }

            case GL_TEXTURE_2D:
            {
                GL_ASSERT(glTexImage2D(target, 0, internalFormat, m_width, m_height, 0, m_format, dataType, data));
            } break;

            case GL_TEXTURE_3D:
            {
                GL_ASSERT(glTexImage3D(target, 0, internalFormat, m_width, m_height, m_depth, 0, m_format, dataType, data));
            } break;

            default:
            {
                CORE_ASSERT( 0, "Dafuck ?" );
            } break;
        }
    }
开发者ID:AGGA-IRIT,项目名称:Radium-Engine,代码行数:27,代码来源:Texture.cpp


示例7: drawWireframe

static bool drawWireframe(Mesh* mesh)
{
    switch (mesh->getPrimitiveType())
    {
    case Mesh::TRIANGLES:
        {
            unsigned int vertexCount = mesh->getVertexCount();
            for (unsigned int i = 0; i < vertexCount; i += 3)
            {
                GL_ASSERT( glDrawArrays(GL_LINE_LOOP, i, 3) );
            }
        }
        return true;

    case Mesh::TRIANGLE_STRIP:
        {
            unsigned int vertexCount = mesh->getVertexCount();
            for (unsigned int i = 2; i < vertexCount; ++i)
            {
                GL_ASSERT( glDrawArrays(GL_LINE_LOOP, i-2, 3) );
            }
        }
        return true;

    default:
        // not supported
        return false;
    }
}
开发者ID:faustgames-ru,项目名称:AndroidWallpapers,代码行数:29,代码来源:Model.cpp


示例8: GL_ASSERT

void GLshader::print_subroutines()
{
  int maxSub,maxSubU,countActiveSU;
  char name[256]; int len, numCompS;

  GL_ASSERT(glGetIntegerv(GL_MAX_SUBROUTINES, &maxSub));
  GL_ASSERT(glGetIntegerv(GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS, &maxSubU));
  printf("Max Subroutines: %d  Max Subroutine Uniforms: %d\n", maxSub,maxSubU);

  GL_ASSERT(glGetProgramStageiv(program, GL_VERTEX_SHADER, GL_ACTIVE_SUBROUTINE_UNIFORMS, &countActiveSU));

  for (int i = 0; i < countActiveSU; ++i) {

    glGetActiveSubroutineUniformName(program, GL_VERTEX_SHADER, i, 256, &len, name);

    printf("Suroutine Uniform: %d name: %s\n", i,name);
    glGetActiveSubroutineUniformiv(program, GL_VERTEX_SHADER, i, GL_NUM_COMPATIBLE_SUBROUTINES, &numCompS);

    int *s = (int *) malloc(sizeof(int) * numCompS);
    glGetActiveSubroutineUniformiv(program, GL_VERTEX_SHADER, i, GL_COMPATIBLE_SUBROUTINES, s);
    printf("Compatible Subroutines:\n");
    for (int j=0; j < numCompS; ++j) {
      glGetActiveSubroutineName(program, GL_VERTEX_SHADER, s[j], 256, &len, name);
      printf("\t%d - %s\n", s[j],name);
    }
    printf("\n");
    free(s);
  }
}
开发者ID:Toeplitz,项目名称:poll,代码行数:29,代码来源:glshader.cpp


示例9: GL_ASSERT

void MeshPart::setIndexData(void* indexData, unsigned int indexStart, unsigned int indexCount)
{
    GL_ASSERT( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer) );

    unsigned int indexSize = 0;
    switch (_indexFormat)
    {
    case Mesh::INDEX8:
        indexSize = 1;
        break;
    case Mesh::INDEX16:
        indexSize = 2;
        break;
    case Mesh::INDEX32:
        indexSize = 4;
        break;
    default:
        GP_ERROR("Unsupported index format (%d).", _indexFormat);
        return;
    }

    if (indexStart == 0 && indexCount == 0)
    {
        GL_ASSERT( glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexSize * _indexCount, indexData, _dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW) );
    }
    else
    {
        if (indexCount == 0)
        {
            indexCount = _indexCount - indexStart;
        }

        GL_ASSERT( glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indexStart * indexSize, indexCount * indexSize, indexData) );
    }
}
开发者ID:AllenPestaluky,项目名称:GamePlay,代码行数:35,代码来源:MeshPart.cpp


示例10: GL_ASSERT

Texture* Texture::create(Format format, unsigned int width, unsigned int height, unsigned char* data, bool generateMipmaps)
{
    // Load our texture.
    GLuint textureId;
    GL_ASSERT( glGenTextures(1, &textureId) );
    GL_ASSERT( glBindTexture(GL_TEXTURE_2D, textureId) );

    if (format == DEPTH)
    {
        // <type> must be UNSIGNED_SHORT or UNSIGNED_INT for a format of DEPTH_COMPONENT.
        GL_ASSERT( glTexImage2D(GL_TEXTURE_2D, 0, (GLenum)format, width, height, 0, (GLenum)format, GL_UNSIGNED_INT, data) );
    }
    else
    {
        GL_ASSERT( glTexImage2D(GL_TEXTURE_2D, 0, (GLenum)format, width, height, 0, (GLenum)format, GL_UNSIGNED_BYTE, data) );
    }

    // Set initial minification filter based on whether or not mipmaping was enabled
    GL_ASSERT( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, generateMipmaps ? GL_NEAREST_MIPMAP_LINEAR : GL_LINEAR) );

