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

void blit_texture(const texture& tex, int x, int y, int w, int h, GLfloat rotate, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
	if(!tex.valid()) {
		return;
	}

	const int w_odd = w % 2;
	const int h_odd = h % 2;

	w /= 2;
	h /= 2;
	glPushMatrix();
	tex.set_as_current_texture();
	glTranslatef(x+abs(w),y+abs(h),0.0);
	glRotatef(rotate,0.0,0.0,1.0);
	glBegin(GL_QUADS);
	graphics::texture::set_coord(x1,y1);
	glVertex3i(-w,-h,0);
	graphics::texture::set_coord(x1,y2);
	glVertex3i(-w,h+h_odd,0);
	graphics::texture::set_coord(x2,y2);
	glVertex3i(w+w_odd,h+h_odd,0);
	graphics::texture::set_coord(x2,y1);
	glVertex3i(w+w_odd,-h,0);
	glEnd();
	glPopMatrix();
}
开发者ID:x2f,项目名称:wesciv,代码行数:27,代码来源:raster.cpp


示例2:

template<> void uniform<texture>::assign(const texture &value)
{
    if (value.bindless()) {
        glUniformHandleui64ARB(id, value.handle());
    } else {
        glUniform1i(id, value.tmu());
    }
}
开发者ID:XanClic,项目名称:dake,代码行数:8,代码来源:shader.cpp


示例3: queue_blit_texture

void queue_blit_texture(const texture& tex, int x, int y, int w, int h, int rotate,
						GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
	x &= preferences::xypos_draw_mask;
	y &= preferences::xypos_draw_mask;
	
	if(&tex != blit_current_texture) {
		flush_blit_texture();
		blit_current_texture = &tex;
	}
	
	x1 = tex.translate_coord_x(x1);
	y1 = tex.translate_coord_y(y1);
	x2 = tex.translate_coord_x(x2);
	y2 = tex.translate_coord_y(y2);
	
	if(w < 0) {
		std::swap(x1, x2);
		w *= -1;
	}
	
	if(h < 0) {
		std::swap(y1, y2);
		h *= -1;
	}
	
	blit_tcqueue.push_back(x1);
	blit_tcqueue.push_back(y1);
	blit_tcqueue.push_back(x2);
	blit_tcqueue.push_back(y1);
	blit_tcqueue.push_back(x1);
	blit_tcqueue.push_back(y2);
	blit_tcqueue.push_back(x2);
	blit_tcqueue.push_back(y2);
	
	
	
	blit_vqueue.push_back(x);
	blit_vqueue.push_back(y);
	blit_vqueue.push_back(x + w);
	blit_vqueue.push_back(y);
	blit_vqueue.push_back(x);
	blit_vqueue.push_back(y + h);
	blit_vqueue.push_back(x + w);
	blit_vqueue.push_back(y + h);

	rect r(x,y,w,h);
	GLshort* varray = &blit_vqueue[blit_vqueue.size()-8];
	rotate_rect(x+(w/2), y+(h/2), rotate, varray); 

}
开发者ID:davewx7,项目名称:Wizard-Tactics,代码行数:51,代码来源:raster.cpp


示例4: log_error

void
shader::set_texture(const std::string &name, const texture &set_texture)
{
  const auto it = std::find_if(std::begin(m_samplers), std::end(m_samplers), [name](const sampler &samp){ return samp.name == name; });

  if(it != m_samplers.end())
  {
    const GLenum target = set_texture.get_gl_dimention();
    m_pending_texture_data.emplace_back(pending_texture{set_texture.get_gl_id(), target, it->index});
  }
  else
  {
    log_error(GL_NO_ERROR, "shader::set_texture - couldn't find sampler '" + name + "' for texture.");
  }
}
开发者ID:PhilCK,项目名称:mega-texture,代码行数:15,代码来源:shader.cpp


