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C++ CModelDefPtr类代码示例

本文整理汇总了C++中CModelDefPtr的典型用法代码示例。如果您正苦于以下问题:C++ CModelDefPtr类的具体用法?C++ CModelDefPtr怎么用?C++ CModelDefPtr使用的例子?那么, 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CModelDefPtr类的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: InitModel

/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// InitModel: setup model from given geometry
bool CModel::InitModel(const CModelDefPtr& modeldef)
{
	// clean up any existing data first
	ReleaseData();

	m_pModelDef = modeldef;
	
	size_t numBones = modeldef->GetNumBones();
	if (numBones != 0)
	{
		size_t numBlends = modeldef->GetNumBlends();

		// allocate matrices for bone transformations
		// (one extra matrix is used for the special case of bind-shape relative weighting)
		m_BoneMatrices = (CMatrix3D*)rtl_AllocateAligned(sizeof(CMatrix3D) * (numBones + 1 + numBlends), 16);
		for (size_t i = 0; i < numBones + 1 + numBlends; ++i)
		{
			m_BoneMatrices[i].SetIdentity();
		}
	}

	m_PositionValid = true;

	return true;
}
开发者ID:,项目名称:,代码行数:27,代码来源:

示例2: RenderModel

// Render one model
void PolygonSortModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
    CModelDefPtr mdef = model->GetModelDef();
    PSModel* psmdl = (PSModel*)data;

    // Setup per-CModel arrays
    u8* base = psmdl->m_Array.Bind();
    GLsizei stride = (GLsizei)psmdl->m_Array.GetStride();

    glVertexPointer(3, GL_FLOAT, stride, base + psmdl->m_Position.offset);
    if (streamflags & STREAM_COLOR)
        glColorPointer(3, psmdl->m_Color.type, stride, base + psmdl->m_Color.offset);

    // render the lot
    size_t numFaces = mdef->GetNumFaces();

    if (!g_Renderer.m_SkipSubmit) {
        pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdef->GetNumVertices()-1,
                                (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, psmdl->m_Indices);
    }

    // bump stats
    g_Renderer.m_Stats.m_DrawCalls++;
    g_Renderer.m_Stats.m_ModelTris += numFaces;
}
开发者ID:,项目名称:,代码行数:26,代码来源:

示例3: UNUSED

// Render one model
void InstancingModelRenderer::RenderModel(const CShaderProgramPtr& shader, int UNUSED(streamflags), CModel* model, CModelRData* UNUSED(data))
{
	CModelDefPtr mdldef = model->GetModelDef();

	if (m->gpuSkinning)
	{
		// Bind matrices for current animation state.
		// Add 1 to NumBones because of the special 'root' bone.
		// HACK: NVIDIA drivers return uniform name with "[0]", Intel Windows drivers without;
		// try uploading both names since one of them should work, and this is easier than
		// canonicalising the uniform names in CShaderProgramGLSL
		shader->Uniform(str_skinBlendMatrices_0, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
		shader->Uniform(str_skinBlendMatrices, mdldef->GetNumBones() + 1, model->GetAnimatedBoneMatrices());
	}

	// render the lot
	size_t numFaces = mdldef->GetNumFaces();

	if (!g_Renderer.m_SkipSubmit)
	{
		// Draw with DrawRangeElements where available, since it might be more efficient
#if CONFIG2_GLES
		glDrawElements(GL_TRIANGLES, (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
#else
		pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)m->imodeldef->m_Array.GetNumVertices()-1,
				(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
#endif
	}

	// bump stats
	g_Renderer.m_Stats.m_DrawCalls++;
	g_Renderer.m_Stats.m_ModelTris += numFaces;

}
开发者ID:Valvador,项目名称:PyroSpaceFork,代码行数:35,代码来源:InstancingModelRenderer.cpp

示例4: m_Model

PSModel::PSModel(CModel* model)
    : m_Model(model), m_Array(GL_DYNAMIC_DRAW)
{
    CModelDefPtr mdef = m_Model->GetModelDef();

    // Positions and normals must be 16-byte aligned for SSE writes.
    // We can pack the color after the position; it will be corrupted by
    // BuildPositionAndNormals, but that's okay since we'll recompute the
    // colors afterwards.

    m_Color.type = GL_UNSIGNED_BYTE;
    m_Color.elems = 4;
    m_Array.AddAttribute(&m_Color);

    m_Position.type = GL_FLOAT;
    m_Position.elems = 3;
    m_Array.AddAttribute(&m_Position);

    m_Array.SetNumVertices(mdef->GetNumVertices());
    m_Array.Layout();

    // Verify alignment
    ENSURE(m_Position.offset % 16 == 0);
    ENSURE(m_Array.GetStride() % 16 == 0);

    m_Indices = new u16[mdef->GetNumFaces()*3];
}
开发者ID:,项目名称:,代码行数:27,代码来源:

