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C++ GLVertexBuffer::begin方法代码示例

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


在下文中一共展示了GLVertexBuffer::begin方法的6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:

void
GLScreen::glBufferStencil (const GLMatrix       &matrix,
			   GLVertexBuffer       &vertexBuffer,
			   CompOutput           *output)
{
    WRAPABLE_HND_FUNCTN (glBufferStencil, matrix, vertexBuffer, output);

    GLfloat x = output->x ();
    GLfloat y = screen->height () - output->y2 ();
    GLfloat x2 = output->x () + output->width ();
    GLfloat y2 = screen->height () - output->y2 () + output->height ();

    GLfloat vertices[] =
    {
	x, y, 0,
	x, y2, 0,
	x2, y, 0,
	x2, y2, 0
    };

    GLushort colorData[] = { 0xffff, 0xffff, 0xffff, 0xffff };

    vertexBuffer.begin (GL_TRIANGLE_STRIP);

    vertexBuffer.addVertices (4, vertices);
    vertexBuffer.addColors (1, colorData);

    vertexBuffer.end ();
}
开发者ID:Jubei-Mitsuyoshi,项目名称:aaa-compiz,代码行数:29,代码来源:paint.cpp

示例2: updateScreenBackground

void
PrivateGLScreen::paintBackground (const GLMatrix   &transform,
                                  const CompRegion &region,
				  bool             transformed)
{
    GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer ();
    GLfloat         vertexData[18];
    GLushort        colorData[4];

    BoxPtr    pBox = const_cast <Region> (region.handle ())->rects;
    int	      n, nBox = const_cast <Region> (region.handle ())->numRects;

    if (!nBox)
	return;

    if (screen->desktopWindowCount ())
    {
	if (!backgroundTextures.empty ())
	{
	    backgroundTextures.clear ();
	}

	backgroundLoaded = false;

	return;
    }
    else
    {
	if (!backgroundLoaded)
	    updateScreenBackground ();

	backgroundLoaded = true;
    }

    if (backgroundTextures.empty ())
    {
	streamingBuffer->begin (GL_TRIANGLES);
	n = nBox;

	while (n--)
	{
	    vertexData[0]  = pBox->x1;
	    vertexData[1]  = pBox->y1;
	    vertexData[2]  = 0.0f;
	    vertexData[3]  = pBox->x1;
	    vertexData[4]  = pBox->y2;
	    vertexData[5]  = 0.0f;
	    vertexData[6]  = pBox->x2;
	    vertexData[7]  = pBox->y1;
	    vertexData[8]  = 0.0f;
	    vertexData[9]  = pBox->x1;
	    vertexData[10] = pBox->y2;
	    vertexData[11] = 0.0f;
	    vertexData[12] = pBox->x2;
	    vertexData[13] = pBox->y2;
	    vertexData[14] = 0.0f;

	    vertexData[15] = pBox->x2;
	    vertexData[16] = pBox->y1;
	    vertexData[17] = 0.0f;

	    streamingBuffer->addVertices (6, vertexData);

	    pBox++;
	}

	colorData[0] = colorData[1] = colorData[2] = 0;
	colorData[3] = std::numeric_limits <unsigned short>::max ();
	streamingBuffer->addColors (1, colorData);

	streamingBuffer->end ();
	streamingBuffer->render (transform);
    }
    else
    {
	n = nBox;

	for (unsigned int i = 0; i < backgroundTextures.size (); i++)
	{
	    GLfloat textureData[12];
	    GLTexture *bg = backgroundTextures[i];
	    CompRegion r = region & *bg;

	    pBox = const_cast <Region> (r.handle ())->rects;
	    nBox = const_cast <Region> (r.handle ())->numRects;
	    n = nBox;

	    streamingBuffer->begin (GL_TRIANGLES);

	    while (n--)
	    {
		GLfloat tx1 = COMP_TEX_COORD_X (bg->matrix (), pBox->x1);
		GLfloat tx2 = COMP_TEX_COORD_X (bg->matrix (), pBox->x2);
		GLfloat ty1 = COMP_TEX_COORD_Y (bg->matrix (), pBox->y1);
		GLfloat ty2 = COMP_TEX_COORD_Y (bg->matrix (), pBox->y2);

		vertexData[0]  = pBox->x1;
		vertexData[1]  = pBox->y1;
		vertexData[2]  = 0.0f;
		vertexData[3]  = pBox->x1;
//.........这里部分代码省略.........
开发者ID:Jubei-Mitsuyoshi,项目名称:aaa-compiz,代码行数:101,代码来源:paint.cpp

