本文整理汇总了C++中VertexLayout类的典型用法代码示例。如果您正苦于以下问题:C++ VertexLayout类的具体用法?C++ VertexLayout怎么用?C++ VertexLayout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VertexLayout类的10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: LOG
//----------------------------------------------------------------------
bool FontManager::Initialise(const glm::ivec2& screenResolution)
{
this->screenResolution = screenResolution;
if (!effect.Load("assets\\effects\\fonteffect.glsl", "RenderFont"))
{
LOG("did not load font rendering effect\n");
return false;
}
// Since the screen resolution does not change at runtime, set this now...
effect.ScreenSize->Set(glm::vec2(screenResolution));
effect.GlyphTexture->Set(GlyphTextureSlot);
sampler = boost::make_shared<Sampler2D>();
sampler->SetMagFilter(GL_LINEAR);
sampler->SetMinFilter(GL_LINEAR);
sampler->SetWrapS(GL_CLAMP_TO_EDGE);
sampler->SetWrapT(GL_CLAMP_TO_EDGE);
VertexLayout vertexLayout;
vertexLayout.AddAttribute(vertexAttribute);
// Initialise vertex buffers for dynamic update...
for (size_t i = 0; i < bufferCount; ++i)
{
boost::shared_ptr<VertexBuffer> vertexBuffer(new VertexBuffer());
vertexBuffer->Initialise(vertexLayout, VerticesInBuffer, GL_DYNAMIC_DRAW);
geometry[i].Initialise(vertexBuffer);
}
return true;
}
开发者ID:geoff-wode,项目名称:bfm,代码行数:33,代码来源:font.cpp
示例2: getParticleQuad
//////////////////////////////////////////////////////////////////////////
/// Particle Quad
gfx::ModelMesh* ContentManager::getParticleQuad()
{
if (m_ParticleQuad == nullptr)
{
using namespace gfx;
VertexLayout layout;
layout.addElement(VertexElement(eShaderAttribute_Position, eShaderAttributeType_Float, eShaderAttributeTypeComponents_3, 0));
he::ObjectList<VertexPos> vertices(4);
vertices.add(VertexPos(vec3(-1, 1, 0.0f)));
vertices.add(VertexPos(vec3(1, 1, 0.0f)));
vertices.add(VertexPos(vec3(-1, -1, 0.0f)));
vertices.add(VertexPos(vec3(1, -1, 0.0f)));
he::PrimitiveList<uint16> indices(6);
indices.add(1); indices.add(0); indices.add(2);
indices.add(1); indices.add(2); indices.add(3);
ObjectHandle handle(ResourceFactory<ModelMesh>::getInstance()->create());
m_ParticleQuad = ResourceFactory<ModelMesh>::getInstance()->get(handle);
m_ParticleQuad->setName(he::String("Particle quad"));
m_ParticleQuad->init(layout, gfx::MeshDrawMode_Triangles);
m_ParticleQuad->setVertices(&vertices[0], 4, gfx::MeshUsage_Static, false);
m_ParticleQuad->setIndices(&indices[0], 6, gfx::IndexStride_UShort, gfx::MeshUsage_Static);
m_ParticleQuad->setLoaded(eLoadResult_Success);
}
m_ParticleQuad->instantiate();
return m_ParticleQuad;
}
开发者ID:EvilInteractive,项目名称:happy-engine,代码行数:33,代码来源:ContentManager.cpp
示例3: GetVertexLayout
static VertexLayout GetVertexLayout( PC_Vertexes& vertexes )
{
VertexLayout layout;
layout.push_back( VertexAttributeProperties( "inPosition", 3, GL_FLOAT, false, sizeof( Vertex3D_PC ), (int) &vertexes[0].position ) );
layout.push_back( VertexAttributeProperties( "inColor", 4, GL_UNSIGNED_BYTE, true, sizeof( Vertex3D_PC ), (int) &vertexes[0].color ) );
return layout;
}
开发者ID:tbgeorge,项目名称:putty_engine,代码行数:9,代码来源:Vertex3D.hpp
示例4: sizeof
VertexLayout VertexLayout::GetDefaultTerrainVertexLayout()
{
const int structSize = sizeof(VertexDataTerrain);
VertexLayout layout;
layout.AddEntry("position", 0, 3, Float, false, structSize, (const void*)(offsetof(VertexDataTerrain, Position)));
layout.AddEntry("uv", 1, 2, Float, false, structSize, (const void*)(offsetof(VertexDataTerrain, UV)));
return layout;
}
开发者ID:dazzlex27,项目名称:S3DGE,代码行数:10,代码来源:VertexLayout.cpp
示例5: initialize
void Vao::initialize(RenderState& rs, ShaderProgram& _program, const VertexOffsets& _vertexOffsets,