示例5: gen_miplevel

void gen_miplevel(texture &tex, texture &gen) ///call from main mem_alloc func?
{
    int size=tex.get_largest_dimension();
    int newsize=size >> 1;

    gen.c_image.create(newsize, newsize);

    for(int i=0; i<newsize; i++)
    {
        for(int j=0; j<newsize; j++)
        {
            sf::Color p4[4];

            p4[0]=tex.c_image.getPixel(i*2, j*2);
            p4[1]=tex.c_image.getPixel(i*2+1, j*2);
            p4[2]=tex.c_image.getPixel(i*2, j*2+1);
            p4[3]=tex.c_image.getPixel(i*2+1, j*2+1);

            sf::Color m=pixel4(p4[0], p4[1], p4[2], p4[3]);


            gen.c_image.setPixel(i, j, m);
        }
    }

}
开发者ID:hominidclint,项目名称:oclrenderer2,代码行数:26,代码来源:obj_mem_manager.cpp


示例6: runtime_error

void glsl_program::set_gl_texture(unsigned loc, const texture& tex, unsigned texunit) const
{
    if (used_program != this)
	throw runtime_error("glsl_program::set_gl_texture, program not bound!");
    glActiveTexture(GL_TEXTURE0 + texunit);
    tex.set_gl_texture();
    glUniform1i(loc, texunit);
}
开发者ID:AD-530,项目名称:WorldViewer,代码行数:8,代码来源:shader.cpp


示例7: blit_texture

	void blit_texture(const texture& tex, int x, int y, GLfloat rotate)
	{
		if(!tex.valid()) {
			return;
		}

		glEnable(GL_TEXTURE_2D);
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);

		x &= preferences::xypos_draw_mask;
		y &= preferences::xypos_draw_mask;
		
		int h = tex.height();
		int w = tex.width();
		const int w_odd = w % 2;
		const int h_odd = h % 2;
		h /= 2;
		w /= 2;
		
		glPushMatrix();
		
		glTranslatef(x+w,y+h,0.0);
		glRotatef(rotate,0.0,0.0,1.0);
		
		tex.set_as_current_texture();
		
		GLfloat varray[] = {
			-w, -h,
			-w, h+h_odd,
			w+w_odd, -h,
			w+w_odd, h+h_odd
		};
		GLfloat tcarray[] = {
			texture::get_coord_x(0.0), texture::get_coord_y(0.0),
			texture::get_coord_x(0.0), texture::get_coord_y(1.0),
			texture::get_coord_x(1.0), texture::get_coord_y(0.0),
			texture::get_coord_x(1.0), texture::get_coord_y(1.0)
		};

		glVertexPointer(2, GL_FLOAT, 0, varray);
		glTexCoordPointer(2, GL_FLOAT, 0, tcarray);
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
		
		glPopMatrix();
	}
开发者ID:davewx7,项目名称:Wizard-Tactics,代码行数:46,代码来源:raster.cpp


示例8: add_texture

void add_texture(texture &tex, int &newid)
{
    int size=tex.get_largest_dimension();
    int num=0;
    cl_uchar4 *firstfree=return_first_free(size, num);

    sf::Image *T=&tex.c_image;
    texture_array_descriptor *Td=&obj_mem_manager::tdescrip;

    int which = Td->texture_nums[num];
    int blockalongy = which / (max_tex_size/size);
    int blockalongx = which % (max_tex_size/size);

    int ti=0, tj=0;

    for(int i=blockalongx*size; i<(blockalongx+1)*size; i++)
    {
        for(int j=blockalongy*size; j<(blockalongy+1)*size; j++)
        {
            sf::Color c=T->getPixel(ti, tj);
            setpixel(firstfree, c, i, j, max_tex_size, max_tex_size);
            tj++;
        }

        ti++;
        tj=0;
    }

    ///so, num represents which slice its in
    ///Td->texture_nums[i] represents which position it is in within the slice;

    int mod=(num << 16) | Td->texture_nums[num];
    newid=mod;
    ///so, now the upper half represents which slice its in, and the lower half, the number within the slice

    obj_mem_manager::tdescrip.texture_nums[num]++;
}
开发者ID:hominidclint,项目名称:oclrenderer2,代码行数:37,代码来源:obj_mem_manager.cpp


示例9: image_handle

 image_handle(const texture<target>& texture, GLint level, bool layered, GLint layer, GLenum format) : id_(glGetImageHandleARB(texture.id(), level, layered, layer, format))
 {
 
