本文整理汇总了C++中MYGUI_PLATFORM_ASSERT函数的典型用法代码示例。如果您正苦于以下问题:C++ MYGUI_PLATFORM_ASSERT函数的具体用法?C++ MYGUI_PLATFORM_ASSERT怎么用?C++ MYGUI_PLATFORM_ASSERT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MYGUI_PLATFORM_ASSERT函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: destroy
void DirectX11Texture::createManual(int _width, int _height, TextureUsage _usage, PixelFormat _format)
{
destroy();
D3D11_TEXTURE2D_DESC desc;
desc.ArraySize = 1;
desc.Width = mWidth = _width;
desc.Height = mHeight = _height;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Usage = D3D11_USAGE_DEFAULT;
if (_usage == TextureUsage::RenderTarget)
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
else
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT hr = mManager->mpD3DDevice->CreateTexture2D(&desc, 0, &mTexture);
MYGUI_PLATFORM_ASSERT(hr == S_OK, "Create Texture failed!");
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.MostDetailedMip = 0;
hr = mManager->mpD3DDevice->CreateShaderResourceView(mTexture, &srvDesc, &mResourceView);
MYGUI_PLATFORM_ASSERT(hr == S_OK, "Create Shader ResourceView failed!");
}
示例2: MYGUI_PLATFORM_ASSERT
Vertex* OpenGLESVertexBuffer::lock()
{
MYGUI_PLATFORM_ASSERT(mBufferID, "Vertex buffer in not created");
// Use glMapBuffer
//glBindBufferARB(GL_ARRAY_BUFFER_ARB, mBufferID);
glBindBuffer(GL_ARRAY_BUFFER, mBufferID);
//CHECK_GL_ERROR_DEBUG();
GLenum __error = glGetError();
if(__error)
{
MYGUI_PLATFORM_LOG(Info, "OpenGL error " << __error << " in " << __FILE__<< " " << __FUNCTION__<< " "<< __LINE__);
}
assert(__error==0);
// Discard the buffer
//glBufferDataARB(GL_ARRAY_BUFFER_ARB, mSizeInBytes, 0, GL_STREAM_DRAW_ARB);
glBufferData(GL_ARRAY_BUFFER, mSizeInBytes, 0, GL_STREAM_DRAW);
CHECK_GL_ERROR_DEBUG();
Vertex* pBuffer = (Vertex*)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
CHECK_GL_ERROR_DEBUG();
MYGUI_PLATFORM_ASSERT(pBuffer, "Error lock vertex buffer");
glBindBuffer(GL_ARRAY_BUFFER, 0);
CHECK_GL_ERROR_DEBUG();
return pBuffer;
}
示例3: MYGUI_PLATFORM_ASSERT
void OpenGLVertexBuffer::unlock()
{
MYGUI_PLATFORM_ASSERT(mBufferID, "Vertex buffer in not created");
glBindBuffer(GL_ARRAY_BUFFER, mBufferID);
GLboolean result = glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
MYGUI_PLATFORM_ASSERT(result, "Error unlock vertex buffer");
}
示例4: MYGUI_PLATFORM_ASSERT
void Cocos2dRenderManager::initialise()
{
CCDirector *pDirector = CCDirector::sharedDirector();
MYGUI_PLATFORM_ASSERT(!mIsInitialise, getClassTypeName() << " initialised twice");
MYGUI_PLATFORM_LOG(Info, "* Initialise: " << getClassTypeName());
CCSize s = pDirector->getWinSizeInPixels();
this->setPosition(0, 0);
this->setContentSize(s);
setViewSize(int(s.width), int(s.height));
// 绑定到cocos2d节点
pDirector->setNotificationNode(this);
mInfo.pixWidth = s.width;