VertexLayout& _layout, GLuint _vertexBuffer, GLuint _indexBuffer) {
m_glVAOs.resize(_vertexOffsets.size());
GL::genVertexArrays(m_glVAOs.size(), m_glVAOs.data());
fastmap<std::string, GLuint> locations;
// FIXME (use a bindAttrib instead of getLocation) to make those locations shader independent
for (auto& attrib : _layout.getAttribs()) {
GLint location = _program.getAttribLocation(attrib.name);
locations[attrib.name] = location;
}
rs.vertexBuffer(_vertexBuffer);
int vertexOffset = 0;
for (size_t i = 0; i < _vertexOffsets.size(); ++i) {
auto vertexIndexOffset = _vertexOffsets[i];
int nVerts = vertexIndexOffset.second;
GL::bindVertexArray(m_glVAOs[i]);
// ELEMENT_ARRAY_BUFFER must be bound after bindVertexArray to be used by VAO
if (_indexBuffer != 0) {
rs.indexBufferUnset(_indexBuffer);
rs.indexBuffer(_indexBuffer);
}
// Enable vertex layout on the specified locations
_layout.enable(locations, vertexOffset * _layout.getStride());
vertexOffset += nVerts;
}
GL::bindVertexArray(0);
rs.vertexBuffer(0);
rs.indexBuffer(0);
}
开发者ID:enterstudio,项目名称:tangram-es,代码行数:40,代码来源:vao.cpp
示例6:
bool D3DVertexBuffer::create(const VertexLayout& layout, int length, int usage)
{
mStride = layout.getStride();
D3D11_BUFFER_DESC desc = {0};
desc.ByteWidth = mStride * length;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = mDevice.getDevice().CreateBuffer(&desc, NULL, &mpBuffer);
if ( FAILED(hr) )
return false;
return true;
}
开发者ID:crafter2d,项目名称:crafter2d,代码行数:18,代码来源:d3dvertexbuffer.cpp
示例7: init
void Vao::init(GLuint _vertexBuffer, GLuint _indexBuffer,
VertexLayout& _layout,
const std::unordered_map<std::string, GLuint>&
_locations)
{
generate();
// Bind the vertex array for initialization
bind();
// Bind the vertex and index buffer
if (_vertexBuffer) {
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer));
}
if (_indexBuffer) {
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer));
}
_layout.enable(_locations);
// Make sure VAO is not modified outside
unbind();
}
开发者ID:ForeverDavid,项目名称:oglw,代码行数:24,代码来源:vao.cpp
示例8: OnAttach
bool Impl_SkyBox::OnAttach()
{
m_pRD = m_pManager->alloc_object<RenderData>();
VertexLayout layout;
layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT);
float size = 1.0f;
int nVerts = 36;
math::Vector3 verts[] =
{
math::Vector3(-size, size, -size),
math::Vector3(size, -size, -size),
math::Vector3(size, size, -size),
math::Vector3(-size, size, -size),
math::Vector3(-size, -size, -size),
math::Vector3(size, -size, -size),
math::Vector3(-size, size, size),
math::Vector3(size, size, size),
math::Vector3(size, -size, size),
math::Vector3(-size, size, size),
math::Vector3(size, -size, size),
math::Vector3(-size, -size, size),
math::Vector3(-size, size, size),
math::Vector3(size, size, -size),
math::Vector3(size, size, size),
math::Vector3(-size, size, size),
math::Vector3(-size, size, -size),
math::Vector3(size, size, -size),
math::Vector3(-size, -size, size),
math::Vector3(size, -size, size),
math::Vector3(size, -size, -size),
math::Vector3(-size, -size, size),
math::Vector3(size, -size, -size),
math::Vector3(-size, -size, -size),
math::Vector3(-size, size, size),
math::Vector3(-size, -size, -size),
math::Vector3(-size, size, -size),
math::Vector3(-size, size, size),
math::Vector3(-size, -size, size),
math::Vector3(-size, -size, -size),
math::Vector3(size, size, size),
math::Vector3(size, size, -size),
math::Vector3(size, -size, -size),
math::Vector3(size, size, size),
math::Vector3(size, -size, -size),
math::Vector3(size, -size, size),
};
m_pRD->geometry = m_pManager->GetRenderManager()->CreateGeometryData();
m_pRD->geometry->BeginGeometry(PT_TRIANGLE_LIST);