 }
开发者ID:juantresde,项目名称:gl,代码行数:4,代码来源:image_handle.hpp


示例10: init

void init()
{
	memset(lastfilename,0,256);
	memset(musfilename,0,40);
	initGUI();
	sprintf(scenelist->name,"Default");
	memset(tooltip,0,256);
	memset(defaulttooltip,0,256);
	sprintf(defaulttooltip,"a.D.D.i.c.t. (c) BoyC 2002");
	actualtexture=texturelist;
	lasttexture=texturelist;
	memset(texturelist,0,sizeof(tTexture));
	texturelist->next=NULL;
	sprintf(texturelist->name,"Default");
	memset(cursorstring,0,256);
	for (x=0;x<=7;x++) modellsubmenu[x]=0;
	init3dengine();
	InitModellerGUI();
	BuildFont();
	BuildFont2();
	BuildFontSmall();
	inittextureengine();
	generatedtexture.init();
	buffertexture.init();
	memset(pretextures,0,sizeof(pretextures));
	memset(texdata,0,sizeof(texdata));
	memset(texsubmenu,0,sizeof(texsubmenu));
	texdata[0][3].command[3]=4;
	texdata[0][5].command[3]=14;
	texdata[0][5].command[4]=100;
	texdata[0][6].command[3]=30;
	texdata[1][1].command[2]=128;
	texdata[2][4].command[3]=128;
	texdata[3][2].command[2]=128;
	texdata[3][4].command[4]=255;
	texdata[3][6].c.param1=255;
	texdata[3][6].c.param3=255;
	texdata[3][6].c.param5=255;
	glGenTextures(1,&mattexture);
	glBindTexture(GL_TEXTURE_2D,mattexture);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	glTexImage2D(GL_TEXTURE_2D,0,4,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,generatedtexture.layers[0]);
	for (x=0;x<4;x++)
	{
		glGenTextures(1,&(prelayers[x]));
		glBindTexture(GL_TEXTURE_2D,prelayers[x]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D,0,4,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,generatedtexture.layers[x]);
	}
	for (x=0;x<4;x++)
	{
		glGenTextures(1,&(texlayers[x]));
		glBindTexture(GL_TEXTURE_2D,texlayers[x]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D,0,4,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,generatedtexture.layers[x]);
	}
	for (x=0;x<4;x++)
	{
		glGenTextures(1,&alayers[x]);
		glBindTexture(GL_TEXTURE_2D,alayers[x]);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glTexImage2D(GL_TEXTURE_2D,0,4,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,generatedtexture.layers[x]);
	}
	glGenTextures(1,&background);
	glBindTexture(GL_TEXTURE_2D, background);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	
	commandnames[DD_fractal]     ="Fractal    ";
	commandnames[DD_plasma]      ="Plasma     ";
	commandnames[DD_cells]       ="Cells      ";
	commandnames[DD_envmap]      ="Envmap     ";
	commandnames[DD_subplasm]    ="Subplasma  ";
	commandnames[DD_clear]       ="Clear      ";
	commandnames[DD_text]        ="Text       ";
	commandnames[DD_sindist]     ="SinDist    ";
	commandnames[DD_offset]      ="Offset     ";
	commandnames[DD_twirl]       ="Twirl      ";
	commandnames[DD_blur]        ="Blur       ";
	commandnames[DD_map]         ="MapDist    ";
	commandnames[DD_dirblur]     ="DirBlur    ";
	commandnames[DD_xchng]       ="Xchange    ";
	commandnames[DD_copy]        ="Copy       ";
	commandnames[DD_mix]         ="Mix        ";
	commandnames[DD_mul]         ="Mul        ";
	commandnames[DD_add]         ="Add        ";
	commandnames[DD_max]         ="Max        ";
	commandnames[DD_contrast]    ="Contrast   ";
	commandnames[DD_invert]      ="Invert     ";
	commandnames[DD_shade]       ="Shade      ";
	commandnames[DD_bright]      ="Brighten   ";
	commandnames[DD_sincol]      ="Color Sine ";
	commandnames[DD_scale]       ="Scale      ";
	commandnames[DD_hsv]         ="HSV        ";
	commandnames[DD_colorize]    ="Colorize   ";
	commandnames[DD_mixmap]      ="MixMap     ";
//.........这里部分代码省略.........
开发者ID:ConspiracyHu,项目名称:2012SourcePack,代码行数:101,代码来源:aDDict.cpp