mInfo.pixHeight = s.height;
mVertexFormat = VertexColourType::ColourABGR;
mUpdate = true;
kmMat4 tmp;
kmGLGetMatrix(KM_GL_PROJECTION, &tmp);
kmMat4Inverse(&mMatrix, &tmp);
MYGUI_PLATFORM_LOG(Info, getClassTypeName() << " successfully initialized");
mIsInitialise = true;
CCNotificationCenter::sharedNotificationCenter()->addObserver(this,
callfuncO_selector(Cocos2dRenderManager::listenForeToBackground),
EVENT_COME_TO_BACKGROUND,
NULL);
pDirector->getScheduler()->scheduleUpdateForTarget(this, kCCPriorityNonSystemMin, false);
}
示例5: MYGUI_PLATFORM_ASSERT
void DirectXRenderManager::initialise(IDirect3DDevice9* _device)
{
MYGUI_PLATFORM_ASSERT(!mIsInitialise, getClassTypeName() << " initialised twice");
MYGUI_PLATFORM_LOG(Info, "* Initialise: " << getClassTypeName());
mpD3DDevice = _device;
mVertexFormat = VertexColourType::ColourARGB;
memset(&mInfo, 0, sizeof(mInfo));
if (mpD3DDevice != nullptr)
{
D3DVIEWPORT9 vp;
mpD3DDevice->GetViewport(&vp);
setViewSize(vp.Width, vp.Height);
}
mUpdate = false;
if (mpD3DDevice != nullptr)
{
D3DCAPS9 caps;
mpD3DDevice->GetDeviceCaps(&caps);
if (caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY)
{
MYGUI_PLATFORM_LOG(Warning, "Non-squared textures not supported.");
}
}
MYGUI_PLATFORM_LOG(Info, getClassTypeName() << " successfully initialized");
mIsInitialise = true;
}
示例6: mOldDepthStencil
DirectX11RTTexture::DirectX11RTTexture( DirectX11Texture* _texture, DirectX11RenderManager* _manager ) :
mOldDepthStencil(nullptr),
mOldRenderTarget(nullptr),
mTexture(_texture),
mManager(_manager),
mRenderTarget(nullptr)
{
int width = mTexture->getWidth();
int height = mTexture->getHeight();
mRenderTargetInfo.maximumDepth = 0.0f;
mRenderTargetInfo.hOffset = 0.0f;
mRenderTargetInfo.vOffset = 0.0f;
mRenderTargetInfo.aspectCoef = float(height) / float(width);
mRenderTargetInfo.pixScaleX = 1.0f / float(width);
mRenderTargetInfo.pixScaleY = 1.0f / float(height);
D3D11_RENDER_TARGET_VIEW_DESC desc;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = 0;
HRESULT hr = mManager->mpD3DDevice->CreateRenderTargetView(mTexture->mTexture, 0, &mRenderTarget);
MYGUI_PLATFORM_ASSERT(hr == S_OK, "Create Render Target View failed!");
}
示例7: glBindTexture
void OpenGLTexture::unlock()
{
if (!mLock && mBuffer)
{
delete mBuffer;
mBuffer = 0;
glBindTexture(GL_TEXTURE_2D, 0);
return;
}
MYGUI_PLATFORM_ASSERT(mLock, "Texture is not locked");
// release the mapped buffer
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
// copy pixels from PBO to texture object
// Use offset instead of ponter.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mWidth, mHeight, mPixelFormat, GL_UNSIGNED_BYTE, 0);
// it is good idea to release PBOs with ID 0 after use.
// Once bound with 0, all pixel operations are back to normal ways.
