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C++ GLC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GLC函数的典型用法代码示例。如果您正苦于以下问题:C++ GLC函数的具体用法?C++ GLC怎么用?C++ GLC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GLC函数的17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: ASSERT

void ContentLayerChromium::draw()
{
    if (m_skipsDraw)
        return;

    ASSERT(layerRenderer());
    const ContentLayerChromium::SharedValues* sv = layerRenderer()->contentLayerSharedValues();
    ASSERT(sv && sv->initialized());
    GraphicsContext3D* context = layerRendererContext();
    GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0));
    GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_contentsTexture));
    layerRenderer()->useShader(sv->contentShaderProgram());
    GLC(context, context->uniform1i(sv->shaderSamplerLocation(), 0));

    if (requiresClippedUpdateRect()) {
        float m43 = drawTransform().m43();
        TransformationMatrix transform;
        transform.translate3d(m_largeLayerDrawRect.center().x(), m_largeLayerDrawRect.center().y(), m43);
        drawTexturedQuad(context, layerRenderer()->projectionMatrix(),
                         transform, m_largeLayerDrawRect.width(),
                         m_largeLayerDrawRect.height(), drawOpacity(),
                         sv->shaderMatrixLocation(), sv->shaderAlphaLocation());
    } else {
        drawTexturedQuad(context, layerRenderer()->projectionMatrix(),
                         drawTransform(), m_bounds.width(), m_bounds.height(),
                         drawOpacity(), sv->shaderMatrixLocation(),
                         sv->shaderAlphaLocation());
    }
}
开发者ID:achellies,项目名称:WinCEWebKit,代码行数:29,代码来源:ContentLayerChromium.cpp


示例2: layerRendererContext

void ContentLayerChromium::updateTextureRect(void* pixels, const IntSize& bitmapSize, const IntSize& requiredTextureSize, const IntRect& updateRect, unsigned textureId)
{
    if (!pixels)
        return;

    GraphicsContext3D* context = layerRendererContext();
    context->bindTexture(GraphicsContext3D::TEXTURE_2D, textureId);

    // If the texture id or size changed since last time then we need to tell GL
    // to re-allocate a texture.
    if (m_contentsTexture != textureId || requiredTextureSize != m_allocatedTextureSize) {
        ASSERT(bitmapSize == requiredTextureSize);
        GLC(context, context->texImage2D(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, requiredTextureSize.width(), requiredTextureSize.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, pixels));

        m_contentsTexture = textureId;
        m_allocatedTextureSize = requiredTextureSize;
    } else {
        ASSERT(updateRect.width() <= m_allocatedTextureSize.width() && updateRect.height() <= m_allocatedTextureSize.height());
        ASSERT(updateRect.width() == bitmapSize.width() && updateRect.height() == bitmapSize.height());
        GLC(context, context->texSubImage2D(GraphicsContext3D::TEXTURE_2D, 0, updateRect.x(), updateRect.y(), updateRect.width(), updateRect.height(), GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE, pixels));
    }

    m_dirtyRect.setSize(FloatSize());
    // Large layers always stay dirty, because they need to update when the content rect changes.
    m_contentsDirty = requiresClippedUpdateRect();
}
开发者ID:achellies,项目名称:WinCEWebKit,代码行数:26,代码来源:ContentLayerChromium.cpp


示例3: GLC

VideoLayerChromium::SharedValues::~SharedValues()
{
    if (m_yuvShaderProgram)
        GLC(m_context, m_context->deleteProgram(m_yuvShaderProgram));
    if (m_rgbaShaderProgram)
        GLC(m_context, m_context->deleteProgram(m_rgbaShaderProgram));
}
开发者ID:dslab-epfl,项目名称:warr,代码行数:7,代码来源:VideoLayerChromium.cpp


示例4: toGLMatrix

void LayerRendererChromium::drawTexturedQuad(const TransformationMatrix& drawMatrix,
        float width, float height, float opacity, const FloatQuad& quad,
        int matrixLocation, int alphaLocation, int quadLocation)
{
    static float glMatrix[16];

    TransformationMatrix renderMatrix = drawMatrix;

