本文整理汇总了C++中ISceneManager::createCubeMesh方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneManager::createCubeMesh方法的具体用法?C++ ISceneManager::createCubeMesh怎么用?C++ ISceneManager::createCubeMesh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ISceneManager
的用法示例。
在下文中一共展示了ISceneManager::createCubeMesh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: main
int main()
{
int d = 1;
GF_PRINT_CONSOLE_INFO("Hello:%d\n", d);
SDeviceContextSettings settings;
settings.MultiSamplingCount = 4;
settings.MultiSamplingQuality = 32;
IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
IShaderManager* shaderManager = driver->getShaderManager();
IInputLayoutManager* inputlayoutManager = driver->getInputLayoutManager();
IPipelineManager* pipelineMgr = driver->getPipelineManager();
IShader* vs = shaderManager->load(EST_VERTEX_SHADER, "color.hlsl", "ColorVertexShader");
IShader* ps = shaderManager->load(EST_PIXEL_SHADER, "PixelShader.hlsl", "ColorPixelShader");
std::vector<SInputLayoutElement> elements;
elements.resize(2);
elements[0].SemanticName = "POSITION";
elements[0].SemanticIndex = 0;
elements[0].Format = EGF_R32G32B32_FLOAT;
elements[0].Offset = 0;
elements[1].SemanticName = "COLOR";
elements[1].SemanticIndex = 0;
elements[1].Format = EGF_R32G32B32A32_FLOAT;
elements[1].Offset = 12;
IInputLayout* layout = inputlayoutManager->create(elements, vs);
IShader* shaders[2] = { vs, ps };
IPipeline* pipeline = pipelineMgr->create("color", shaders, 2, layout, EPT_TRIANGLELIST);
ISceneManager* smgr = device->getSceneManager();
Vertex vertices[3];
vertices[0] = Vertex(XMFLOAT3(-1.0f, -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f));
vertices[1] = Vertex(XMFLOAT3(0.0f, 0.6f, 0.0f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f));
vertices[2] = Vertex(XMFLOAT3(1.0f, -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 1.0f, 1.0f));
//IMesh* mesh = smgr->createSimpleMesh(&vertices, 3, sizeof(Vertex), nullptr, 0, 0);
IMesh* mesh = smgr->createCubeMesh();
IMeshNode* meshNode = smgr->addMeshNode(mesh, pipeline);
//CD3D11ShaderManager* s = new CD3D11ShaderManager(nullptr);
XMVECTOR eye = XMVectorSet(0.0f, 0.0f, -5.0f, 1.0f);
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMVECTOR at = XMVectorZero();
XMMATRIX view = XMMatrixLookAtLH(eye, at, up);
XMMATRIX proj = XMMatrixPerspectiveFovLH(0.25f * 3.14f,
static_cast<float>(SCREEN_WIDTH) / static_cast<float>(SCREEN_HEIGHT),
1.0f, 1000.0f);
meshNode->translate(0, 0, 5.0f);
XMMATRIX world = meshNode->getAbsoluteTransformation();
//XMMATRIX world = XMMatrixIdentity();
pipeline->setMatrix("viewMatrix", reinterpret_cast<f32*>(&view));
pipeline->setMatrix("projectionMatrix", reinterpret_cast<f32*>(&proj));
SShaderAutoVariable var;
var.Type = ESAVT_WORLD_MATRIX;
var.ShaderType = EST_VERTEX_SHADER;
var.VariableName = "worldMatrix";
pipeline->addShaderAutoVariable(var);
std::cout << "Hello World" << std::endl;
ITimer* timer = device->createTimer();
timer->reset();
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
f32 dt = timer->tick();
//std::cout << dt << std::endl;
meshNode->setPosition(0, 0, -2.0f);
meshNode->yaw(1.0f * dt);
smgr->drawAll();
//XMMATRIX world = meshNode->getAbsoluteTransformation();
//pipeline->setMatrix("worldMatrix", reinterpret_cast<f32*>(&world));
driver->endScene();
}
return 0;
}