{
m_pRD->geometry->AllocVertexBuffer(sizeof(math::Vector3) * 36, verts, false, layout);
}
m_pRD->geometry->EndGeometry();
m_pRD->base_vertex = 0;
m_pRD->index_count = 0;
m_pRD->start_index = 0;
m_pRD->vertex_count = 36;
m_pRD->world_matrix.MakeIdentity();
m_pRD->material = m_pManager->GetRenderManager()->CreateMaterialFromFile("./assets/standard/material/skybox.material");
m_hFrustumCull = m_pManager->AddEventHandler(EV_FRUSTUM_CULL, boost::bind(&Impl_SkyBox::on_event_frustum_cull, this, _1));
m_pTex = m_pManager->GetRenderManager()->CreateTextureFromFile("./assets/standard/texture/001.dds");
MaterialParameterPtr pParam = m_pRD->material->GetParameterByName("sky_map");
pParam->SetParameterTexture(m_pTex);
m_pWorldPos = m_pRD->material->GetParameterByName("world_pos");
return true;
}
开发者ID:johndragon,项目名称:ld3d,代码行数:95,代码来源:Impl_SkyBox.cpp
示例9: HE_ASSERT
void SkyBox::load( const he::String& asset )
{
HE_ASSERT(m_Drawable == nullptr, "Skybox is loaded twice!");
m_Drawable = HENew(Drawable)();
m_Drawable->setLocalScale(vec3(1000000000)); // bounds must be huge
//////////////////////////////////////////////////////////////////////////
/// Load Model
//////////////////////////////////////////////////////////////////////////
ModelMesh* const cube(
ResourceFactory<gfx::ModelMesh>::getInstance()->get(ResourceFactory<gfx::ModelMesh>::getInstance()->create()));
cube->setName(he::String("skybox-") + asset);
he::PrimitiveList<vec3> vertices(8);
vertices.add(vec3(-1, 1, -1));
vertices.add(vec3( 1, 1, -1));
vertices.add(vec3(-1, -1, -1));
vertices.add(vec3( 1, -1, -1));
vertices.add(vec3(-1, 1, 1));
vertices.add(vec3( 1, 1, 1));
vertices.add(vec3(-1, -1, 1));
vertices.add(vec3( 1, -1, 1));
he::PrimitiveList<uint16> indices(36);
indices.add(0); indices.add(1); indices.add(2); //front
indices.add(1); indices.add(3); indices.add(2);
indices.add(5); indices.add(4); indices.add(7); //back
indices.add(4); indices.add(6); indices.add(7);
indices.add(4); indices.add(0); indices.add(6); //left
indices.add(0); indices.add(2); indices.add(6);
indices.add(1); indices.add(5); indices.add(3); //right
indices.add(5); indices.add(7); indices.add(3);
indices.add(4); indices.add(5); indices.add(0); //top
indices.add(5); indices.add(1); indices.add(0);
indices.add(3); indices.add(7); indices.add(2); //bottom
indices.add(7); indices.add(6); indices.add(2);
VertexLayout layout;
layout.addElement(VertexElement(eShaderAttribute_Position, eShaderAttributeType_Float, eShaderAttributeTypeComponents_3, 0));
cube->init(layout, MeshDrawMode_Triangles);
cube->setVertices(&vertices[0], static_cast<uint32>(vertices.size()), MeshUsage_Static, false);
cube->setIndices(&indices[0], static_cast<uint32>(indices.size()), IndexStride_UShort, MeshUsage_Static);
cube->setLoaded(eLoadResult_Success);
m_Drawable->setModelMesh(cube);
cube->release();
Material* const material(CONTENT->loadMaterial("engine/sky.material"));
m_Drawable->setMaterial(material);
material->release();
const int8 cubeMap(m_Drawable->getMaterial()->findParameter(HEFS::strcubeMap));
if (cubeMap >= 0)
{
const TextureCube* cube(CONTENT->asyncLoadTextureCube(asset));
m_Drawable->getMaterial()->getParameter(cubeMap).setTextureCube(cube);
cube->release();
}
}
开发者ID:EvilInteractive,项目名称:happy-engine,代码行数:62,代码来源:SkyBox.cpp
示例10:
VertexLayout::VertexLayout(const VertexLayout& layout)
{
for (auto item : layout.GetAttributes())
_attributes.emplace_back(item);
}
开发者ID:dazzlex27,项目名称:S3DGE,代码行数:5,代码来源:VertexLayout.cpp
注:本文中的VertexLayout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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