示例3: damage

void
ResizeScreen::glPaintRectangle (const GLScreenPaintAttrib &sAttrib,
				const GLMatrix            &transform,
				CompOutput                *output,
				unsigned short            *borderColor,
				unsigned short            *fillColor)
{
    GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer ();

    BoxRec   	   box;
    GLMatrix 	   sTransform (transform);
    GLfloat         vertexData [12];
    GLfloat         vertexData2[24];
    GLint    	   origSrc, origDst;
    GLushort	    fc[4], bc[4];

#ifdef USE_GLES
    GLint           origSrcAlpha, origDstAlpha;
    glGetIntegerv (GL_BLEND_SRC_RGB, &origSrc);
    glGetIntegerv (GL_BLEND_DST_RGB, &origDst);
    glGetIntegerv (GL_BLEND_SRC_ALPHA, &origSrcAlpha);
    glGetIntegerv (GL_BLEND_DST_ALPHA, &origDstAlpha);
#else
    glGetIntegerv (GL_BLEND_SRC, &origSrc);
    glGetIntegerv (GL_BLEND_DST, &origDst);
#endif

    /* Premultiply the alpha values */
    bc[3] = (float) borderColor[3] / (float) 65535.0f;
    bc[0] = ((float) borderColor[0] / 65535.0f) * bc[3];
    bc[1] = ((float) borderColor[1] / 65535.0f) * bc[3];
    bc[2] = ((float) borderColor[2] / 65535.0f) * bc[3];

    logic.getPaintRectangle (&box);

    vertexData[0]  = box.x1;
    vertexData[1]  = box.y1;
    vertexData[2]  = 0.0f;
    vertexData[3]  = box.x1;
    vertexData[4]  = box.y2;
    vertexData[5]  = 0.0f;
    vertexData[6]  = box.x2;
    vertexData[7]  = box.y1;
    vertexData[8]  = 0.0f;
    vertexData[9]  = box.x2;
    vertexData[10] = box.y2;
    vertexData[11] = 0.0f;

    // FIXME: this is a quick work-around.
    // GL_LINE_LOOP and GL_LINE_STRIP primitive types in the SGX Pvr X11 driver
    // take special number of vertices (and reorder them). Thus, usage of
    // those line primitive is currently not supported by our GLVertexBuffer
    // implementation. This is a quick workaround to make it all work until
    // we come up with a better GLVertexBuffer::render(...) function.

    vertexData2[0]  = box.x1;
    vertexData2[1]  = box.y1;
    vertexData2[2]  = 0.0f;
    vertexData2[3]  = box.x1;
    vertexData2[4]  = box.y2;
    vertexData2[5]  = 0.0f;
    vertexData2[6]  = box.x1;
    vertexData2[7]  = box.y2;
    vertexData2[8]  = 0.0f;
    vertexData2[9]  = box.x2;
    vertexData2[10] = box.y2;
    vertexData2[11] = 0.0f;
    vertexData2[12] = box.x2;
    vertexData2[13] = box.y2;
    vertexData2[14] = 0.0f;
    vertexData2[15] = box.x2;
    vertexData2[16] = box.y1;
    vertexData2[17] = 0.0f;
    vertexData2[18] = box.x2;
    vertexData2[19] = box.y1;
    vertexData2[20] = 0.0f;
    vertexData2[21] = box.x1;
    vertexData2[22] = box.y1;
    vertexData2[23] = 0.0f;

    sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

    glEnable (GL_BLEND);
    glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

    /* fill rectangle */
    if (fillColor)
    {
	fc[3] = fillColor[3];
	fc[0] = fillColor[0] * (unsigned long)fc[3] / 65535;
	fc[1] = fillColor[1] * (unsigned long)fc[3] / 65535;
	fc[2] = fillColor[2] * (unsigned long)fc[3] / 65535;

	streamingBuffer->begin (GL_TRIANGLE_STRIP);
	streamingBuffer->addColors (1, fc);
	streamingBuffer->addVertices (4, &vertexData[0]);
	streamingBuffer->end ();
	streamingBuffer->render (sTransform);
    }

//.........这里部分代码省略.........
开发者ID:CannedFish,项目名称:deepin-compiz,代码行数:101,代码来源:resize.cpp

