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C++ CModelDefPtr::GetVertices方法代码示例

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


在下文中一共展示了CModelDefPtr::GetVertices方法的4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: 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2: 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3: BuildPositionAndNormals

// Helper function to transform position and normal vectors into world-space.
void ModelRenderer::BuildPositionAndNormals(
		CModel* model,
		const VertexArrayIterator<CVector3D>& Position,
		const VertexArrayIterator<CVector3D>& Normal)
{
	CModelDefPtr mdef = model->GetModelDef();
	size_t numVertices = mdef->GetNumVertices();
	SModelVertex* vertices=mdef->GetVertices();

	if (model->IsSkinned())
	{
		// boned model - calculate skinned vertex positions/normals

		// Avoid the noisy warnings that occur inside SkinPoint/SkinNormal in
		// some broken situations
		if (numVertices && vertices[0].m_Blend.m_Bone[0] == 0xff)
		{
			LOGERROR("Model %s is boned with unboned animation", mdef->GetName().string8());
			return;
		}

#if HAVE_SSE
		if (g_EnableSSE)
		{
			CModelDef::SkinPointsAndNormals_SSE(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
		}
		else
#endif
		{
			CModelDef::SkinPointsAndNormals(numVertices, Position, Normal, vertices, mdef->GetBlendIndices(), model->GetAnimatedBoneMatrices());
		}
	}
	else
	{
		PROFILE( "software transform" );
		// just copy regular positions, transform normals to world space
		const CMatrix3D& transform = model->GetTransform();
		const CMatrix3D& invtransform = model->GetInvTransform();
		for (size_t j=0; j<numVertices; j++)
		{
			transform.Transform(vertices[j].m_Coords,Position[j]);
			invtransform.RotateTransposed(vertices[j].m_Norm,Normal[j]);
		}
	}
}
开发者ID:righnatios,项目名称:0ad,代码行数:46,代码来源:ModelRenderer.cpp

示例4: remapTable


//.........这里部分代码省略.........
		}
		
		// copy everything into the vertex array
		for (int i = 0; i < numVertices2; i++)
		{
			int q = numVertexAttrs * i;
			
			Position[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
			q += 3;
			
			Normal[i] = CVector3D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2]);
			q += 3;

			Tangent[i] = CVector4D(vertexDataOut[q + 0], vertexDataOut[q + 1], vertexDataOut[q + 2], 
					vertexDataOut[q + 3]);
			q += 4;
			
			if (gpuSkinning)
			{
				for (size_t j = 0; j < 4; ++j)
				{
					BlendJoints[i][j] = (u8)vertexDataOut[q + 0 + 2 * j];
					BlendWeights[i][j] = (u8)vertexDataOut[q + 1 + 2 * j];
				}
				q += 8;
			}
			
			for (size_t j = 0; j < mdef->GetNumUVsPerVertex(); j++)
			{
				VertexArrayIterator<float[2]> UVit = m_UVs[j].GetIterator<float[2]>();
				UVit[i][0] = vertexDataOut[q + 0 + 2 * j];
				UVit[i][1] = vertexDataOut[q + 1 + 2 * j];
			}
		}

		// upload vertex data
		m_Array.Upload();
		m_Array.FreeBackingStore();

		m_IndexArray.SetNumVertices(mdef->GetNumFaces() * 3);
		m_IndexArray.Layout();
		
		VertexArrayIterator<u16> Indices = m_IndexArray.GetIterator();
		
		size_t idxidx = 0;	

		// reindex geometry and upload index
		for (size_t j = 0; j < mdef->GetNumFaces(); ++j) 
		{	
			Indices[idxidx++] = remapTable[j * 3 + 0];
			Indices[idxidx++] = remapTable[j * 3 + 1];
			Indices[idxidx++] = remapTable[j * 3 + 2];
		}
		
		m_IndexArray.Upload();
		m_IndexArray.FreeBackingStore();
	}
	else
	{
		// Upload model without calculating tangents:-
		
		m_Array.SetNumVertices(numVertices);
		m_Array.Layout();

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

		ModelRenderer::CopyPositionAndNormals(mdef, Position, Normal);

		for (size_t i = 0; i < mdef->GetNumUVsPerVertex(); i++)
		{
			VertexArrayIterator<float[2]> UVit = m_UVs[i].GetIterator<float[2]>();
			ModelRenderer::BuildUV(mdef, UVit, i);
		}

		if (gpuSkinning)
		{
			VertexArrayIterator<u8[4]> BlendJoints = m_BlendJoints.GetIterator<u8[4]>();
			VertexArrayIterator<u8[4]> BlendWeights = m_BlendWeights.GetIterator<u8[4]>();
			for (size_t i = 0; i < numVertices; ++i)
			{
				const SModelVertex& vtx = mdef->GetVertices()[i];
				for (size_t j = 0; j < 4; ++j)
				{
					BlendJoints[i][j] = vtx.m_Blend.m_Bone[j];
					BlendWeights[i][j] = (u8)(255.f * vtx.m_Blend.m_Weight[j]);
				}
			}
		}

		m_Array.Upload();
		m_Array.FreeBackingStore();

		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:Valvador,项目名称:PyroSpaceFork,代码行数:101,代码来源:InstancingModelRenderer.cpp


注:本文中的CModelDefPtr::GetVertices方法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。