Ejemplo n.º 1
0
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void MeshEffectGenerator::updateForShaderBasedRendering(cvf::Effect* effect) const
{
    cvf::ShaderProgramGenerator spGen("Mesh", cvf::ShaderSourceProvider::instance());
    spGen.addVertexCode(cvf::ShaderSourceRepository::vs_Standard);
    spGen.addFragmentCode(cvf::ShaderSourceRepository::src_Color);
    spGen.addFragmentCode(cvf::ShaderSourceRepository::fs_Unlit);

    cvf::ref<cvf::ShaderProgram> shaderProg = spGen.generate();

    cvf::ref<cvf::Effect> eff = effect;
    eff->setShaderProgram(shaderProg.p());
    eff->setUniform(new cvf::UniformFloat("u_color", cvf::Color4f(m_color, 1.0)));

}
Ejemplo n.º 2
0
//--------------------------------------------------------------------------------------------------
/// 
//--------------------------------------------------------------------------------------------------
bool OverlayItems::onInitialize()
{
    PartCompoundGenerator gen;
    gen.setPartDistribution(Vec3i(5, 5, 5));
    gen.setNumEffects(8);
    gen.useRandomEffectAssignment(false);
    gen.setExtent(Vec3f(3,3,3));
    gen.setOrigin(Vec3f(-1.5f, -1.5f, -1.5f));

    Collection<Part> parts;
    gen.generateSpheres(20, 20, &parts);

    m_model = new ModelBasicList;

    cvf::ShaderSourceProvider::instance();

    ShaderProgramGenerator spGen("SimpleHeadlight", cvf::ShaderSourceProvider::instance());
    spGen.configureStandardHeadlightColor();
    m_shaderProg  = spGen.generate();

    m_useShaders = false;

    size_t i;
    for (i = 0; i < parts.size(); i++)
    {
        Part* part = parts[i].p();
        ref<Effect> eff = part->effect();

        eff->setShaderProgram(m_useShaders ? m_shaderProg.p() : NULL);

        m_model->addPart(parts[i].p());
    }

    m_model->updateBoundingBoxesRecursive();

    m_renderSequence->firstRendering()->scene()->addModel(m_model.p());

    //addOverlayItemsVariousTypes();
    addOverlayItemsTestLayout();

    BoundingBox bb = m_model->boundingBox();
    if (bb.isValid())
    {
        m_camera->fitView(bb, Vec3d::Y_AXIS, Vec3d::Z_AXIS);
    }

    return true;
}