示例4: glIsEnabled

bool
FireScreen::glPaintOutput (const GLScreenPaintAttrib &attrib,
			   const GLMatrix            &transform,
			   const CompRegion          &region,
			   CompOutput                *output,
			   unsigned int              mask)
{
    bool status = gScreen->glPaintOutput (attrib, transform, region, output, mask);

    if ((!init && ps.active) || brightness < 1.0)
    {
	GLMatrix sTransform = transform;

	sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

	if (brightness < 1.0)
	{
	    /* cover the screen with a rectangle and darken it
	     * (coded as two GL_TRIANGLES for GLES compatibility)
	     */
	    GLfloat vertices[18];
	    GLushort colors[24];

	    vertices[0] = (GLfloat)output->region ()->extents.x1;
	    vertices[1] = (GLfloat)output->region ()->extents.y1;
	    vertices[2] = 0.0f;

	    vertices[3] = (GLfloat)output->region ()->extents.x1;
	    vertices[4] = (GLfloat)output->region ()->extents.y2;
	    vertices[5] = 0.0f;

	    vertices[6] = (GLfloat)output->region ()->extents.x2;
	    vertices[7] = (GLfloat)output->region ()->extents.y2;
	    vertices[8] = 0.0f;

	    vertices[9]  = (GLfloat)output->region ()->extents.x2;
	    vertices[10] = (GLfloat)output->region ()->extents.y2;
	    vertices[11] = 0.0f;

	    vertices[12] = (GLfloat)output->region ()->extents.x2;
	    vertices[13] = (GLfloat)output->region ()->extents.y1;
	    vertices[14] = 0.0f;

	    vertices[15] = (GLfloat)output->region ()->extents.x1;
	    vertices[16] = (GLfloat)output->region ()->extents.y1;
	    vertices[17] = 0.0f;

	    for (int i = 0; i <= 5; ++i)
	    {
		colors[i*4+0] = 0;
		colors[i*4+1] = 0;
		colors[i*4+2] = 0;
		colors[i*4+3] = (1.0 - brightness) * 65535.0f;
	    }

	    GLVertexBuffer *stream        = GLVertexBuffer::streamingBuffer ();
	    GLboolean      glBlendEnabled = glIsEnabled (GL_BLEND);

	    if (!glBlendEnabled)
		glEnable (GL_BLEND);

	    stream->begin (GL_TRIANGLES);
	    stream->addVertices (6, vertices);
	    stream->addColors (6, colors);

	    if (stream->end ())
		stream->render (sTransform);

	    /* only disable blending if it was already disabled */
	    if (!glBlendEnabled)
		glDisable (GL_BLEND);
	}

	if (!init && ps.active)
	    ps.drawParticles (sTransform);
    }

    return status;
}
开发者ID:Jubei-Mitsuyoshi,项目名称:aaa-compiz,代码行数:79,代码来源:firepaint.cpp

示例5: optionGetIntensity

bool
ShowrepaintScreen::glPaintOutput (const GLScreenPaintAttrib &attrib,
				  const GLMatrix            &transform,
				  const CompRegion          &region,
				  CompOutput                *output,
				  unsigned int               mask)
{
    bool           status;
    GLMatrix       sTransform; // initially identity matrix
    unsigned short color[4];

    status = gScreen->glPaintOutput (attrib, transform, region, output, mask);

    tmpRegion = region.intersected (*output);

    if (tmpRegion.isEmpty ())
	return status;

    sTransform.toScreenSpace (output, -DEFAULT_Z_CAMERA);

    color[3] = optionGetIntensity () * 0xffff / 100;
    color[0] = (rand () & 7) * color[3] / 8;
    color[1] = (rand () & 7) * color[3] / 8;
    color[2] = (rand () & 7) * color[3] / 8;

    GLboolean glBlendEnabled = glIsEnabled (GL_BLEND);

    if (!glBlendEnabled)
	glEnable (GL_BLEND);

    std::vector<GLfloat> vertices;
    /* for each rectangle, use two triangles to display it */
    foreach (const CompRect &box, tmpRegion.rects ())
    {
	//first triangle
	vertices.push_back (box.x1 ());
	vertices.push_back (box.y1 ());
	vertices.push_back (0.0f);

	vertices.push_back (box.x1 ());
	vertices.push_back (box.y2 ());
	vertices.push_back (0.0f);

	vertices.push_back (box.x2 ());
	vertices.push_back (box.y2 ());
	vertices.push_back (0.0f);

