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C++ Drawable::faceCount方法代码示例

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


在下文中一共展示了Drawable::faceCount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: showModelStatistics

//--------------------------------------------------------------------------------------------------
/// 
//--------------------------------------------------------------------------------------------------
void QSRSnippetWidget::showModelStatistics()
{
    RenderSequence* renderSeq = m_snippet->renderSequence();
    CVF_ASSERT(renderSeq);

    size_t totPartCount = 0;
    size_t totFaceCount = 0;

    int numRenderings = renderSeq->renderingCount();
    int ir;
    for (ir = 0; ir < numRenderings; ir++)
    {
        Rendering* rendering = renderSeq->rendering(ir);
        CVF_ASSERT(rendering);

        Scene* scene = rendering->scene();
        CVF_ASSERT(scene);

        int numModels = scene->modelCount();
        int im;
        for (im = 0; im < numModels; im++)
        {
            Model* model = scene->model(im);

            Collection<Part> allParts;
            model->allParts(&allParts);

            size_t numParts = allParts.size();
            size_t ip;
            for (ip = 0; ip < numParts; ip++)
            {
                Part* part = allParts[ip].p();
                Drawable* drawable = part->drawable();

                totPartCount++;
                totFaceCount += drawable->faceCount();
            }
        }
    }    

    cvf::Trace::show("Total number of parts: %ld", totPartCount);
    cvf::Trace::show("Total number of faces: %ld", totFaceCount);
}
开发者ID:JacobStoren,项目名称:ResInsight,代码行数:46,代码来源:QSRSnippetWidget.cpp

示例2: render


//.........这里部分代码省略.........
                    const RenderStateTextureBindings* textureBindings = static_cast<const RenderStateTextureBindings*>(effect->renderStateOfType(RenderState::TEXTURE_BINDINGS));
                    if (textureBindings)
                    {
                        textureBindings->applySamplerTextureUnitUniforms(oglContext, shaderProgramInUse);
                    }

                    // Apply the effect's uniform last so that they win in case of clashes
                    const UniformSet* uniformSet = effect->uniformSet();
                    if (uniformSet)
                    {
                        shaderProgramInUse->applyUniforms(oglContext, *uniformSet);
                    }

                    // Still, the fixed ones have to go at the end for consistency
                    shaderProgramInUse->applyFixedUniforms(oglContext, matrixState);
                    lastAppliedMatrixStateVersionTick = matrixState.versionTick();
                }
            }

            prevEffect = effect;
        }


        if (shaderProgramInUse)
        {
            if (lastAppliedMatrixStateVersionTick != matrixState.versionTick())
            {
                shaderProgramInUse->applyFixedUniforms(oglContext, matrixState);
                lastAppliedMatrixStateVersionTick = matrixState.versionTick();
            }
            
            // Will check that all active uniforms in shader program have been set since last call to >clearUniformApplyTracking()
            // Reports error to log if any uniforms are missing.
            shaderProgramInUse->checkReportAllUniformsApplied(oglContext);
        }
        else
        {
#ifndef CVF_OPENGL_ES
            if (lastAppliedMatrixStateVersionTickFixedFunction != matrixState.versionTick())
            {
                glLoadMatrixf(matrixState.modelViewMatrix().ptr());
                lastAppliedMatrixStateVersionTickFixedFunction = matrixState.versionTick();
            }
#endif // CVF_OPENGL_ES
        }


        // Do actual rendering
        if (!m_disableDrawableRender) 
        {
            if (renderUsingImmediateMode)
            {
                drawable->renderImmediateMode(oglContext, matrixState);
            }
            else
            {
                if (shaderProgramInUse)
                {
                    drawable->render(oglContext, shaderProgramInUse, matrixState);
                }
                else
                {
                    drawable->renderFixedFunction(oglContext, matrixState);
                }
            }

            m_renderedPartCount++;
        }

        // Must reset the view matrix if it was modified during drawing of this part
        if (lastPartModifiedViewMatrix)
        {
            matrixState.setViewMatrix(camera.viewMatrix());
        }
        
        // Update counters
        if (m_enableItemCountUpdate)
        {
            m_renderedVertexCount           += drawable->vertexCount();
            m_renderedTriangleCount         += drawable->triangleCount();
            m_renderedOpenGLPrimitiveCount  += drawable->faceCount();
        }
    }

    // Do an apply with an empty new render state set to get defaults back before leaving
    // This really isn't the optimal place to do this, but until we expose application of render states it's the only place
    m_renderStateTracker.applyRenderStates(oglContext, NULL, prevRenderStateSet);

    // For now, set back to fixed function
    if (contextSupportsShaders) 
    {
        ShaderProgram::useNoProgram(oglContext);
    }

    // Set back VBO settings (do we need this?)
    if (BufferObjectManaged::supportedOpenGL(oglContext))
    {
        BufferObjectManaged::unbindAllBuffers(oglContext);
    }
}
开发者ID:akva2,项目名称:ResInsight,代码行数:101,代码来源:cvfRenderEngine.cpp


注:本文中的Drawable::faceCount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。