示例11: main

void main (int argc,char **argv)
{
	setlocale(LC_CTYPE, ""); //making autoconverting for non cp866 symbols
	// инициализация библиотеки GLUT
	glutInit(&argc,argv);
	// инициализация дисплея (формат вывода)
	glutInitDisplayMode (GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);

	// создание окна:
	// 1. устанавливаем верхний левый угол окна
	glutInitWindowPosition(200,200);
	// 2. устанавливаем размер окна
	glutInitWindowSize(600,600);
	// 3. создаем окно
	glutCreateWindow("Anytime, anywhere…");
	// устанавливаем обработчик выхода (для освобождения выделенной памяти)
	atexit(onExit);
	// переходим в полноэкранный режим
	//glutFullScreen();

	cfg=new Config();
	try
	{
		cfg->readFile(cfgPath.c_str());
	} catch (...)
	{
		printf("Config doesn't parsed\n");
	}

	// очистка объектов
	objects.clear();
	cam=new camera();
	// загрузка камеры
	cam->loadCamera(cfg);
	
	hasVBO=glutExtensionSupported("GL_ARB_vertex_buffer_object")!=0; // check if VBO supported
	hasFragmentShader=glutExtensionSupported("GL_ARB_fragment_shader")!=0; // check if fragment shader is supported
	hasVertexShader=glutExtensionSupported("GL_ARB_vertex_shader")!=0; // check if fragment shader is supported
	newOGL=atof((const char *)glGetString(GL_VERSION))>=1.5f; // check OGL version

	// проверяем наличие необходимых расширений
	object3DS::checkExtensions();
	shader::checkExtensions();

	if (!hasVBO) { printf("VBO does not supported\n"); } // no VBO
	if (!hasFragmentShader) { printf("Fragment shaders not supported\n"); } // no fragment shader
	if (!hasVertexShader) { printf("Vertex shaders not supported\n"); } // no vertex shader
	if (!newOGL) { printf("OLG 2.0 functions not supported\n"); } // old OGL

	ilInit();
	devilError = ilGetError();
	if (devilError != IL_NO_ERROR)
	{
		wprintf(L"Devil Error (ilInit): %s\n", iluErrorString(devilError));
		exit(2);
	}
	iluInit();
	ilutInit();
	ilutRenderer(ILUT_OPENGL);

	// загрузка объектов по файлу конфигурации
	loadObjects(objects);

	for (unsigned int i=0; i<objects.size(); i++)
	{
		objects[i]->buffer(); // buffer objects to VBO
	}

	modelShader.loadVertexShader("Phong.vsh");
	modelShader.loadFragmentShader("Phong.fsh");
	modelShader.createProgram();

	planeShader.loadVertexShader("Phong.vsh");
	planeShader.loadFragmentShader("Phong.l3.fsh");
	planeShader.createProgram();

	// 4. устанавливаем функцию, которая будет вызываться для перерисовки окна
	glutDisplayFunc(display);
	// 5. устанавливаем функцию, которая будет вызываться при изменении размеров окна
	glutReshapeFunc(reshape);
	// 6. устанавливаем таймер для перерисовки окна по времени
	glutTimerFunc(delayPerFrames,simulation,0);
	// 7. устанавливаем обработчик обычных клавиш
	glutKeyboardFunc(processNormalKeys);
	// 8. устанавливаем обработчик функциональных клавиш
	glutSpecialFunc(processSpecialKeys);

	glEnable(GL_CULL_FACE);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHT1);
	glEnable(GL_TEXTURE_2D);
	glActiveTexture(GL_TEXTURE0);

	surfaceTex.load(L"textures\\ceram.jpg");

	// вывод строк описывающих OpenGL
	// вывод производителя
	printf("%s\n",glGetString(GL_VENDOR));
	printf("%s\n",glGetString(GL_RENDERER));
//.........这里部分代码省略.........
开发者ID:PaveLiArcH,项目名称:3ds_viewer,代码行数:101,代码来源:main.cpp


