本文整理汇总了C++中DynamicArray::CurrentSize方法的典型用法代码示例。如果您正苦于以下问题:C++ DynamicArray::CurrentSize方法的具体用法?C++ DynamicArray::CurrentSize怎么用?C++ DynamicArray::CurrentSize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DynamicArray
的用法示例。
在下文中一共展示了DynamicArray::CurrentSize方法的3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: RenderShadowDepth
void SDSMShadowManager::RenderShadowDepth(uint32 partitionIndex, RenderPassContext *renderPassContext, const D3DXMATRIX &lightViewProjMatrix, DynamicArray<SceneEntity*> &shadowEntities)
{
GraphicsContext *graphicsContext = mGraphicsManager->GetDirect3DManager()->GetContextManager()->GetGraphicsContext();
graphicsContext->TransitionResource(mShadowDepthTarget, D3D12_RESOURCE_STATE_DEPTH_WRITE, true);
graphicsContext->ClearDepthStencilTarget(mShadowDepthTarget->GetDepthStencilViewHandle().GetCPUHandle(), 1.0f, 0);
graphicsContext->SetDepthStencilTarget(mShadowDepthTarget->GetDepthStencilViewHandle().GetCPUHandle());
for (uint32 i = 0; i < shadowEntities.CurrentSize(); i++)
{
shadowEntities[i]->RenderShadows(renderPassContext, lightViewProjMatrix);
}
}
示例2: sizeof
Mesh::Mesh(Direct3DManager *direct3DManager, uint32 vertexCount, uint32 indexCount, MeshVertex *meshData, DynamicArray<uint32> &splits, uint32 *indices)
{
Application::Assert(vertexCount > 0 && indexCount > 0);
mVertexCount = vertexCount;
mIndexCount = indexCount;
mMeshVertices = meshData;
mMeshIndices = indices;
for (uint32 i = 0; i < splits.CurrentSize(); i++)
{
mIndexSplits.Add(splits[i]);
}
mVertexBuffer = direct3DManager->GetContextManager()->CreateVertexBuffer(meshData, sizeof(MeshVertex), vertexCount * sizeof(MeshVertex));
mIndexBuffer = direct3DManager->GetContextManager()->CreateIndexBuffer(meshData, indexCount * sizeof(uint32));
RecalculateBounds();
}
示例3: RenderShadowMapPartitions
void SDSMShadowManager::RenderShadowMapPartitions(const D3DXMATRIX &lightViewProjMatrix, DynamicArray<SceneEntity*> &shadowEntities, DepthStencilTarget *gbufferDepth, RenderTarget *gbufferNormals)
{
Direct3DManager *direct3DManager = mGraphicsManager->GetDirect3DManager();
GraphicsContext *graphicsContext = direct3DManager->GetContextManager()->GetGraphicsContext();
Direct3DHeapManager *heapManager = direct3DManager->GetContextManager()->GetHeapManager();
Direct3DQueueManager *queueManager = direct3DManager->GetContextManager()->GetQueueManager();
//TDA: * mShadowPreferences.PartitionCount <--- is only for testing. Can just fill those cbv descs on the first partition and then reuse them
uint32 numCBVSRVDescsShadowMap = shadowEntities.CurrentSize() * mShadowPreferences.PartitionCount + mShadowPreferences.PartitionCount + 1; //1 cbv per entity + X partition cbvs + 1 partition srv
uint32 numCBVSRVDescsEVSM = 1;
uint32 numCBVSRVDescsMips = 1 + mShadowPreferences.ShadowTextureMipLevels;
RenderPassDescriptorHeap *shadowSRVDescHeap = heapManager->GetRenderPassDescriptorHeapFor(RenderPassDescriptorHeapType_ShadowRender, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, direct3DManager->GetFrameIndex(), numCBVSRVDescsShadowMap + numCBVSRVDescsEVSM + numCBVSRVDescsMips);
RenderPassDescriptorHeap *shadowSamplerDescHeap = heapManager->GetRenderPassDescriptorHeapFor(RenderPassDescriptorHeapType_ShadowRender, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, direct3DManager->GetFrameIndex(), 1);
graphicsContext->InsertPixBeginEvent(0xFF00FF00, "Shadow Render");
graphicsContext->TransitionResource(mShadowPartitionBuffer, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, true);
graphicsContext->SetDescriptorHeap(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, shadowSRVDescHeap->GetHeap());
graphicsContext->SetDescriptorHeap(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, shadowSamplerDescHeap->GetHeap());
graphicsContext->SetViewport(mShadowMapViewport);
graphicsContext->SetScissorRect(0, 0, mShadowPreferences.ShadowTextureSize, mShadowPreferences.ShadowTextureSize);
DescriptorHeapHandle shadowParitionReadBuffer = shadowSRVDescHeap->GetHeapHandleBlock(1);
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowParitionReadBuffer.GetCPUHandle(), mShadowPartitionBuffer->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
DescriptorHeapHandle shadowMapDepthHandle = shadowSRVDescHeap->GetHeapHandleBlock(1);
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, shadowMapDepthHandle.GetCPUHandle(), mShadowDepthTarget->GetShaderResourceViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
DynamicArray<MaterialTextureType> noTexturesForThisPass;
RenderPassContext shadowPassContext(graphicsContext, shadowSRVDescHeap, shadowSamplerDescHeap, noTexturesForThisPass, direct3DManager->GetFrameIndex());
for (uint32 i = 0; i < SDSM_SHADOW_PARTITION_COUNT; i++)
{
DescriptorHeapHandle perPassParitionBuffer = shadowSRVDescHeap->GetHeapHandleBlock(1);
direct3DManager->GetDevice()->CopyDescriptorsSimple(1, perPassParitionBuffer.GetCPUHandle(), mPartitionIndexBuffers[i]->GetConstantBufferViewHandle().GetCPUHandle(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
graphicsContext->SetPipelineState(mShadowMapShader);
graphicsContext->SetRootSignature(mShadowMapShader->GetRootSignature(), NULL);
graphicsContext->SetGraphicsDescriptorTable(1, perPassParitionBuffer.GetGPUHandle());
graphicsContext->SetGraphicsDescriptorTable(2, shadowParitionReadBuffer.GetGPUHandle());
RenderShadowDepth(i, &shadowPassContext, lightViewProjMatrix, shadowEntities);
graphicsContext->SetPipelineState(mShadowMapEVSMShader);
graphicsContext->SetRootSignature(mShadowMapEVSMShader->GetRootSignature(), NULL);
graphicsContext->SetGraphicsDescriptorTable(0, perPassParitionBuffer.GetGPUHandle());
graphicsContext->SetGraphicsDescriptorTable(1, shadowMapDepthHandle.GetGPUHandle());
graphicsContext->SetGraphicsDescriptorTable(2, shadowParitionReadBuffer.GetGPUHandle());
ConvertToEVSM(i);
if (mShadowPreferences.UseSoftShadows)
{
ApplyBlur();
}
GenerateMipsForShadowMap(i, &shadowPassContext);
graphicsContext->TransitionResource(mShadowEVSMTextures[i], D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, true);
}
RenderAccumulatedShadowMap(&shadowPassContext, gbufferDepth, gbufferNormals);
graphicsContext->InsertPixEndEvent();
}