另外,GLSL 也提供了一些内置宏。 __LINE__ // 当前源码中的行号 __VERSION__ // 当前glsl版本号, 如: 300 GL_ES // 当前运行环境是否是 OPGL ES, 1 表示是 GL_FRAGMENT_PRECISION_HIGH // 当前系统的片元着色器是否支持高浮点精度, 1表示支持 3 运算符 3.1 基础运算符 ...
__LINE__ // 当前源码中的行号 __VERSION__ // 当前glsl版本号, 如: 300 GL_ES // 当前运行环境是否是 OPGL ES, 1 表示是 GL_FRAGMENT_PRECISION_HIGH // 当前系统的片元着色器是否支持高浮点精度, 1表示支持 3 运算符3.1 基础运算符优先级 (越小越高)运算符说明结合性 1 () 聚组: a * (b ...
glPathParameterfNV(pathObj,GL_PATH_STROKE_WIDTH_NV,6.5);看了这么多觉得这是固定管线和可编程管线...
主要是将png/jpg图片解压成位图,然后进行绑定、加载 -(GLuint)setupTexture:(NSString*)fileName{//将UIImage转换为CGImageRefCGImageRef image=[UIImage imageNamed:fileName].CGImage;if(!image){NSLog(@"failed to load image %@",fileName);exit(1);}//获取图片的宽高size_t width=CGImageGetWidth(im...
(0.0); // 背景的颜色 void main() { float delta = line_width * 0.001; float x = v_texCoord.x; float y = 1.0 - v_texCoord.y; float line_y = smoothstep(0.0, 1.0, x); if (abs(y - line_y) <= delta){ gl_FragColor = vec4(line_color, 1.0); } else{ gl_FragColor = vec...
// delta control the width of the line dist = 0.5*delta - length(e); return dist; } void main(void) { vec2 iResolution = textureSize(iChannel0, 0); vec2 uv = gl_FragCoord.xy / iResolution.xy; vec3 R0,T0,R1,T1; // Background ...
}voidframebuffer_size_callback(GLFWwindow* window,intwidth,intheight){// 每当窗口改变大小,GLFW会调用这个函数并填充相应的参数供你处理glViewport(0,0, width, height); }voidprocessInput(GLFWwindow* window){// 返回这个按键是否正在被按下if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)//是...
tabSizenumberThe width of a tab character4 indentWithTabsboolWhether, when indenting, the spaces should be replaced by tabsfalse lineWrappingboolWhether CodeMirror should wrap for long linestrue autofocusboolCan be used to make CodeMirror focus itself on initializationtrue ...
width / 2.0f, vrect.height / 2.0f)); NotifyViewportChanged(); } Expand All @@ -199,9 +178,12 @@ void Viewport::SnapToBitmapInternal(renderer::TextureFrameBuffer* target) { renderer::GSM.states.scissor.Push(true); renderer::GSM.states.scissor_rect.Push(viewport_rect().rect); ...
pg_fluid = (PGraphics2D) createGraphics(width, height, P2D); }publicvoiddraw(){// update simulationfluid.update();// clear render targetpg_fluid.beginDraw(); pg_fluid.background(0); pg_fluid.endDraw();// render fluid stufffluid.renderFluidTextures(pg_fluid,0);// displayimage(pg_fluid...