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C++ GraphicsScene::AllocateSceneView方法代码示例

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


在下文中一共展示了GraphicsScene::AllocateSceneView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: BindToWorld

void Viewport::BindToWorld( World* newWorld )
{
	if (newWorld && newWorld != m_World)
	{
		GraphicsScene* pGraphicsScene;

		// Release the old scene view if we have one.
		if ( m_World && IsValid(m_SceneViewId) )
		{
			pGraphicsScene = GetGraphicsScene();
			pGraphicsScene->ReleaseSceneView( m_SceneViewId );
		}

		// Set up the new scene view.
		m_World = newWorld;
		pGraphicsScene = GetGraphicsScene();
		m_SceneViewId = pGraphicsScene->AllocateSceneView();

		OnResize();
	}
}
开发者ID:kevindqc,项目名称:Helium,代码行数:21,代码来源:Viewport.cpp

示例2: _tWinMain


//.........这里部分代码省略.........
	RenderResourceManager& rRenderResourceManager = RenderResourceManager::GetStaticInstance();
	rRenderResourceManager.Initialize();
	rRenderResourceManager.UpdateMaxViewportSize( displayWidth, displayHeight );

	//// Create a scene definition
	SceneDefinitionPtr spSceneDefinition;
	gAssetLoader->LoadObject( AssetPath( TXT( "/ExampleGames/Empty/Scenes/TestScene:SceneDefinition" ) ), spSceneDefinition );

	EntityDefinitionPtr spEntityDefinition;
	gAssetLoader->LoadObject( AssetPath( TXT( "/ExampleGames/Empty/Scenes/TestScene:TestBull_Entity" ) ), spEntityDefinition );

	DynamicDrawer& rDynamicDrawer = DynamicDrawer::GetStaticInstance();
	HELIUM_VERIFY( rDynamicDrawer.Initialize() );

	RRenderContextPtr spMainRenderContext = pRenderer->GetMainContext();
	HELIUM_ASSERT( spMainRenderContext );
	
	WorldManager& rWorldManager = WorldManager::GetStaticInstance();
	HELIUM_VERIFY( rWorldManager.Initialize() );

	// Create a world
	WorldPtr spWorld( rWorldManager.CreateWorld( spSceneDefinition ) );
	HELIUM_ASSERT( spWorld );
	HELIUM_TRACE( TraceLevels::Info, TXT( "Created world \"%s\".\n" ), *spSceneDefinition->GetPath().ToString() );

	//Slice *pRootSlice = spWorld->GetRootSlice();
	//Entity *pEntity = pRootSlice->CreateEntity(spEntityDefinition);
			
	GraphicsScene* pGraphicsScene = spWorld->GetComponents().GetFirst<GraphicsManagerComponent>()->GetGraphicsScene();
	HELIUM_ASSERT( pGraphicsScene );
	GraphicsSceneView* pMainSceneView = NULL;
	if( pGraphicsScene )
	{
		uint32_t mainSceneViewId = pGraphicsScene->AllocateSceneView();
		if( IsValid( mainSceneViewId ) )
		{
			float32_t aspectRatio =
				static_cast< float32_t >( displayWidth ) / static_cast< float32_t >( displayHeight );

			RSurface* pDepthStencilSurface = rRenderResourceManager.GetDepthStencilSurface();
			HELIUM_ASSERT( pDepthStencilSurface );

			pMainSceneView = pGraphicsScene->GetSceneView( mainSceneViewId );
			HELIUM_ASSERT( pMainSceneView );
			pMainSceneView->SetRenderContext( spMainRenderContext );
			pMainSceneView->SetDepthStencilSurface( pDepthStencilSurface );
			pMainSceneView->SetAspectRatio( aspectRatio );
			pMainSceneView->SetViewport( 0, 0, displayWidth, displayHeight );
			pMainSceneView->SetClearColor( Color( 0x00202020 ) );

			//spMainCamera->SetSceneViewId( mainSceneViewId );

#if MULTI_WINDOW
			uint32_t subSceneViewId = pGraphicsScene->AllocateSceneView();
			if( IsValid( subSceneViewId ) )
			{
				GraphicsSceneView* pSubSceneView = pGraphicsScene->GetSceneView( subSceneViewId );
				HELIUM_ASSERT( pSubSceneView );
				pSubSceneView->SetRenderContext( spSubRenderContext );
				pSubSceneView->SetDepthStencilSurface( pDepthStencilSurface );
				pSubSceneView->SetAspectRatio( aspectRatio );
				pSubSceneView->SetViewport( 0, 0, displayWidth, displayHeight );
				pSubSceneView->SetClearColor( Color( 0x00202020 ) );

				//spSubCamera->SetSceneViewId( subSceneViewId );
			}
开发者ID:kevindqc,项目名称:Helium,代码行数:67,代码来源:TestApp.cpp


注:本文中的GraphicsScene::AllocateSceneView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。