    // Apply a scaling factor to size the quad from 1x1 to its intended size.
    renderMatrix.scale3d(width, height, 1);

    // Apply the projection matrix before sending the transform over to the shader.
    toGLMatrix(&glMatrix[0], m_projectionMatrix * renderMatrix);

    GLC(m_context, m_context->uniformMatrix4fv(matrixLocation, false, &glMatrix[0], 1));

    if (quadLocation != -1) {
        float point[8];
        point[0] = quad.p1().x();
        point[1] = quad.p1().y();
        point[2] = quad.p2().x();
        point[3] = quad.p2().y();
        point[4] = quad.p3().x();
        point[5] = quad.p3().y();
        point[6] = quad.p4().x();
        point[7] = quad.p4().y();
        GLC(m_context, m_context->uniform2fv(quadLocation, point, 4));
    }

    if (alphaLocation != -1)
        GLC(m_context, m_context->uniform1f(alphaLocation, opacity));

    GLC(m_context, m_context->drawElements(GraphicsContext3D::TRIANGLES, 6, GraphicsContext3D::UNSIGNED_SHORT, 0));
}
开发者ID:RasterCode,项目名称:wke,代码行数:34,代码来源:LayerRendererChromium.cpp


示例5: GLC

bool LayerRendererChromium::useRenderSurface(CCRenderSurface* renderSurface)
{
    if (m_currentRenderSurface == renderSurface)
        return true;

    m_currentRenderSurface = renderSurface;

    if ((renderSurface == m_defaultRenderSurface && !settings().compositeOffscreen) || (!renderSurface && settings().compositeOffscreen)) {
        GLC(m_context.get(), m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, 0));
        if (renderSurface)
            setDrawViewportRect(renderSurface->contentRect(), true);
        else
            setDrawViewportRect(m_defaultRenderSurface->contentRect(), true);
        return true;
    }

    GLC(m_context.get(), m_context->bindFramebuffer(GraphicsContext3D::FRAMEBUFFER, m_offscreenFramebufferId));

    if (!renderSurface->prepareContentsTexture(this))
        return false;

    renderSurface->contentsTexture()->framebufferTexture2D(m_context.get(), m_renderSurfaceTextureAllocator.get());

#if !defined ( NDEBUG )
    if (m_context->checkFramebufferStatus(GraphicsContext3D::FRAMEBUFFER) != GraphicsContext3D::FRAMEBUFFER_COMPLETE) {
        ASSERT_NOT_REACHED();
        return false;
    }
#endif

    setDrawViewportRect(renderSurface->contentRect(), false);
    return true;
}
开发者ID:RasterCode,项目名称:wke,代码行数:33,代码来源:LayerRendererChromium.cpp


示例6: tileAt

void TiledLayerChromium::updateCompositorResources(GraphicsContext3D* context)
{
    // Painting could cause compositing to get turned off, which may cause the tiler to become invalidated mid-update.
    if (m_skipsDraw || m_updateRect.isEmpty() || !m_tiler->numTiles())
        return;

    int left, top, right, bottom;
    m_tiler->contentRectToTileIndices(m_updateRect, left, top, right, bottom);
    for (int j = top; j <= bottom; ++j) {
        for (int i = left; i <= right; ++i) {
            UpdatableTile* tile = tileAt(i, j);
            if (!tile)
                tile = createTile(i, j);
            else if (!tile->dirty())
                continue;

            // Calculate page-space rectangle to copy from.
            IntRect sourceRect = m_tiler->tileContentRect(tile);
            const IntPoint anchor = sourceRect.location();
            sourceRect.intersect(m_tiler->layerRectToContentRect(tile->m_dirtyLayerRect));
            // Paint rect not guaranteed to line up on tile boundaries, so
            // make sure that sourceRect doesn't extend outside of it.
            sourceRect.intersect(m_paintRect);
            if (sourceRect.isEmpty())
                continue;

            ASSERT(tile->texture()->isReserved());

