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C++ CL_GraphicContext::draw_primitives方法代码示例

本文整理汇总了C++中CL_GraphicContext::draw_primitives方法的典型用法代码示例。如果您正苦于以下问题:C++ CL_GraphicContext::draw_primitives方法的具体用法?C++ CL_GraphicContext::draw_primitives怎么用?C++ CL_GraphicContext::draw_primitives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CL_GraphicContext的用法示例。


在下文中一共展示了CL_GraphicContext::draw_primitives方法的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: prim_array

void CL_RenderBatch3D::flush(CL_GraphicContext &gc)
{
	if (position > 0)
	{
		gc.set_modelview(CL_Mat4f::identity());
		gc.set_program_object(cl_program_sprite);

		if (use_glyph_program)
		{
			CL_BlendMode old_blend_mode = gc.get_blend_mode();
			CL_BlendMode blend_mode;
			blend_mode.set_blend_color(constant_color);
			blend_mode.set_blend_function(cl_blend_constant_color, cl_blend_one_minus_src_color, cl_blend_zero, cl_blend_one);
			gc.set_blend_mode(blend_mode);

			for (int i = 0; i < num_current_textures; i++)
				gc.set_texture(i, current_textures[i]);
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(0, &vertices[0].position, sizeof(SpriteVertex));
			prim_array.set_attributes(1, &vertices[0].color, sizeof(SpriteVertex));
			prim_array.set_attributes(2, &vertices[0].texcoord, sizeof(SpriteVertex));
			prim_array.set_attributes(3, &vertices[0].texindex, sizeof(SpriteVertex));
			gc.draw_primitives(cl_triangles, position, prim_array);
			for (int i = 0; i < num_current_textures; i++)
				gc.reset_texture(i);

			gc.set_blend_mode(old_blend_mode);
		}
		else
		{
			for (int i = 0; i < num_current_textures; i++)
				gc.set_texture(i, current_textures[i]);
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(0, &vertices[0].position, sizeof(SpriteVertex));
			prim_array.set_attributes(1, &vertices[0].color, sizeof(SpriteVertex));
			prim_array.set_attributes(2, &vertices[0].texcoord, sizeof(SpriteVertex));
			prim_array.set_attributes(3, &vertices[0].texindex, sizeof(SpriteVertex));
			gc.draw_primitives(cl_triangles, position, prim_array);
			for (int i = 0; i < num_current_textures; i++)
				gc.reset_texture(i);
		}

		gc.reset_program_object();
		gc.set_modelview(modelview);
		position = 0;
		for (int i = 0; i < num_current_textures; i++)
			current_textures[i] = CL_Texture();
		num_current_textures = 0;
	}
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:50,代码来源:render_batch3d.cpp

示例2: draw_texture

void App::draw_texture(CL_GraphicContext &gc, const CL_Rectf &rect, const CL_Colorf &color, const CL_Rectf &texture_unit1_coords)
{
	CL_Vec2f positions[6] =
	{
		CL_Vec2f(rect.left, rect.top),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.bottom)
	};

	CL_Vec2f tex1_coords[6] =
	{
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	prim_array.set_attributes(2, tex1_coords);
	gc.draw_primitives(cl_triangles, 6, prim_array);
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:28,代码来源:app.cpp

示例3: gradient_fill

void CL_Draw::gradient_fill(CL_GraphicContext &gc, float x1, float y1, float x2, float y2, const CL_Gradient &gradient)
{
	CL_Vec2f positions[6] =
	{
		CL_Vec2f(x1, y1),
		CL_Vec2f(x2, y1),
		CL_Vec2f(x1, y2),
		CL_Vec2f(x2, y1),
		CL_Vec2f(x1, y2),
		CL_Vec2f(x2, y2)
	};

	#define cl_color_to_color4d(c) c.get_red(), c.get_green(), c.get_blue(), c.get_alpha()

	CL_Vec4f colors[6] =
	{
		CL_Vec4f(cl_color_to_color4d(gradient.top_left)),
		CL_Vec4f(cl_color_to_color4d(gradient.top_right)),
		CL_Vec4f(cl_color_to_color4d(gradient.bottom_left)),
		CL_Vec4f(cl_color_to_color4d(gradient.top_right)),
		CL_Vec4f(cl_color_to_color4d(gradient.bottom_left)),
		CL_Vec4f(cl_color_to_color4d(gradient.bottom_right))
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attributes(1, colors);
	gc.set_program_object(cl_program_color_only);
	gc.draw_primitives(cl_triangles, 6, prim_array);
	gc.reset_program_object();
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:31,代码来源:draw.cpp

示例4: draw

/**
 * Draws the polygon on the graphics context.
 *
 * @param gc Graphics context to draw the polygon on.
 */
void Polygon::draw(CL_GraphicContext gc)
{