    Texture* texture = new Texture();
    texture->_handle = textureId;
    texture->_width = width;
    texture->_height = height;

    if (generateMipmaps)
    {
        texture->generateMipmaps();
    }

    return texture;
}
开发者ID:aaweb,项目名称:GamePlay,代码行数:32,代码来源:Texture.cpp


示例11: GL_ASSERT

Texture* Texture::create(Format format, unsigned int width, unsigned int height, unsigned char* data, bool generateMipmaps)
{
    // Create and load the texture.
    GLuint textureId;
    GL_ASSERT( glGenTextures(1, &textureId) );
    GL_ASSERT( glBindTexture(GL_TEXTURE_2D, textureId) );
    GL_ASSERT( glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
    GL_ASSERT( glTexImage2D(GL_TEXTURE_2D, 0, (GLenum)format, width, height, 0, (GLenum)format, GL_UNSIGNED_BYTE, data) );


    // Set initial minification filter based on whether or not mipmaping was enabled.
    GL_ASSERT( glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, generateMipmaps ? GL_NEAREST_MIPMAP_LINEAR : GL_LINEAR) );

    Texture* texture = new Texture();
    texture->_handle = textureId;
    texture->_format = format;
    texture->_width = width;
    texture->_height = height;
    if (generateMipmaps)
    {
        texture->generateMipmaps();
        texture->_mipmapped = true;
    }

    return texture;
}
开发者ID:brobits,项目名称:GamePlay,代码行数:26,代码来源:Texture.cpp


示例12: GL_ASSERT

Mesh* Mesh::createMesh(const VertexFormat& vertexFormat, unsigned int vertexCount, bool dynamic)
{
    GLuint vbo;
    GL_ASSERT( glGenBuffers(1, &vbo) );
    if (GL_LAST_ERROR())
    {
        return NULL;
    }

    GL_ASSERT( glBindBuffer(GL_ARRAY_BUFFER, vbo) );
    if (GL_LAST_ERROR())
    {
        glDeleteBuffers(1, &vbo);
        return NULL;
    }

    GL_CHECK( glBufferData(GL_ARRAY_BUFFER, vertexFormat.getVertexSize() * vertexCount, NULL, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW) );
    if (GL_LAST_ERROR())
    {
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glDeleteBuffers(1, &vbo);
        return NULL;
    }

    Mesh* mesh = new Mesh(vertexFormat);
    mesh->_vertexCount = vertexCount;
    mesh->_vertexBuffer = vbo;
    mesh->_dynamic = dynamic;

    return mesh;
}
开发者ID:aaweb,项目名称:GamePlay,代码行数:31,代码来源:Mesh.cpp


示例13: GL_ASSERT

void VertexAttributeBinding::unbind()
{
    if (_handle)
    {
        // Hardware mode
        GL_ASSERT( glBindVertexArray(0) );
    }
    else
    {
        // Software mode
        if (_mesh)
        {
            GL_ASSERT( glBindBuffer(GL_ARRAY_BUFFER, 0) );
        }

        GP_ASSERT(_attributes);
        for (unsigned int i = 0; i < __maxVertexAttribs; ++i)
        {
            if (_attributes[i].enabled)
            {
                GL_ASSERT( glDisableVertexAttribArray(i) );
            }
        }
    }
}
开发者ID:03050903,项目名称:GamePlay,代码行数:25,代码来源:VertexAttributeBinding.cpp


示例14: GP_ASSERT

unsigned int Model::draw(bool wireframe)
{
    GP_ASSERT(_mesh);

    unsigned int partCount = _mesh->getPartCount();
    if (partCount == 0)
    {
        // No mesh parts (index buffers).
        if (_material)
        {
            Technique* technique = _material->getTechnique();
            GP_ASSERT(technique);
            unsigned int passCount = technique->getPassCount();
            for (unsigned int i = 0; i < passCount; ++i)
            {
                Pass* pass = technique->getPassByIndex(i);
                GP_ASSERT(pass);
                pass->bind();
                GL_ASSERT( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
                if (!wireframe || !drawWireframe(_mesh))
                {
                    GL_ASSERT( glDrawArrays(_mesh->getPrimitiveType(), 0, _mesh->getVertexCount()) );
                }
                pass->unbind();
            }
        }
    }
    else
    {
        for (unsigned int i = 0; i < partCount; ++i)
        {
            MeshPart* part = _mesh->getPart(i);
            GP_ASSERT(part);

            // Get the material for this mesh part.
            Material* material = getMaterial(i);
            if (material)
            {
                Technique* technique = material->getTechnique();
                GP_ASSERT(technique);
                unsigned int passCount = technique->getPassCount();
                for (unsigned int j = 0; j < passCount; ++j)
                {
                    Pass* pass = technique->getPassByIndex(j);
                    GP_ASSERT(pass);
                    pass->bind();
                    GL_ASSERT( glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, part->_indexBuffer) );
                    if (!wireframe || !drawWireframe(part))
                    {
                        GL_ASSERT( glDrawElements(part->getPrimitiveType(), part->getIndexCount(), part->getIndexFormat(), 0) );
                    }
                    pass->unbind();
                }
            }
        }
    }
    return partCount;
}
开发者ID:faustgames-ru,项目名称:AndroidWallpapers,代码行数:58,代码来源:Model.cpp



注:本文中的GL_ASSERT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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