	//second triangle
	vertices.push_back (box.x2 ());
	vertices.push_back (box.y2 ());
	vertices.push_back (0.0f);

	vertices.push_back (box.x2 ());
	vertices.push_back (box.y1 ());
	vertices.push_back (0.0f);

	vertices.push_back (box.x1 ());
	vertices.push_back (box.y1 ());
	vertices.push_back (0.0f);
    }

    GLVertexBuffer *stream = GLVertexBuffer::streamingBuffer ();

    stream->begin (GL_TRIANGLES);
    stream->color4f ((float)color[0] / 65535.0f, (float)color[1] / 65535.0f, (float)color[2] / 65535.0f, (float)color[3] / 65535.0f);
    stream->addVertices (vertices.size () / 3, &vertices[0]);
    if (stream->end ())
	stream->render (sTransform);

    stream->colorDefault ();

    /* only disable blending if it was disabled before */
    if (!glBlendEnabled)
	glDisable (GL_BLEND);

    return status;
}
开发者ID:gloob,项目名称:compiz-tracking,代码行数:77,代码来源:showrepaint.cpp

示例6: glGetIntegerv

void
CompText::draw (const GLMatrix &transform,
                float           x,
	        float y,
	        float alpha) const
{
    GLint      oldBlendSrc, oldBlendDst;
    GLushort        colorData[4];
    GLfloat         textureData[8];
    GLfloat         vertexData[12];
    GLVertexBuffer *streamingBuffer = GLVertexBuffer::streamingBuffer ();

    if (texture.empty ())
	return;

#ifdef USE_GLES
    GLint           oldBlendSrcAlpha, oldBlendDstAlpha;
    glGetIntegerv (GL_BLEND_SRC_RGB, &oldBlendSrc);
    glGetIntegerv (GL_BLEND_DST_RGB, &oldBlendDst);
    glGetIntegerv (GL_BLEND_SRC_ALPHA, &oldBlendSrcAlpha);
    glGetIntegerv (GL_BLEND_DST_ALPHA, &oldBlendDstAlpha);
#else
    glGetIntegerv (GL_BLEND_SRC, &oldBlendSrc);
    glGetIntegerv (GL_BLEND_DST, &oldBlendDst);

    GLboolean  wasBlend;
    wasBlend = glIsEnabled (GL_BLEND);
    if (!wasBlend)
	glEnable (GL_BLEND);
#endif

    glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

    colorData[0] = alpha * 65535;
    colorData[1] = alpha * 65535;
    colorData[2] = alpha * 65535;
    colorData[3] = alpha * 65535;

    for (unsigned int i = 0; i < texture.size (); i++)
    {
	GLTexture         *tex = texture[i];
	GLTexture::Matrix m = tex->matrix ();

	tex->enable (GLTexture::Good);

	streamingBuffer->begin (GL_TRIANGLE_STRIP);

	vertexData[0]  = x;
	vertexData[1]  = y - height;
	vertexData[2]  = 0;
	vertexData[3]  = x;
	vertexData[4]  = y;
	vertexData[5]  = 0;
	vertexData[6]  = x + width;
	vertexData[7]  = y - height;
	vertexData[8]  = 0;
	vertexData[9]  = x + width;
	vertexData[10] = y;
	vertexData[11] = 0;

	textureData[0] = COMP_TEX_COORD_X (m, 0);
	textureData[1] = COMP_TEX_COORD_Y (m, 0);
	textureData[2] = COMP_TEX_COORD_X (m, 0);
	textureData[3] = COMP_TEX_COORD_Y (m, height);
	textureData[4] = COMP_TEX_COORD_X (m, width);
	textureData[5] = COMP_TEX_COORD_Y (m, 0);
	textureData[6] = COMP_TEX_COORD_X (m, width);
	textureData[7] = COMP_TEX_COORD_Y (m, height);

	streamingBuffer->addColors (1, colorData);
	streamingBuffer->addVertices (4, vertexData);
	streamingBuffer->addTexCoords (0, 4, textureData);

	streamingBuffer->end ();
	streamingBuffer->render (transform);

	tex->disable ();
    }

#ifdef USE_GLES
    glBlendFuncSeparate (oldBlendSrc, oldBlendDst,
                         oldBlendSrcAlpha, oldBlendDstAlpha);
#else
    if (!wasBlend)
	glDisable (GL_BLEND);
    glBlendFunc (oldBlendSrc, oldBlendDst);
#endif
}
开发者ID:CannedFish,项目名称:deepin-compiz,代码行数:88,代码来源:text.cpp


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