本文整理汇总了C++中GeometryGenerator::createCylinder方法的典型用法代码示例。如果您正苦于以下问题:C++ GeometryGenerator::createCylinder方法的具体用法?C++ GeometryGenerator::createCylinder怎么用?C++ GeometryGenerator::createCylinder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GeometryGenerator
的用法示例。
在下文中一共展示了GeometryGenerator::createCylinder方法的1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: buildGeometryBuffers
void App::buildGeometryBuffers( void )
{
GeometryGenerator::MeshData box, grid, sphere, cylinder;
GeometryGenerator geoGen;
geoGen.createBox( 1.f, 1.f, 1.f, box );
geoGen.createGrid( 20.f, 30.f, 60, 40, grid );
geoGen.createSphere( 0.5f, 20, 20, sphere );
geoGen.createCylinder( 0.5f, 0.3f, 3.f, 20, 20, cylinder );
mBoxVertexOffset = 0;
mGridVertexOffset = box.vertices.size();
mSphereVertexOffset = mGridVertexOffset + grid.vertices.size();
mCylinderVertexOffset = mSphereVertexOffset + sphere.vertices.size();
mBoxIndexCount = static_cast<UINT>( box.indices.size() );
mGridIndexCount = static_cast<UINT>( grid.indices.size() );
mSphereIndexCount = static_cast<UINT>( sphere.indices.size() );
mCylinderIndexCount = static_cast<UINT>( cylinder.indices.size() );
mBoxIndexOffset = 0;
mGridIndexOffset = mBoxIndexCount;
mSphereIndexOffset = mGridIndexOffset + mGridIndexCount;
mCylinderIndexOffset = mSphereIndexOffset + mSphereIndexCount;
const UINT totalVertexCount = box.vertices.size() +
grid.vertices.size() +
sphere.vertices.size() +
cylinder.vertices.size();
const UINT totalIndexCount = mBoxIndexCount +
mGridIndexCount +
mSphereIndexCount +
mCylinderIndexCount;
// Pack all vertices into one vertex buffer.
std::vector<Vertex> vertices( totalVertexCount );
const DirectX::XMFLOAT4 black( 0.f, 1.f, 0.f, 1.f );
UINT k = 0;
for ( size_t i = 0; i < box.vertices.size(); ++i, ++k ) {
vertices[k].pos = box.vertices[i].position;
vertices[k].color = black;
}
for ( size_t i = 0; i < grid.vertices.size(); ++i, ++k ) {
vertices[k].pos = grid.vertices[i].position;
vertices[k].color = black;
}
for ( size_t i = 0; i < sphere.vertices.size(); ++i, ++k ) {
vertices[k].pos = sphere.vertices[i].position;
vertices[k].color = black;
}
for ( size_t i = 0; i < cylinder.vertices.size(); ++i, ++k ) {
vertices[k].pos = cylinder.vertices[i].position;
vertices[k].color = black;
}
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof( bd ) );
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.ByteWidth = sizeof( Vertex ) * totalVertexCount;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA initData;
ZeroMemory( &initData, sizeof( initData ) );
initData.pSysMem = &vertices[0];
HR( mD3DDevice->CreateBuffer( &bd, &initData, &mVB ) );
std::vector<UINT> indices;
indices.insert( indices.end(), box.indices.begin(), box.indices.end() );
indices.insert( indices.end(), grid.indices.begin(), grid.indices.end() );
indices.insert( indices.end(), sphere.indices.begin(), sphere.indices.end() );
indices.insert( indices.end(), cylinder.indices.begin(), cylinder.indices.end() );
D3D11_BUFFER_DESC ibd;
ZeroMemory( &ibd, sizeof( ibd ) );
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof( UINT ) * totalIndexCount;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
ibd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = &indices[0];
HR( mD3DDevice->CreateBuffer( &ibd, &iinitData, &mIB ) );
}