本文整理汇总了C++中Batch::GetVS方法的典型用法代码示例。如果您正苦于以下问题:C++ Batch::GetVS方法的具体用法?C++ Batch::GetVS怎么用?C++ Batch::GetVS使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Batch
的用法示例。
在下文中一共展示了Batch::GetVS方法的2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: Init
bool Trans_Mesh::Init(){
XAxis_Color=vec3(1, 0, 0);
YAxis_Color=vec3(0, 1,0);
ZAxis_Color=vec3(0, 0, 1);
Hit_Axis_Color = vec3(1, 1, 1);
HitAxis = vec3(0,0,0);
Vertices.push_back(vec3(1.0f, 0.0f, 0.0f));
const float split=16.0f;
//note: all of these shapes will have to be scaled to correctly in the draw function, but its not something the user will do. that will be done in the draw function below
// first create the cone pointer
uint16_t index=1;
for(float i=0.0f; i<2*Pi; i+=Pi/split){
vec3 p;
p.x=-1.0f;
p.y=sinf(i);
p.z=cosf(i);
Vertices.push_back(p);
}
index=0;
for(float i=0.0f; i<2*Pi; i+=Pi/split){
Indices.push_back(0);
Indices.push_back(index+2);
Indices.push_back(index+1);
index+=1;
}
Indices[Indices.size()-2]=Vertices.size()-1;
Indices.push_back(0);
Indices.push_back(1);
Indices.push_back(Vertices.size()-1);
FormatDesc layers[1] = { FormatDesc(TYPE_VERTEX, FORMAT_FLOAT, 4, 0) };
Batch* b = new Batch();
b->GetVS()->CompileShaderFromMemory(Graphics::Shader_Defines::BV_VS);
b->GetVS()->CreateInputLayout(layers, 1);
b->GetPS()->CompileShaderFromMemory(Graphics::Shader_Defines::BV_PS);
b->NumIndices = Indices.size();
b->StartIndex =0;
b->NumVerts = Vertices.size();
Batches.push_back(b);
index=Vertices.size();
// now create the rod to connect to it
// a long triangle looks the same as a rod
Vertices.push_back(vec3(1.0f, 1.0f, 0.0f));//0
Vertices.push_back(vec3(1.0f, -1.0f, 1.0f));//1
Vertices.push_back(vec3(1.0f, -1.0f, -1.0f));//2
Vertices.push_back(vec3(-1.0f, 1.0f, 0.0f));//3
Vertices.push_back(vec3(-1.0f, -1.0f, 1.0f));//4
Vertices.push_back(vec3(-1.0f, -1.0f, -1.0f));//5
Vertices.push_back(vec3(-1.0f, -1.0f, -1.0f));//extra vert is needed for alignment reasons.. . i guess
Batch* b1 = new Batch();
b1->GetVS()->CompileShaderFromMemory(Graphics::Shader_Defines::BV_VS);
b1->GetVS()->CreateInputLayout(layers, 1);
b1->GetPS()->CompileShaderFromMemory(Graphics::Shader_Defines::BV_PS);
b1->StartIndex =Indices.size();
b1->NumVerts = 6;
Batches.push_back(b1);
Indices.push_back(index+0);
Indices.push_back(index+4);
Indices.push_back(index+3);
Indices.push_back(index+1);
Indices.push_back(index+4);
Indices.push_back(index+0);
Indices.push_back(index+1);
Indices.push_back(index+4);
Indices.push_back(index+2);
Indices.push_back(index+2);
Indices.push_back(index+4);
Indices.push_back(index+5);
Indices.push_back(index+5);
Indices.push_back(index+2);
Indices.push_back(index+3);
Indices.push_back(index+3);
Indices.push_back(index+2);
Indices.push_back(index+0);
b1->NumIndices = Indices.size()-b->NumIndices;
CBuffer0.Create(1, sizeof(mat4) + sizeof(vec4), CONSTANT_BUFFER);
VB[0].Create(Vertices.size(), sizeof(vec3), BufferType::VERTEX_BUFFER, DEFAULT, CPU_NONE, &Vertices[0]);
IB.Create(Indices.size(), sizeof(uint16_t), BufferType::INDEX_BUFFER, DEFAULT, CPU_NONE, &Indices[0]);
return true;
}
示例2: Load_Assimp
//.........这里部分代码省略.........