            // Calculate tile-space rectangle to upload into.
            IntRect destRect(IntPoint(sourceRect.x() - anchor.x(), sourceRect.y() - anchor.y()), sourceRect.size());
            if (destRect.x() < 0)
                CRASH();
            if (destRect.y() < 0)
                CRASH();

            // Offset from paint rectangle to this tile's dirty rectangle.
            IntPoint paintOffset(sourceRect.x() - m_paintRect.x(), sourceRect.y() - m_paintRect.y());
            if (paintOffset.x() < 0)
                CRASH();
            if (paintOffset.y() < 0)
                CRASH();
            if (paintOffset.x() + destRect.width() > m_paintRect.width())
                CRASH();
            if (paintOffset.y() + destRect.height() > m_paintRect.height())
                CRASH();

            tile->texture()->bindTexture(context);
            const GC3Dint filter = m_tiler->hasBorderTexels() ? GraphicsContext3D::LINEAR : GraphicsContext3D::NEAREST;
            GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, filter));
            GLC(context, context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, filter));
            GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, 0));

            textureUpdater()->updateTextureRect(context, tile->texture(), sourceRect, destRect);
            tile->clearDirty();
        }
    }
}
开发者ID:Xertz,项目名称:EAWebKit,代码行数:57,代码来源:TiledLayerChromium.cpp


示例7: ASSERT

void CanvasLayerChromium::draw()
{
    ASSERT(layerRenderer());
    const CanvasLayerChromium::SharedValues* sv = layerRenderer()->canvasLayerSharedValues();
    ASSERT(sv && sv->initialized());
    GLC(glActiveTexture(GL_TEXTURE0));
    GLC(glBindTexture(GL_TEXTURE_2D, m_textureId));
    layerRenderer()->useShader(sv->canvasShaderProgram());
    GLC(glUniform1i(sv->shaderSamplerLocation(), 0));
    drawTexturedQuad(layerRenderer()->projectionMatrix(), drawTransform(),
                     bounds().width(), bounds().height(), drawOpacity(),
                     sv->shaderMatrixLocation(), sv->shaderAlphaLocation());

}
开发者ID:azrul2202,项目名称:WebKit-Smartphone,代码行数:14,代码来源:CanvasLayerChromium.cpp


示例8: ASSERT

void VideoLayerChromium::updateTexture(GraphicsContext3D* context, unsigned textureId, const IntSize& dimensions, unsigned format, const void* data)
{
    ASSERT(context);
    GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, textureId));
    void* mem = static_cast<Extensions3DChromium*>(context->getExtensions())->mapTexSubImage2DCHROMIUM(GraphicsContext3D::TEXTURE_2D, 0, 0, 0, dimensions.width(), dimensions.height(), format, GraphicsContext3D::UNSIGNED_BYTE, Extensions3DChromium::WRITE_ONLY);
    if (mem) {
        memcpy(mem, data, dimensions.width() * dimensions.height());
        GLC(context, static_cast<Extensions3DChromium*>(context->getExtensions())->unmapTexSubImage2DCHROMIUM(mem));
    } else {
        // FIXME: We should have some sort of code to handle the case when
        // mapTexSubImage2D fails.
        m_skipsDraw = true;
    }
}
开发者ID:dslab-epfl,项目名称:warr,代码行数:14,代码来源:VideoLayerChromium.cpp


示例9: GLC

void LayerRendererChromium::useShader(unsigned programId)
{
    if (programId != m_currentShader) {
        GLC(m_context.get(), m_context->useProgram(programId));
        m_currentShader = programId;
    }
}
开发者ID:sanyaade-mobiledev,项目名称:Webkit-Projects,代码行数:7,代码来源:LayerRendererChromium.cpp


示例10: TRACE_EVENT0

void LayerTextureSubImage::uploadWithTexSubImage(const uint8_t* image, const IntRect& imageRect,
                                                 const IntRect& sourceRect, const IntSize& destOffset,
                                                 GC3Denum format, WebGraphicsContext3D* context)
{
    TRACE_EVENT0("cc", "LayerTextureSubImage::uploadWithTexSubImage");