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glBindTexture(GL_TEXTURE_2D, 0);
mBuffer = 0;
mLock = false;
}
示例8: initialise
void initialise(Ogre::RenderWindow* _window, Ogre::SceneManager* _scene)
{
MYGUI_PLATFORM_ASSERT(!mIsInitialise, getClassTypeName() << " initialised twice");
MYGUI_PLATFORM_LOG(Info, "* Initialise: " << getClassTypeName());
mColorBlendMode.blendType = Ogre::LBT_COLOUR;
mColorBlendMode.source1 = Ogre::LBS_TEXTURE;
mColorBlendMode.source2 = Ogre::LBS_DIFFUSE;
mColorBlendMode.operation = Ogre::LBX_MODULATE;
mAlphaBlendMode.blendType = Ogre::LBT_ALPHA;
mAlphaBlendMode.source1 = Ogre::LBS_TEXTURE;
mAlphaBlendMode.source2 = Ogre::LBS_DIFFUSE;
mAlphaBlendMode.operation = Ogre::LBX_MODULATE;
mTextureAddressMode.u = Ogre::TextureUnitState::TAM_CLAMP;
mTextureAddressMode.v = Ogre::TextureUnitState::TAM_CLAMP;
mTextureAddressMode.w = Ogre::TextureUnitState::TAM_CLAMP;
mSceneManager = nullptr;
mWindow = nullptr;
mUpdate = false;
mRenderSystem = nullptr;
mActiveViewport = 0;
Ogre::Root* root = Ogre::Root::getSingletonPtr();
if (root != nullptr)
setRenderSystem(root->getRenderSystem());
setRenderWindow(_window);
setSceneManager(_scene);
MYGUI_PLATFORM_LOG(Info, getClassTypeName() << " successfully initialized");
mIsInitialise = true;
}
示例9: MYGUI_PLATFORM_ASSERT
void DirectX11DataManager::initialise()
{
MYGUI_PLATFORM_ASSERT(!mIsInitialise, getClassTypeName() << " initialised twice");
MYGUI_PLATFORM_LOG(Info, "* Initialise: " << getClassTypeName());
MYGUI_PLATFORM_LOG(Info, getClassTypeName() << " successfully initialized");
mIsInitialise = true;
}
示例10: initialise
void initialise(Ogre::RenderWindow* _window, Ogre::SceneManager* _scene)
{
MYGUI_PLATFORM_ASSERT(!mIsInitialise, getClassTypeName() << " initialised twice");
MYGUI_PLATFORM_LOG(Info, "* Initialise: " << getClassTypeName());
mColorBlendMode.blendType = Ogre::LBT_COLOUR;
mColorBlendMode.source1 = Ogre::LBS_TEXTURE;
mColorBlendMode.source2 = Ogre::LBS_DIFFUSE;
mColorBlendMode.operation = Ogre::LBX_MODULATE;
mAlphaBlendMode.blendType = Ogre::LBT_ALPHA;
mAlphaBlendMode.source1 = Ogre::LBS_TEXTURE;
mAlphaBlendMode.source2 = Ogre::LBS_DIFFUSE;
mAlphaBlendMode.operation = Ogre::LBX_MODULATE;
mTextureAddressMode.u = Ogre::TextureUnitState::TAM_CLAMP;
mTextureAddressMode.v = Ogre::TextureUnitState::TAM_CLAMP;
mTextureAddressMode.w = Ogre::TextureUnitState::TAM_CLAMP;
mSceneManager = nullptr;
mWindow = nullptr;
mUpdate = false;
mRenderSystem = nullptr;
mActiveViewport = 0;
Ogre::Root* root = Ogre::Root::getSingletonPtr();
if (root != nullptr)
setRenderSystem(root->getRenderSystem());
setRenderWindow(_window);
setSceneManager(_scene);
// ADDED
sh::MaterialInstance* mat = sh::Factory::getInstance().getMaterialInstance("MyGUI/NoTexture");
sh::Factory::getInstance()._ensureMaterial("MyGUI/NoTexture", "Default");
mVertexProgramNoTexture = static_cast<sh::OgreMaterial*>(mat->getMaterial())->getOgreTechniqueForConfiguration("Default")->getPass(0)
->getVertexProgram()->_getBindingDelegate();
mat = sh::Factory::getInstance().getMaterialInstance("MyGUI/OneTexture");
sh::Factory::getInstance()._ensureMaterial("MyGUI/OneTexture", "Default");
mVertexProgramOneTexture = static_cast<sh::OgreMaterial*>(mat->getMaterial())->getOgreTechniqueForConfiguration("Default")->getPass(0)
->getVertexProgram()->_getBindingDelegate();
mat = sh::Factory::getInstance().getMaterialInstance("MyGUI/NoTexture");
sh::Factory::getInstance()._ensureMaterial("MyGUI/NoTexture", "Default");