示例12: stb_to_texture

        void stb_to_texture(ID3D11Device* device, LPCSTR filename, texture& t)
        {
            bool is_hdr = std::string(filename).find(".hdr") != std::string::npos;
            bool is_jpg = std::string(filename).find(".jpg") != std::string::npos;

            D3D11_TEXTURE2D_DESC tex_desc;
            ZeroMemory(&tex_desc, sizeof(tex_desc));

            D3D11_SUBRESOURCE_DATA subdata;
            ZeroMemory(&subdata, sizeof(subdata));

            int width, height, nc;

            unsigned char* ldr_data = nullptr;
            float* hdr_data = nullptr;

            if (!is_hdr)
            {
                ldr_data = stbi_load(filename, &width, &height, &nc, 4);
                subdata.SysMemPitch = width * 4;
                subdata.pSysMem = ldr_data;

                if (is_jpg)
                    tex_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
                else
                    // TODO: Remap to SRGB later when throwing out D3DX
                    tex_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

                // TODO: Need to create mipmaps
            }
            else
            {
                hdr_data = stbi_loadf(filename, &width, &height, &nc, 4);
                subdata.SysMemPitch = width * 4 * 4;
                subdata.pSysMem = hdr_data;
                tex_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
            }

            if (!ldr_data && !hdr_data)
            {
                tstring error = L"can't load";

                if (stbi_failure_reason())
                    error = to_tstring(std::string(stbi_failure_reason()));

                throw exception(tstring(L"stbi: ") + error);
            }

            tex_desc.Width = width;
            tex_desc.Height = height;
            tex_desc.MipLevels = 1;
            tex_desc.ArraySize = 1;
            tex_desc.SampleDesc.Count = 1;
            tex_desc.SampleDesc.Quality = 0;
            tex_desc.Usage = D3D11_USAGE_DEFAULT;
            tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
            tex_desc.CPUAccessFlags = 0;
            tex_desc.MiscFlags = 0;

            t.create(device, tex_desc, &subdata);

            if (is_hdr)
                stbi_image_free(hdr_data);
            else
                stbi_image_free(ldr_data);
        }
开发者ID:FrostedPenguin,项目名称:dirtchamber,代码行数:66,代码来源:texture_cache.cpp


示例13: save

	void texture::settings::apply(const texture &texture) const
	{
		save_binding_state save(texture);

		texture.pixel_unpack_settings().apply();

		if (compressed_format(m_internal_format))
		{
			int compressed_image_size = m_compressed_image_size;
			if (!compressed_image_size)
			{
				switch (m_internal_format)
				{
				case texture::internal_format::compressed_rgb_s3tc_dxt1:
					compressed_image_size = ((m_width + 2) / 3) * ((m_height + 2) / 3) * 6;
					break;

				case texture::internal_format::compressed_rgba_s3tc_dxt1:
					compressed_image_size = ((m_width + 3) / 4) * ((m_height + 3) / 4) * 8;
					break;

				case texture::internal_format::compressed_rgba_s3tc_dxt3:
				case texture::internal_format::compressed_rgba_s3tc_dxt5:
					compressed_image_size = ((m_width + 3) / 4) * ((m_height + 3) / 4) * 16;
					break;
				}
			}

			__glcheck glCompressedTexImage2D((GLenum)m_parent->get_target(), m_level, (GLint)m_internal_format, m_width, m_height, 0, compressed_image_size, m_pixels);
		}
		else
		{
			__glcheck glTexImage2D((GLenum)m_parent->get_target(), m_level, (GLint)m_internal_format, m_width, m_height, 0, (GLint)m_format, (GLint)m_type, m_pixels);
		}

		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_MAX_LEVEL, m_max_level);

		if (m_pixels)
		{
			__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_GENERATE_MIPMAP, m_generate_mipmap ? GL_TRUE : GL_FALSE);
		}

		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_WRAP_S, (GLint)m_wrap_s);
		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_WRAP_T, (GLint)m_wrap_t);
		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_WRAP_R, (GLint)m_wrap_r);

		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_COMPARE_MODE, (GLint)m_compare_mode);
		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_COMPARE_FUNC, (GLint)m_compare_func);

