本文整理汇总了C++中ISceneManager::destroy方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneManager::destroy方法的具体用法?C++ ISceneManager::destroy怎么用?C++ ISceneManager::destroy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::destroy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: main
int main()
{
IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->createSceneManager();
ITimer* timer = device->getTimer();
timer->reset();
// test
XMFLOAT4 plane(0, 1.0f, 0, 0);
XMFLOAT3 p(1.0f, 3.0f, -2.0f);
XMFLOAT3 p2 = math::ComputeMirrorPointAboutPlane(plane, p);
std::cout << p2.x << "," << p2.y << "," << p2.z << std::endl;
const f32 color[] = { 0, 1.0f, 0, 1.0f };
while (device->run()) {
driver->beginScene(true, true, color);
float dt = timer->tick();
smgr->update(dt);
smgr->drawAll();
driver->endScene();
}
smgr->destroy();
device->drop();
return 0;
}
示例2: main
int main()
{
IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600);
IVideoDriver* driver = device->getVideoDriver();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
IInputDriver* input = device->getInputDriver();
ISceneManager* smgr = setupScene(device);
driver->setDeferredShading(true);
ITimer* timer = device->getTimer();
timer->reset();
const f32 color[] = { 0, 0, 0, 1.0f };
while (device->run()) {
float dt = timer->tick();
if (input->keyDown(GVK_ESCAPE))
break;
smgr->update(dt);
driver->beginScene(true, true, color);
smgr->drawAll();
driver->endScene();
}
smgr->destroy();
device->drop();
return 0;
}
示例3: main
//.........这里部分代码省略.........
IApplication* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->createSceneManager();
IMeshManager* meshManager = driver->getMeshManager();
IMaterialManager* materialManager = driver->getMaterialManager();
ITextureManager* textureManager = driver->getTextureManager();
IPipelineManager* pipelineManager = driver->getPipelineManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
const f32 groundSize = 1000.0f;
ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", groundSize, groundSize, 100, 100, 100.0f, 100.0f);
IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
groundNode->setMaterialName("ground_material");
// add point lights
const u32 lightColNum = 10;
const u32 lightRowNum = 10;
f32 xLightSpace = groundSize / (lightColNum - 1);
f32 zLightSpace = groundSize / (lightRowNum - 1);
for (u32 i = 0; i < lightRowNum; i++)
{
for (u32 j = 0; j < lightColNum; j++)
{
u32 id = i * lightColNum + j;
f32 x = -groundSize * 0.5f + xLightSpace * j;
f32 z = groundSize * 0.5f - zLightSpace * i;
ILightNode* light = smgr->addPointLight(id, nullptr, true, XMFLOAT3(x, 50.0f, z), 200.0f);
light->setSpecular(XMFLOAT4(12.0f, 12.0f, 12.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
light->setAttenuation(1.0f, 0.1f, 0);
}
}
/*
IModelMesh* carMesh = meshManager->getModelMesh("myfirst.mesh");
IMeshNode* carNode = smgr->addModelMeshNode(carMesh, NULL, false);
carNode->translate(0, 0.1f, 0);
carNode->setNeedCulling(false);
carNode->scale(0.05f, 0.05f, 0.05f);
carNode->pitch(XM_PIDIV2);
*/
IModelMesh* carMesh = meshManager->getModelMesh("car B red.mesh");
IMeshNode* carNode = smgr->addModelMeshNode(carMesh, NULL, false);
carNode->translate(0, 1.0f, 0);
//carNode->setNeedCulling(false);
//carNode->scale(0.05f, 0.05f, 0.05f);
//carNode->pitch(XM_PIDIV2);
IModelMesh* wheelleftFrontMesh = meshManager->getModelMesh("wheel front left.mesh");
IMeshNode* wheelleftFront = smgr->addModelMeshNode(wheelleftFrontMesh, carNode, false);
//carNode->setNeedCulling(false);
ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f));
camera->setFarZ(3000.0f);
smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
char caption[200];
ITimer* timer = device->getTimer();
timer->reset();