	//Only draw if more than one point exists.
	if(_points.size() > 1)
	{

		//CL_Vec4f green_color(1.0f, 1.0f, 1.0f, 1.0f);
		CL_Vec2i points_array[_points.size()];

		std::list<CL_Pointf>::iterator it_point;
		int n = 0;
		for(it_point = _points.begin(); it_point != _points.end(); ++it_point)
		{
			points_array[n] = static_cast<CL_Vec2i>(*(it_point));
			n++;
		}

		CL_PrimitivesArray poly(gc);
		poly.set_attributes(0, points_array);
		poly.set_attribute(1, _line_color);

		//scene->get_world()->get_gc()->get_polygon_rasterizer().set_face_fill_mode_front(cl_fill_polygon);

		gc.set_program_object(cl_program_color_only);
		gc.draw_primitives(cl_line_loop,n,poly);
		gc.reset_program_object();

	}

}
开发者ID:aggronerd,项目名称:Mystery-Game,代码行数:36,代码来源:Polygon.cpp

示例5: Draw

void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix)
{
	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);

	if (!vbo_texcoords.is_null())
	{
		prim_array.set_attributes(2, vbo_texcoords, 2, cl_type_float, (void *) 0);
		gc.set_texture(0, gs->texture_underwater);
		gc.set_texture(1, gs->texture_background);
		gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
		gs->shader_texture.Use(gc);
	}
	else
	{
		throw CL_Exception("What! no texure coordinates?");
	}

	gc.draw_primitives(cl_triangles, vbo_size, prim_array);

	gc.reset_texture(0);
	gc.reset_texture(0);

}
开发者ID:Zenol,项目名称:clanlib-2.4,代码行数:28,代码来源:model.cpp

示例6: point

void CL_Draw::point(CL_GraphicContext &gc, float x1, float y1, const CL_Colorf &color)
{
	CL_Vec2f positions[1] =
	{
		CL_Vec2f(x1, y1)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	gc.set_program_object(cl_program_color_only);
	gc.draw_primitives(cl_points, 1, prim_array);
	gc.reset_program_object();
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:14,代码来源:draw.cpp

示例7: Draw

void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix, bool is_draw_shadow)
{
	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);

	if (is_draw_shadow)
	{
		gs->shader_depth.Use(gc);
		gc.draw_primitives(cl_triangles, vbo_size, prim_array);
	}
	else
	{
		if (!vbo_texcoords.is_null())
		{
			prim_array.set_attributes(2, vbo_texcoords, 2, cl_type_float, (void *) 0);
			gs->shader_texture.SetShadowMatrix(gs->shadow_matrix);
			gc.set_texture(0, gs->texture_brick);
			gc.set_texture(1, gs->texture_shadow);
			gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_texture.Use(gc);
		}
		else
		{
			gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_color.Use(gc);
		}

		gc.draw_primitives(cl_triangles, vbo_size, prim_array);

		gc.reset_texture(0);
		gc.reset_texture(1);
	}
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:37,代码来源:model.cpp

示例8: Draw

void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix)
{
	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);

	gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);

	gs->shader_color.Use(gc);

	gc.draw_primitives(cl_triangles, vbo_size, prim_array);
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:15,代码来源:model.cpp

示例9: triangle

void CL_Draw::triangle(CL_GraphicContext &gc, const CL_Pointf &a, const CL_Pointf &b, const CL_Pointf &c, const CL_Colorf &color)
{
	CL_Vec2f positions[3] =
	{
		CL_Vec2f(a.x, a.y),
		CL_Vec2f(b.x, b.y),
		CL_Vec2f(c.x, c.y)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	gc.set_program_object(cl_program_color_only);
	gc.draw_primitives(cl_triangles, 3, prim_array);
	gc.reset_program_object();
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:16,代码来源:draw.cpp

示例10: box

void CL_Draw::box(CL_GraphicContext &gc, float x1, float y1, float x2, float y2, const CL_Colorf &color)
{
	CL_Vec2f positions[4] =
	{
		CL_Vec2f(x1, y1),
		CL_Vec2f(x2, y1),
		CL_Vec2f(x2, y2),
		CL_Vec2f(x1, y2)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	gc.set_program_object(cl_program_color_only);
	gc.draw_primitives(cl_line_loop, 4, prim_array);
	gc.reset_program_object();
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:17,代码来源:draw.cpp

示例11: render

void Skybox::render(CL_GraphicContext &gc, const Camera &camera)
{
	Camera cam = camera;
	cam.get_position().set_position(0,0,0);
	cam.setup_gc(gc, 0.1f, 10.0f);

	gc.set_texture(0, skybox_texture);
	gc.set_program_object(program_object);
	program_object.set_uniform1i(("texture1"), 0);