    // Offset from image-rect to source-rect.
    IntPoint offset(sourceRect.x() - imageRect.x(), sourceRect.y() - imageRect.y());

    const uint8_t* pixelSource;
    if (imageRect.width() == sourceRect.width() && !offset.x())
        pixelSource = &image[4 * offset.y() * imageRect.width()];
    else {
        size_t neededSize = 4 * sourceRect.width() * sourceRect.height();
        if (m_subImageSize < neededSize) {
          m_subImage = adoptArrayPtr(new uint8_t[neededSize]);
          m_subImageSize = neededSize;
        }
        // Strides not equal, so do a row-by-row memcpy from the
        // paint results into a temp buffer for uploading.
        for (int row = 0; row < sourceRect.height(); ++row)
            memcpy(&m_subImage[sourceRect.width() * 4 * row],
                   &image[4 * (offset.x() + (offset.y() + row) * imageRect.width())],
                   sourceRect.width() * 4);

        pixelSource = &m_subImage[0];
    }

    GLC(context, context->texSubImage2D(GraphicsContext3D::TEXTURE_2D, 0, destOffset.width(), destOffset.height(), sourceRect.width(), sourceRect.height(), format, GraphicsContext3D::UNSIGNED_BYTE, pixelSource));
}
开发者ID:jstavr,项目名称:Architecture-Relation-Evaluator,代码行数:30,代码来源:LayerTextureSubImage.cpp


示例11: orthoMatrix

// Sets the coordinate range of content that ends being drawn onto the target render surface.
// The target render surface is assumed to have an origin at 0, 0 and the width and height of
// of the drawRect.
void LayerRendererChromium::setDrawViewportRect(const IntRect& drawRect, bool flipY)
{
    if (flipY)
        m_projectionMatrix = orthoMatrix(drawRect.x(), drawRect.maxX(), drawRect.maxY(), drawRect.y());
    else
        m_projectionMatrix = orthoMatrix(drawRect.x(), drawRect.maxX(), drawRect.y(), drawRect.maxY());
    GLC(m_context.get(), m_context->viewport(0, 0, drawRect.width(), drawRect.height()));
}
开发者ID:sanyaade-mobiledev,项目名称:Webkit-Projects,代码行数:11,代码来源:LayerRendererChromium.cpp


示例12: m_deferralMode

Canvas2DLayerBridge::Canvas2DLayerBridge(PassRefPtr<GraphicsContext3D> context, const IntSize& size, DeferralMode deferralMode, unsigned textureId)
    : m_deferralMode(deferralMode)
      // FIXME: We currently turn off double buffering when canvas rendering is
      // deferred. What we should be doing is to use a smarter heuristic based
      // on GPU resource monitoring and other factors to chose between single
      // and double buffering.
    , m_useDoubleBuffering(CCProxy::hasImplThread() && deferralMode == NonDeferred)
    , m_frontBufferTexture(0)
    , m_backBufferTexture(textureId)
    , m_size(size)
    , m_canvas(0)
    , m_context(context)
{
    if (m_useDoubleBuffering) {
        m_context->makeContextCurrent();
        GLC(m_context.get(), m_frontBufferTexture = m_context->createTexture());
        GLC(m_context.get(), m_context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_frontBufferTexture));
        // Do basic linear filtering on resize.
        GLC(m_context.get(), m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MIN_FILTER, GraphicsContext3D::LINEAR));
        GLC(m_context.get(), m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_MAG_FILTER, GraphicsContext3D::LINEAR));
        // NPOT textures in GL ES only work when the wrap mode is set to GraphicsContext3D::CLAMP_TO_EDGE.
        GLC(m_context.get(), m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::CLAMP_TO_EDGE));
        GLC(m_context.get(), m_context->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::CLAMP_TO_EDGE));
        GLC(m_context.get(), m_context->texImage2DResourceSafe(GraphicsContext3D::TEXTURE_2D, 0, GraphicsContext3D::RGBA, size.width(), size.height(), 0, GraphicsContext3D::RGBA, GraphicsContext3D::UNSIGNED_BYTE));
        if (GrContext* grContext = m_context->grContext())
            grContext->resetContext();
    }

    m_layer = WebExternalTextureLayer::create(this);
    m_layer.setTextureId(textureId);
    m_layer.setRateLimitContext(!CCProxy::hasImplThread() || m_useDoubleBuffering);
}
开发者ID:yang-bo,项目名称:webkit,代码行数:32,代码来源:Canvas2DLayerBridge.cpp