mFragmentProgramNoTexture = static_cast<sh::OgreMaterial*>(mat->getMaterial())->getOgreTechniqueForConfiguration("Default")->getPass(0)
->getFragmentProgram()->_getBindingDelegate();
mat = sh::Factory::getInstance().getMaterialInstance("MyGUI/OneTexture");
sh::Factory::getInstance()._ensureMaterial("MyGUI/OneTexture", "Default");
mFragmentProgramOneTexture = static_cast<sh::OgreMaterial*>(mat->getMaterial())->getOgreTechniqueForConfiguration("Default")->getPass(0)
->getFragmentProgram()->_getBindingDelegate();
MYGUI_PLATFORM_LOG(Info, getClassTypeName() << " successfully initialized");
mIsInitialise = true;
}
示例11: createTexture
ITexture* createTexture(const std::string& _name)
{
MapTexture::const_iterator item = mTextures.find(_name);
MYGUI_PLATFORM_ASSERT(item == mTextures.end(), "Texture '" << _name << "' already exist");
OgreTexture* texture = new OgreTexture(_name, OgreDataManager::getInstance().getGroup());
mTextures[_name] = texture;
return texture;
}
示例12: MYGUI_PLATFORM_ASSERT
ITexture* OpenGLRenderManager::createTexture(const std::string& _name)
{
MapTexture::const_iterator item = mTextures.find(_name);
MYGUI_PLATFORM_ASSERT(item == mTextures.end(), "Texture '" << _name << "' already exist");
OpenGLTexture* texture = new OpenGLTexture(_name, mImageLoader);
mTextures[_name] = texture;
return texture;
}
示例13: destroyTexture
void destroyTexture(ITexture* _texture)
{
if (_texture == nullptr) return;
MapTexture::iterator item = mTextures.find(_texture->getName());
MYGUI_PLATFORM_ASSERT(item != mTextures.end(), "Texture '" << _texture->getName() << "' not found");
mTextures.erase(item);
delete _texture;
}
示例14: sizeof
bool DirectX11VertexBuffer::create()
{
D3D11_BUFFER_DESC desc;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
desc.ByteWidth = sizeof(Vertex) * (mNeedVertexCount);
desc.Usage = D3D11_USAGE_DYNAMIC;
HRESULT hr = mManager->mpD3DDevice->CreateBuffer(&desc, 0, &mBuffer);
MYGUI_PLATFORM_ASSERT(hr == S_OK, "Create Buffer failed!");
return hr == S_OK ? true : false;
}
示例15: MYGUI_PLATFORM_ASSERT
void* OpenGLTexture::lock(TextureUsage _access)
{
MYGUI_PLATFORM_ASSERT(mTextureID, "Texture is not created");
if (_access == TextureUsage::Read)
{
glBindTexture(GL_TEXTURE_2D, mTextureID);
mBuffer = new unsigned char[mDataSize];
glGetTexImage(GL_TEXTURE_2D, 0, mPixelFormat, GL_UNSIGNED_BYTE, mBuffer);
mLock = false;
return mBuffer;
}
// bind the texture
glBindTexture(GL_TEXTURE_2D, mTextureID);
if (!OpenGLRenderManager::getInstance().isPixelBufferObjectSupported())
{
//Fallback if PBO's are not supported
mBuffer = new unsigned char[mDataSize];
}
else
{
// bind the PBO
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, mPboID);
// Note that glMapBufferARB() causes sync issue.
// If GPU is working with this buffer, glMapBufferARB() will wait(stall)
// until GPU to finish its job. To avoid waiting (idle), you can call
// first glBufferDataARB() with NULL pointer before glMapBufferARB().
// If you do that, the previous data in PBO will be discarded and
// glMapBufferARB() returns a new allocated pointer immediately
// even if GPU is still working with the previous data.
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, mDataSize, 0, mUsage);
// map the buffer object into client's memory
mBuffer = (GLubyte*)glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, mAccess);
if (!mBuffer)
{
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glBindTexture(GL_TEXTURE_2D, 0);
MYGUI_PLATFORM_EXCEPT("Error texture lock");
}
}
mLock = true;
return mBuffer;
}