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	gc.draw_primitives(cl_triangles, 6*6, prim_array);

	gc.reset_program_object();
	gc.reset_texture(0);

}
开发者ID:animehunter,项目名称:Space-Game-3D,代码行数:18,代码来源:skybox.cpp

示例12: flush

void HSVSpriteBatch::flush(CL_GraphicContext &gc)
{
	if (fill_position > 0)
	{
		CL_PrimitivesArray primarray(gc);
		primarray.set_attributes(0, positions);
		primarray.set_attributes(1, hue_offsets);
		primarray.set_attributes(2, tex1_coords);

		gc.set_texture(0, current_texture);
		gc.set_program_object(program, cl_program_matrix_modelview_projection);
		gc.draw_primitives(cl_triangles, fill_position, primarray);
		gc.reset_program_object();
		gc.reset_texture(0);

		fill_position = 0;
		current_texture = CL_Texture();
	}
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:19,代码来源:hsv_sprite_batch.cpp

示例13: end

void ShaderImpl::end(CL_GraphicContext &p_gc)
{
	G_ASSERT(m_initialized);
	G_ASSERT(m_began);

	// detach frame buffer
	p_gc.reset_frame_buffer();
	m_frameBuffer.detach_color_buffer(0, m_texture);

	// prepare shader
	m_program.set_uniform1i("tex", 0);
	m_program.set_uniform1i("textureWidth", m_drawRect.get_width());
	m_program.set_uniform1i("textureHeight", m_drawRect.get_height());

	m_parent->setUniforms(m_program);

	// draw texture using shader
	p_gc.set_modelview(CL_Mat4f::identity());
	p_gc.mult_translate(m_drawRect.left, m_drawRect.top);
	p_gc.mult_scale(m_drawRect.get_width(), m_drawRect.get_height());

	p_gc.set_texture(0, m_texture);
	p_gc.set_program_object(m_program);

	p_gc.draw_primitives(cl_quads, 4, m_quad);

	p_gc.reset_program_object();
	p_gc.reset_texture(0);

#if defined(DRAW_WIREFRAME)
	CL_Draw::line(p_gc, 0, 0, 1, 0, CL_Colorf::red);
	CL_Draw::line(p_gc, 1, 0, 1, 1, CL_Colorf::red);
	CL_Draw::line(p_gc, 1, 1, 0, 1, CL_Colorf::red);
	CL_Draw::line(p_gc, 0, 1, 0, 0, CL_Colorf::red);
#endif // DRAW_WIREFRAME

	// reset modelview matrix
	p_gc.pop_modelview();

	m_began = false;
}
开发者ID:genail,项目名称:gear,代码行数:41,代码来源:Shader.cpp

示例14: texture

void CL_Draw::texture(
	CL_GraphicContext &gc,
	const CL_Texture &texture,
	const CL_Quadf &quad,
	const CL_Colorf &color,
	const CL_Rectf &texture_unit1_coords)
{
	CL_Vec2f positions[6] =
	{
		CL_Vec2f(quad.p),
		CL_Vec2f(quad.q),
		CL_Vec2f(quad.s),
		CL_Vec2f(quad.q),
		CL_Vec2f(quad.s),
		CL_Vec2f(quad.r)
	};

	CL_Vec2f tex1_coords[6] =
	{
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	prim_array.set_attributes(2, tex1_coords);
	gc.set_texture(0, texture);
	gc.set_program_object(cl_program_single_texture);
	gc.draw_primitives(cl_triangles, 6, prim_array);
	gc.reset_program_object();
	gc.reset_texture(0);
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:37,代码来源:draw.cpp

示例15: render_texture

void HSV::render_texture(CL_GraphicContext &gc, CL_ProgramObject &program, CL_Texture &texture, float hue_offset)
{
	CL_Rectf rect(0.0f, 0.0f, (float)gc.get_width(), (float)gc.get_height());
	CL_Rectf texture_unit1_coords(0.0f, 0.0f, 1.0f, 1.0f);

	CL_Vec2f positions[6] =
	{
		CL_Vec2f(rect.left, rect.top),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.bottom)
	};

	CL_Vec2f tex1_coords[6] =
	{
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	CL_PrimitivesArray primarray(gc);
	primarray.set_attributes(0, positions);
	primarray.set_attribute(1, CL_Vec1f(hue_offset));
	primarray.set_attributes(2, tex1_coords);

	gc.set_texture(0, texture);
	gc.set_program_object(program, cl_program_matrix_modelview_projection);
	gc.draw_primitives(cl_triangles, 6, primarray);
	gc.reset_program_object();
	gc.reset_texture(0);
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:36,代码来源:hsv.cpp


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