示例13: GLC

void CCRenderSurface::drawSurface(LayerRendererChromium* layerRenderer, CCLayerImpl* maskLayer, const TransformationMatrix& drawTransform, const TransformationMatrix& deviceTransform, const CCLayerQuad& deviceRect, const CCLayerQuad& layerQuad, int contentsTextureId, const T* program, int shaderMaskSamplerLocation, int shaderQuadLocation, int shaderEdgeLocation)
{
    GraphicsContext3D* context3D = layerRenderer->context();

    context3D->makeContextCurrent();
    GLC(context3D, context3D->useProgram(program->program()));

    GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE0));
    GLC(context3D, context3D->uniform1i(program->fragmentShader().samplerLocation(), 0));
    context3D->bindTexture(GraphicsContext3D::TEXTURE_2D, contentsTextureId);

    if (shaderMaskSamplerLocation != -1) {
        GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE1));
        GLC(context3D, context3D->uniform1i(shaderMaskSamplerLocation, 1));
        maskLayer->bindContentsTexture(layerRenderer);
        GLC(context3D, context3D->activeTexture(GraphicsContext3D::TEXTURE0));
    }

    if (shaderEdgeLocation != -1) {
        float edge[24];
        layerQuad.toFloatArray(edge);
        deviceRect.toFloatArray(&edge[12]);
        GLC(context3D, context3D->uniform3fv(shaderEdgeLocation, 8, edge));
    }

    // Map device space quad to layer space.
    FloatQuad quad = deviceTransform.inverse().mapQuad(layerQuad.floatQuad());

    layerRenderer->drawTexturedQuad(drawTransform, m_contentRect.width(), m_contentRect.height(), m_drawOpacity, quad,
                                    program->vertexShader().matrixLocation(), program->fragmentShader().alphaLocation(), shaderQuadLocation);
}
开发者ID:Moondee,项目名称:Artemis,代码行数:31,代码来源:CCRenderSurface.cpp


示例14: makeContextCurrent

void LayerRendererChromium::cleanupSharedObjects()
{
    makeContextCurrent();

    m_sharedGeometry.clear();

    if (m_borderProgram)
        m_borderProgram->cleanup(m_context.get());
    if (m_headsUpDisplayProgram)
        m_headsUpDisplayProgram->cleanup(m_context.get());
    if (m_tilerProgram)
        m_tilerProgram->cleanup(m_context.get());
    if (m_tilerProgramAA)
        m_tilerProgramAA->cleanup(m_context.get());
    if (m_tilerProgramSwizzle)
        m_tilerProgramSwizzle->cleanup(m_context.get());
    if (m_tilerProgramSwizzleAA)
        m_tilerProgramSwizzleAA->cleanup(m_context.get());
    if (m_canvasLayerProgram)
        m_canvasLayerProgram->cleanup(m_context.get());
    if (m_pluginLayerProgram)
        m_pluginLayerProgram->cleanup(m_context.get());
    if (m_pluginLayerProgramFlip)
        m_pluginLayerProgramFlip->cleanup(m_context.get());
    if (m_renderSurfaceMaskProgram)
        m_renderSurfaceMaskProgram->cleanup(m_context.get());
    if (m_renderSurfaceMaskProgramAA)
        m_renderSurfaceMaskProgramAA->cleanup(m_context.get());
    if (m_renderSurfaceProgram)
        m_renderSurfaceProgram->cleanup(m_context.get());
    if (m_renderSurfaceProgramAA)
        m_renderSurfaceProgramAA->cleanup(m_context.get());
    if (m_videoLayerRGBAProgram)
        m_videoLayerRGBAProgram->cleanup(m_context.get());
    if (m_videoLayerYUVProgram)
        m_videoLayerYUVProgram->cleanup(m_context.get());