const f32 color2[] = { 1.0f, 0.0f, 0.0f, 1.0f };
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
u32 ms = timer->tick();
float dt = ms * 0.001f;
updateCamera(camera, dt);
//updateCarPosition(dt, carNode, camera);
smgr->update(ms);
smgr->drawAll();
driver->endScene();
f32 fps = getFps(dt);
sprintf_s(caption, "FPS:%f, delta:%f", fps, 1000.0f/fps);
device->setWindowCaption(caption);
}
//sphereMaterial.drop();
smgr->destroy();
device->drop();
return 0;
}
示例4: _tmain
int _tmain(int argc, _TCHAR* argv[])
{
srand(time(0));
SDeviceContextSettings settings;
settings.MultiSamplingCount = 4;
settings.MultiSamplingQuality = 32;
IDevice* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
math::SAxisAlignedBox aabb;
aabb.Center = XMFLOAT3(0, 10.0f, 0);
aabb.Extents = XMFLOAT3(500.0f, 500.0f, 500.0f);
ISceneManager* smgr = device->createSceneManager(aabb);
IMeshManager* meshManager = driver->getMeshManager();
IMaterialManager* materialManager = driver->getMaterialManager();
ITextureManager* textureManager = driver->getTextureManager();
IPipelineManager* pipelineManager = driver->getPipelineManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
PhysicsEngine::getInstance();
setupPhysics(smgr);
// create ground
ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", groundSize, groundSize, 10, 10, 30.0f, 30.0f);
IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
groundNode->setMaterialName("ground_material");
createBoxes(smgr);
// add directional light
XMFLOAT3 light_dir(5.0f, -5.0f, -2.0f);
f32 lightDistance = -20;
ILightNode* light = smgr->addDirectionalLight(1, nullptr, light_dir);
light->setSpecular(XMFLOAT4(1.0f, 1.0, 1.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
//light->setShadowCameraOrthographicSize(10.0f, 7.0f);
XMFLOAT4 unit_dir = light->getDirection();
light->setPosition(XMFLOAT3(unit_dir.x * lightDistance, unit_dir.y * lightDistance, unit_dir.z * lightDistance));
light->setShadowMapSize(SCREEN_WIDTH, SCREEN_HEIGHT);
light->setShadowCameraOrthographicSize(100.0f, 100.0f);
light->enableShadow(true);
ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
camera->setPosition(XMFLOAT3(0, 20.0f, -40.0f));
camera->lookAt(XMFLOAT3(0, 0, 0));
camera->setNearZ(1.0f);
camera->setFarZ(1000.0f);
camera->setShadowRange(200.0f);
smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
updateLightDirection(10.0f, light);
char caption[200];
ITimer* timer = device->getTimer();
timer->reset();
const f32 color2[] = { 1.0f, 0.0f, 0.0f, 1.0f };
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
u32 ms = timer->tick();
float dt = ms * 0.001f;
updatePhysics(dt);
updateCamera(camera, dt);
//updateLightDirection(dt, light);
smgr->update(ms);
smgr->drawAll();
driver->endScene();
sprintf_s(caption, "FPS:%f", getFps(dt));
device->setWindowCaption(caption);
//Sleep(10);
}
//sphereMaterial.drop();
smgr->destroy();
device->drop();
delete g_ground;
delete g_box;
PhysicsEngine::deleteInstance();
return 0;
}
示例5: _tmain
int _tmain(int argc, _TCHAR* argv[])
{
SDeviceContextSettings settings;
settings.MultiSamplingCount = 4;
settings.MultiSamplingQuality = 32;
IDevice* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
math::SAxisAlignedBox aabb;
aabb.Center = XMFLOAT3(0, 0.0f, 0);
aabb.Extents = XMFLOAT3(3000.0f, 1000.0f, 3000.0f);
ISceneManager* smgr = device->createSceneManager(aabb);
IMeshManager* meshManager = driver->getMeshManager();
IMaterialManager* materialManager = driver->getMaterialManager();
ITextureManager* textureManager = driver->getTextureManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
ILightNode* light = smgr->addDirectionalLight(1, nullptr, XMFLOAT3(3.0f, -2.0f, 1.5f));
light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.4f, 0.4f, 0.4f, 1.0f));
light->enableShadow(true);
ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 30.0f, -4.0f),
XMFLOAT3(0, 30.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
camera->setShadowRange(200.0f);
buildGrassLand(smgr);
ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", GROUND_SIZE, GROUND_SIZE, 50, 50, 10.0f, 10.0f);
IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
groundNode->setMaterialName("ground_material");
ITextureCube* skyTexture = textureManager->loadCubeTexture("skybox1.dds");
smgr->setSkyDome(skyTexture);
ITimer* timer = device->getTimer();
timer->reset();
char caption[200];
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
f32 dt = timer->tick();
updateCamera(camera, dt);
g_grassLand->update(dt);
smgr->update(dt);
smgr->drawAll();
driver->endScene();
u32 num = smgr->getRenderedMeshNum();
sprintf(caption, "FPS:%f num:%d", getFps(dt), num);
device->setWindowCaption(caption);
}
smgr->destroy();
device->drop();
return 0;
}
示例6: main
int main()
{
IDevice* device = gf::createDevice(EDT_DIRECT3D11, 800, 600);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->createSceneManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
ITimer* timer = device->getTimer();
timer->reset();
ITextureManager* textureManager = ITextureManager::getInstance();
IShaderManager* shaderMgr = driver->getShaderManager();
IShader* shader = shaderMgr->load(EST_COMPUTE_SHADER, "matmul.hlsl", "cs_main");
const u32 dimension = 512;
const u32 sq_dimension = dimension * dimension;
std::vector<f32> A(sq_dimension);
std::vector<f32> B(sq_dimension);
std::vector<f32> C(sq_dimension);
std::vector<f32> D(sq_dimension);
// init data
for (u32 i = 0; i < sq_dimension; i++)
{
A[i] = math::RandomFloat(0, 10.0f);
B[i] = math::RandomFloat(0, 10.0f);
}
f32 start_time, end_time;
start_time = timer->getTime();
// store the right answers to D
for (u32 i = 0; i < dimension; i++)
{
for (u32 j = 0; j < dimension; j++)
{
f32 sum = 0;
for (u32 k = 0; k < dimension; k++)
{
sum += A[i * dimension + k] * B[k * dimension + j];
}
D[i * dimension + j] = sum;
}
}
end_time = timer->getTime();
printf("The computation time by CPU: %fs\n", end_time - start_time);
start_time = timer->getTime();
ITexture* inputTexture1 = textureManager->createTexture2D("input1", dimension, dimension,
ETBT_SHADER_RESOURCE, &A[0], 1, EGF_R32_FLOAT, 0);
ITexture* inputTexture2 = textureManager->createTexture2D("input2", dimension, dimension,
ETBT_SHADER_RESOURCE, &B[0], 1, EGF_R32_FLOAT, 0);
ITexture* outputTexture = textureManager->createTexture2D("output", dimension, dimension,
ETBT_UNORDERED_ACCESS, nullptr, 1, EGF_R32_FLOAT, 0);
ITexture* copyTexture = textureManager->createTexture2D("copy", dimension, dimension,
ETBT_CPU_ACCESS_READ, nullptr, 1, EGF_R32_FLOAT, 0);
shader->setTexture("gInputA", inputTexture1);
shader->setTexture("gInputB", inputTexture2);
shader->setTexture("gOutput", outputTexture);
u32 blockNum = dimension / 8;
if (blockNum * 8 != dimension)
blockNum++;
driver->runComputeShader(shader, blockNum, blockNum, 1);
//driver->resetRWTextures();
//driver->resetTextures();
outputTexture->copyDataToAnotherTexture(copyTexture);
STextureData outputData;
copyTexture->lock(ETLT_READ, &outputData);
u8* data = (u8*)outputData.Data;
for (u32 i = 0; i < dimension; i++)
{
// copy each row.
memcpy(&C[i * dimension], data + outputData.RowPitch * i, dimension * sizeof(f32));
}
copyTexture->unlock();
end_time = timer->getTime();
printf("The computation time by GPU: %fs\n", end_time - start_time);
for (u32 i = 0; i < sq_dimension; i++)
{
assert(math::FloatEqual(C[i], D[i]));
}
// destory textures.
if (!textureManager->destroy(inputTexture1))
printf("Destory texture failed!");
if (!textureManager->destroy(inputTexture2))
//.........这里部分代码省略.........