示例5: CreateModelData

// Create per-CModel data for the model (and per-CModelDef data if necessary)
void* PolygonSortModelRenderer::CreateModelData(CModel* model)
{
    CModelDefPtr mdef = model->GetModelDef();
    PSModelDef* psmdef = (PSModelDef*)mdef->GetRenderData(m);

    if (!psmdef)
    {
        psmdef = new PSModelDef(mdef);
        mdef->SetRenderData(m, psmdef);
    }

    return new PSModel(model);
}
开发者ID:,项目名称:,代码行数:14,代码来源:

示例6: BuildIndices

// Build default indices array.
void ModelRenderer::BuildIndices(
		const CModelDefPtr& mdef,
		const VertexArrayIterator<u16>& Indices)
{
	size_t idxidx = 0;
	SModelFace* faces = mdef->GetFaces();

	for (size_t j = 0; j < mdef->GetNumFaces(); ++j) {
		SModelFace& face=faces[j];
		Indices[idxidx++]=face.m_Verts[0];
		Indices[idxidx++]=face.m_Verts[1];
		Indices[idxidx++]=face.m_Verts[2];
	}
}
开发者ID:righnatios,项目名称:0ad,代码行数:15,代码来源:ModelRenderer.cpp

示例7: BuildUV

// Copy UV coordinates
void ModelRenderer::BuildUV(
		const CModelDefPtr& mdef,
		const VertexArrayIterator<float[2]>& UV,
		int UVset)
{
	size_t numVertices = mdef->GetNumVertices();
	SModelVertex* vertices = mdef->GetVertices();

	for (size_t j=0; j < numVertices; ++j)
	{
		UV[j][0] = vertices[j].m_UVs[UVset * 2];
		UV[j][1] = 1.0-vertices[j].m_UVs[UVset * 2 + 1];
	}
}
开发者ID:righnatios,项目名称:0ad,代码行数:15,代码来源:ModelRenderer.cpp

示例8: CopyPositionAndNormals

// Helper function to copy object-space position and normal vectors into arrays.
void ModelRenderer::CopyPositionAndNormals(
		const CModelDefPtr& mdef,
		const VertexArrayIterator<CVector3D>& Position,
		const VertexArrayIterator<CVector3D>& Normal)
{
	size_t numVertices = mdef->GetNumVertices();
	SModelVertex* vertices = mdef->GetVertices();

	for(size_t j = 0; j < numVertices; ++j)
	{
		Position[j] = vertices[j].m_Coords;
		Normal[j] = vertices[j].m_Norm;
	}
}
开发者ID:righnatios,项目名称:0ad,代码行数:15,代码来源:ModelRenderer.cpp

示例9: CreateModelData

// Build modeldef data if necessary - we have no per-CModel data
void* InstancingModelRenderer::CreateModelData(CModel* model)
{
	CModelDefPtr mdef = model->GetModelDef();
	IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);

	ENSURE(!model->IsSkinned());

	if (!imodeldef)
	{
		imodeldef = new IModelDef(mdef);
		mdef->SetRenderData(m, imodeldef);
	}

	return NULL;
}
开发者ID:Marlinc,项目名称:0ad,代码行数:16,代码来源:InstancingModelRenderer.cpp

示例10: UpdateModelData

// Updated transforms
void PolygonSortModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
    PSModel* psmdl = (PSModel*)data;

    if (updateflags & (RENDERDATA_UPDATE_VERTICES|RENDERDATA_UPDATE_COLOR))
    {
        CModelDefPtr mdef = model->GetModelDef();
        size_t numVertices = mdef->GetNumVertices();

        // build vertices

        // allocate working space for computing normals
        if (numVertices > m->normalsNumVertices)
        {
            rtl_FreeAligned(m->normals);

            size_t newSize = round_up_to_pow2(numVertices);
            m->normals = (char*)rtl_AllocateAligned(newSize*16, 16);
            m->normalsNumVertices = newSize;
        }

        VertexArrayIterator<CVector3D> Position = psmdl->m_Position.GetIterator<CVector3D>();
        VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>(m->normals, 16);

        ModelRenderer::BuildPositionAndNormals(model, Position, Normal);

        VertexArrayIterator<SColor4ub> Color = psmdl->m_Color.GetIterator<SColor4ub>();

        ModelRenderer::BuildColor4ub(model, Normal, Color);

        // upload everything to vertex buffer
        psmdl->m_Array.Upload();
    }

    // resort model indices from back to front, according to the view camera position - and store
    // the returned sqrd distance to the centre of the nearest triangle
    // Use the view camera instead of the cull camera because:
    //  a) polygon sorting implicitly uses the view camera (and changing that would be costly)
    //  b) using the cull camera is likely not interesting from a debugging POV
    PROFILE_START( "sorting transparent" );