		__glcheck glTexParameterf((GLenum)m_parent->get_target(), GL_TEXTURE_MIN_LOD, m_max_lod);
		__glcheck glTexParameterf((GLenum)m_parent->get_target(), GL_TEXTURE_MAX_LOD, m_min_lod);
		__glcheck glTexParameterf((GLenum)m_parent->get_target(), GL_TEXTURE_LOD_BIAS, m_lod);

		__glcheck glTexParameterfv((GLenum)m_parent->get_target(), GL_TEXTURE_BORDER_COLOR, m_border_color.rgba);

		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_MIN_FILTER, (GLint)m_min_filter);
		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_MAG_FILTER, (GLint)m_mag_filter);

		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_SWIZZLE_R, (GLint)m_swizzle_r);
		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_SWIZZLE_G, (GLint)m_swizzle_g);
		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_SWIZZLE_B, (GLint)m_swizzle_b);
		__glcheck glTexParameteri((GLenum)m_parent->get_target(), GL_TEXTURE_SWIZZLE_A, (GLint)m_swizzle_a);

		__glcheck glTexParameterf((GLenum)m_parent->get_target(), GL_TEXTURE_MAX_ANISOTROPY_EXT, m_aniso);
	}
开发者ID:KitoHo,项目名称:rpcs3,代码行数:65,代码来源:GLHelpers.cpp


示例14: display

// функция вызывается при перерисовке окна
// в том числе и принудительно, по командам glutPostRedisplay
void display (void)
{
	// отчищаем буфер цвета и буфер глубины
	int rst=glGetError();

	glClearColor(0.78125,0.78125,0.76171875,1.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);

	glDisable(GL_LIGHTING);
	
	// отрисовка осей
	// задание толщины линии
	glLineWidth(0.5);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	glColorPointer(3,GL_FLOAT,sizeof(vertex),&axes[0].color);
	glVertexPointer(3,GL_FLOAT,sizeof(vertex),&axes[0].coordinate);
	glDrawArrays(GL_LINES,0,3*2);
	glDisableClientState(GL_COLOR_ARRAY);
	glDisableClientState(GL_VERTEX_ARRAY);

	glEnable(GL_LIGHTING);

	// режим вывода полигонов (выводим в виде линии)
	glPolygonMode(GL_FRONT_AND_BACK,/*GL_LINE*/GL_FILL);

	// устанавливаем камеру
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	//gluLookAt(0,30,20,0,0,0,0,1,0);
	glMultMatrixd(cam->getOrientation());
	// позиция камеры
	glMultMatrixd(cam->getPosition());

	firstLight.use();
	secondLight.use(GL_LIGHT1);

	planeMaterial.use();
	planeShader.activate();

	glEnable(GL_TEXTURE_2D);
	glClientActiveTexture(GL_TEXTURE0);

	GLint texLoc = glGetUniformLocation(planeShader.getProgramId(), "MyTex");

	glUniform1i(texLoc,0);

	glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );

	glColor3f(0.4f,0.8f,0.4f);
	glNormal3f(0.0,1.0,0.0);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);

	surfaceTex.bind();

	glTexCoordPointer(2,GL_FLOAT,0,surfaceTexCoord);
	glVertexPointer(3,GL_FLOAT,sizeof(vertex),&surface[0].coordinate);
	glDrawElements(GL_TRIANGLES,18*3,GL_UNSIGNED_INT,surfaceIndex);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glDisableClientState(GL_VERTEX_ARRAY);

	glDisable(GL_TEXTURE_2D);

	modelShader.activate();

	for(unsigned int i=0; i<objects.size(); i++)
	{
		objects[i]->render(filterMode); // call to object3ds method for rendering
	}

	shader::disactivate();

	glCullFace(GL_BACK);

	glColor3f(0.2f,0.2f,0.2f);
	glutWireSphere(0.07, 16, 16);
	
	if (isDrawingFps)
	{
		drawFps();
	}

	// смена переднего и заднего буферов
	glutSwapBuffers();
};
开发者ID:PaveLiArcH,项目名称:3ds_viewer,代码行数:90,代码来源:main.cpp



注:本文中的texture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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