    m_borderProgram.clear();
    m_headsUpDisplayProgram.clear();
    m_tilerProgram.clear();
    m_tilerProgramAA.clear();
    m_tilerProgramSwizzle.clear();
    m_tilerProgramSwizzleAA.clear();
    m_canvasLayerProgram.clear();
    m_pluginLayerProgram.clear();
    m_pluginLayerProgramFlip.clear();
    m_renderSurfaceMaskProgram.clear();
    m_renderSurfaceMaskProgramAA.clear();
    m_renderSurfaceProgram.clear();
    m_renderSurfaceProgramAA.clear();
    m_videoLayerRGBAProgram.clear();
    m_videoLayerYUVProgram.clear();
    if (m_offscreenFramebufferId)
        GLC(m_context.get(), m_context->deleteFramebuffer(m_offscreenFramebufferId));

    releaseRenderSurfaceTextures();
}
开发者ID:RasterCode,项目名称:wke,代码行数:57,代码来源:LayerRendererChromium.cpp


示例15: ASSERT

void CCCanvasLayerImpl::draw(const IntRect&)
{
    ASSERT(layerRenderer());
    const CCCanvasLayerImpl::Program* program = layerRenderer()->canvasLayerProgram();
    ASSERT(program && program->initialized());
    GraphicsContext3D* context = layerRenderer()->context();
    GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0));
    GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textureId));
    GC3Denum sfactor = m_premultipliedAlpha ? GraphicsContext3D::ONE : GraphicsContext3D::SRC_ALPHA;
    GLC(context, context->blendFunc(sfactor, GraphicsContext3D::ONE_MINUS_SRC_ALPHA));
    layerRenderer()->useShader(program->program());
    GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0));
    LayerChromium::drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(),
                                    bounds().width(), bounds().height(), drawOpacity(),
                                    program->vertexShader().matrixLocation(),
                                    program->fragmentShader().alphaLocation());

}
开发者ID:0omega,项目名称:platform_external_webkit,代码行数:18,代码来源:CCCanvasLayerImpl.cpp


示例16: layerRendererContext

void VideoLayerChromium::drawRGBA(const SharedValues* sv)
{
    GraphicsContext3D* context = layerRendererContext();
    GLC(context, context->activeTexture(GraphicsContext3D::TEXTURE0));
    GLC(context, context->bindTexture(GraphicsContext3D::TEXTURE_2D, m_textures[VideoFrameChromium::rgbPlane]));

    layerRenderer()->useShader(sv->rgbaShaderProgram());
    unsigned frameWidth = m_frameSizes[VideoFrameChromium::rgbPlane].width();
    unsigned textureWidth = m_textureSizes[VideoFrameChromium::rgbPlane].width();
    float widthScaleFactor = static_cast<float>(frameWidth) / textureWidth;
    GLC(context, context->uniform1f(sv->rgbaWidthScaleFactorLocation(), widthScaleFactor));

    GLC(context, context->uniform1i(sv->rgbaTextureLocation(), 0));

    drawTexturedQuad(context, layerRenderer()->projectionMatrix(), drawTransform(),
                     bounds().width(), bounds().height(), drawOpacity(),
                     sv->rgbaShaderMatrixLocation(), sv->rgbaAlphaLocation());
}
开发者ID:dslab-epfl,项目名称:warr,代码行数:18,代码来源:VideoLayerChromium.cpp


示例17: sourceString

unsigned ProgramBindingBase::loadShader(GraphicsContext3D* context, unsigned type, const String& shaderSource)
{
    unsigned shader = context->createShader(type);
    if (!shader)
        return 0;
    String sourceString(shaderSource);
    GLC(context, context->shaderSource(shader, sourceString));
    GLC(context, context->compileShader(shader));
#ifndef NDEBUG
    int compiled = 0;
    GLC(context, context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled));
    if (!compiled) {
        GLC(context, context->deleteShader(shader));
        return 0;
    }
#endif
    return shader;
}
开发者ID:Moondee,项目名称:Artemis,代码行数:18,代码来源:ProgramBinding.cpp



注:本文中的GLC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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