if(bonein ==-1){// did not find the bone, this is a new one push back
bonein = bonenames.size();// get the index before insertion
bonenames.push_back(bone->mName.data);
}
// there should only be 4 per vertex here because assimp guaranteees it, but if there are more, we are ok
for( unsigned int b = 0; b < bone->mNumWeights; b++){
if( tempverts[bone->mWeights[b].mVertexId+ currentvertex].Weights.x <= 0.f) {
tempverts[bone->mWeights[b].mVertexId+ currentvertex].Bones[0] = static_cast<float>(bonein);
tempverts[bone->mWeights[b].mVertexId+ currentvertex].Weights.x = bone->mWeights[b].mWeight;
} else if( tempverts[bone->mWeights[b].mVertexId+ currentvertex].Weights.y <= 0.f){
tempverts[bone->mWeights[b].mVertexId+ currentvertex].Bones[1] = static_cast<float>(bonein);
tempverts[bone->mWeights[b].mVertexId+ currentvertex].Weights.y = bone->mWeights[b].mWeight;
} else if( tempverts[bone->mWeights[b].mVertexId+ currentvertex].Weights.z <= 0.f){
tempverts[bone->mWeights[b].mVertexId+ currentvertex].Bones[2] = static_cast<float>(bonein);
tempverts[bone->mWeights[b].mVertexId+ currentvertex].Weights.z = bone->mWeights[b].mWeight;
} else if( tempverts[bone->mWeights[b].mVertexId+ currentvertex].Weights.w <= 0.f){
tempverts[bone->mWeights[b].mVertexId+ currentvertex].Bones[3] = static_cast<float>(bonein);
tempverts[bone->mWeights[b].mVertexId+ currentvertex].Weights.w = bone->mWeights[b].mWeight;
}
}
}
for (unsigned int x = 0; x < mesh->mNumVertices;++x){
Vertices[x + currentvertex] = tempverts[x + currentvertex].Pos = *reinterpret_cast<vec3*>(&mesh->mVertices[x]);
tempverts[x + currentvertex].Tex = *reinterpret_cast<vec2*>(&mesh->mTextureCoords[0][x]);
tempverts[x + currentvertex].Norm = *reinterpret_cast<vec3*>(&mesh->mNormals[x]);
tempverts[x + currentvertex].Tang = *reinterpret_cast<vec3*>(&mesh->mTangents[x]);
}
// check whether we can use 16 bit indices for our format... the ASSIMPOBLARBLA uses 32 bit indices for all theirs..
if (IB.Stride == 4){
uint32_t* pbData = reinterpret_cast<uint32_t*>(&Indices[currentindex]);
for (unsigned int x = 0; x < mesh->mNumFaces;++x){
for (unsigned int a = 0; a < 3 ;++a) {
*pbData++ = static_cast<uint32_t>(mesh->mFaces[x].mIndices[a]+ currentvertex);
}
}
} else {
uint16_t* pbData = reinterpret_cast<uint16_t*>(&Indices[currentindex]);
for (unsigned int x = 0; x < mesh->mNumFaces;++x){
for (unsigned int a = 0; a < 3 ;++a) {
*pbData++ = static_cast<uint16_t>(mesh->mFaces[x].mIndices[a]+ currentvertex);
}
}
}
//load the textures
std::string pathtomodel(GetPath(file));
Batch *batch = new Batch();
LoadMaterials(mesh, load->mMaterials, batch, pathtomodel, Asset_Dir);
batch->NumIndices=mesh->mNumFaces*3;
batch->StartIndex = static_cast<uint32_t>(currentindex);
batch->NumVerts= mesh->mNumVertices;
// make sure to increment the ref count for thesse so they are properly destroyed
currentvertex+=mesh->mNumVertices;
currentindex+=mesh->mNumFaces*3;
//For now, there will be a new shader for each material. I will create a shader cache where the graphics lib will cache the shaders and issue out already created shaders like it does with textures.
Graphics::Shader_Macro macro1[] = {
{"NORMALMAP", "1" },
{"MATRIX_PALETTE_SIZE_DEFAULT", "60" },
{NULL, NULL}
};
Graphics::Shader_Macro macro0[] = {
{"NORMALMAP", "0" },
{"MATRIX_PALETTE_SIZE_DEFAULT", "60" },
{NULL, NULL}
};
Graphics::Shader_Macro* ptr = nullptr;
if(batch->Has_NormalMap()) ptr = macro1;
else ptr = macro0;
batch->GetVS()->CompileShaderFromFile("Animated_Mesh.fx", "VS", "vs_4_0", ptr);
FormatDesc lay[] = {
FormatDesc(),
FormatDesc(TYPE_TEXCOORD, FORMAT_FLOAT, 2),
FormatDesc(TYPE_NORMAL, FORMAT_FLOAT, 3),
FormatDesc(TYPE_TANGENT, FORMAT_FLOAT, 3),
FormatDesc(TYPE_BONE, FORMAT_FLOAT, 4),
FormatDesc(TYPE_WEIGHT, FORMAT_FLOAT, 4)
};
batch->GetVS()->CreateInputLayout(lay, sizeof(lay)/sizeof(FormatDesc));
batch->GetPS()->CompileShaderFromFile("Animated_Mesh.fx", "PS", "ps_4_0", ptr);
Batches.push_back(batch);
}
Animatior.Init(load);
aiReleaseImport(load);// free the resrouces
if(currentvertex==0) {// this could happen, if so GET OUTOF HERE
OUTPUT_DEBUG_MSG("Problem loading the mesh, there were no vertices loaded. Failed to load the mesh");
return false;
}
VB[0].Create(currentvertex, sizeof(Vertex_Types::Pos_Tex_Norm_Tang_Bone_Weight), VERTEX_BUFFER, IMMUTABLE, CPU_NONE, &tempverts[0] );
IB.Create(currentindex, IB.Stride, INDEX_BUFFER, IMMUTABLE, CPU_NONE, &Indices[0]); // create index buffer!
OUTPUT_DEBUG_MSG("Finished Loading the Mesh");
Name=FileName =file;
return true;
}