    CMatrix3D worldToCam;
    g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);

    psmdl->BackToFrontIndexSort(worldToCam);
    PROFILE_END( "sorting transparent" );
}
开发者ID:,项目名称:,代码行数:48,代码来源:

示例11: CreateModelData

// Build modeldef data if necessary - we have no per-CModel data
CModelRData* InstancingModelRenderer::CreateModelData(const void* key, CModel* model)
{
	CModelDefPtr mdef = model->GetModelDef();
	IModelDef* imodeldef = (IModelDef*)mdef->GetRenderData(m);

	if (m->gpuSkinning)
 		ENSURE(model->IsSkinned());
	else
		ENSURE(!model->IsSkinned());

	if (!imodeldef)
	{
		imodeldef = new IModelDef(mdef, m->gpuSkinning, m->calculateTangents);
		mdef->SetRenderData(m, imodeldef);
	}

	return new CModelRData(key);
}
开发者ID:Valvador,项目名称:PyroSpaceFork,代码行数:19,代码来源:InstancingModelRenderer.cpp

示例12:

ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef)
	: m_IndexArray(GL_STATIC_DRAW)
{
	m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
	m_IndexArray.Layout();
	ModelRenderer::BuildIndices(mdef, m_IndexArray.GetIterator());
	m_IndexArray.Upload();
	m_IndexArray.FreeBackingStore();
}
开发者ID:,项目名称:,代码行数:9,代码来源:

示例13: UNUSED

// Render one model
void InstancingModelRenderer::RenderModel(CShaderProgramPtr& UNUSED(shader), int UNUSED(streamflags), CModel* model, void* UNUSED(data))
{
	CModelDefPtr mdldef = model->GetModelDef();

	// render the lot
	size_t numFaces = mdldef->GetNumFaces();

	if (!g_Renderer.m_SkipSubmit)
	{
		pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
				(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
	}

	// bump stats
	g_Renderer.m_Stats.m_DrawCalls++;
	g_Renderer.m_Stats.m_ModelTris += numFaces;

}
开发者ID:Marlinc,项目名称:0ad,代码行数:19,代码来源:InstancingModelRenderer.cpp

示例14: BackToFrontIndexSort

float PSModel::BackToFrontIndexSort(const CMatrix3D& worldToCam)
{
    static std::vector<IntFloatPair> IndexSorter;

    CModelDefPtr mdef = m_Model->GetModelDef();
    size_t numFaces = mdef->GetNumFaces();
    const SModelFace* faces = mdef->GetFaces();

    if (IndexSorter.size() < numFaces)
        IndexSorter.resize(numFaces);

    VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
    CVector3D tmpvtx;

    for(size_t i = 0; i < numFaces; ++i)
    {
        tmpvtx = Position[faces[i].m_Verts[0]];
        tmpvtx += Position[faces[i].m_Verts[1]];
        tmpvtx += Position[faces[i].m_Verts[2]];
        tmpvtx *= 1.0f/3.0f;

        tmpvtx = worldToCam.Transform(tmpvtx);
        float distsqrd = SQR(tmpvtx.X)+SQR(tmpvtx.Y)+SQR(tmpvtx.Z);

        IndexSorter[i].first = (int)i;
        IndexSorter[i].second = distsqrd;
    }

    std::sort(IndexSorter.begin(),IndexSorter.begin()+numFaces,SortFacesByDist());

    // now build index list
    size_t idxidx = 0;
    for (size_t i = 0; i < numFaces; ++i) {
        const SModelFace& face = faces[IndexSorter[i].first];
        m_Indices[idxidx++] = (u16)(face.m_Verts[0]);
        m_Indices[idxidx++] = (u16)(face.m_Verts[1]);
        m_Indices[idxidx++] = (u16)(face.m_Verts[2]);
    }

    return IndexSorter[0].second;
}
开发者ID:,项目名称:,代码行数:41,代码来源:

示例15: PROFILE

// Helper function for lighting
void ModelRenderer::BuildColor4ub(
		CModel* model,
		const VertexArrayIterator<CVector3D>& Normal,
		const VertexArrayIterator<SColor4ub>& Color)
{
	PROFILE( "lighting vertices" );

	CModelDefPtr mdef = model->GetModelDef();
	size_t numVertices = mdef->GetNumVertices();
	const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
	CColor shadingColor = model->GetShadingColor();

	for (size_t j=0; j<numVertices; j++)
	{
		RGBColor tempcolor = lightEnv.EvaluateUnitScaled(Normal[j]);
		tempcolor.X *= shadingColor.r;
		tempcolor.Y *= shadingColor.g;
		tempcolor.Z *= shadingColor.b;
		Color[j] = ConvertRGBColorTo4ub(tempcolor);
	}
}
开发者ID:righnatios,项目名称:0ad,代码行数:22,代码来源:ModelRenderer.cpp


注:本文中的CModelDefPtr类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。