本文整理汇总了C++中LLVertexBuffer::allocateBuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVertexBuffer::allocateBuffer方法的具体用法?C++ LLVertexBuffer::allocateBuffer怎么用?C++ LLVertexBuffer::allocateBuffer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LLVertexBuffer
的用法示例。
在下文中一共展示了LLVertexBuffer::allocateBuffer方法的5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: ll_create_cube_vb
//create a vertex buffer for efficiently rendering cubes
LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage)
{
LLVertexBuffer* ret = new LLVertexBuffer(type_mask, usage);
ret->allocateBuffer(8, 64, true);
LLStrider<LLVector3> pos;
LLStrider<U16> idx;
ret->getVertexStrider(pos);
ret->getIndexStrider(idx);
pos[0] = LLVector3(-1,-1,-1);
pos[1] = LLVector3(-1,-1, 1);
pos[2] = LLVector3(-1, 1,-1);
pos[3] = LLVector3(-1, 1, 1);
pos[4] = LLVector3( 1,-1,-1);
pos[5] = LLVector3( 1,-1, 1);
pos[6] = LLVector3( 1, 1,-1);
pos[7] = LLVector3( 1, 1, 1);
for (U32 i = 0; i < 64; i++)
{
idx[i] = sOcclusionIndices[i];
}
ret->flush();
return ret;
}
示例2: create_vertex_buffers_from_model
void create_vertex_buffers_from_model(LLModel* model, std::vector<LLPointer <LLVertexBuffer> >& vertex_buffers)
{
#if 0 //VECTORIZE THIS ?
vertex_buffers.clear();
for (S32 i = 0; i < model->getNumVolumeFaces(); ++i)
{
const LLVolumeFace &vf = model->getVolumeFace(i);
U32 num_vertices = vf.mNumVertices;
U32 num_indices = vf.mNumIndices;
if (!num_vertices || ! num_indices)
{
continue;
}
LLVertexBuffer* vb =
new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0, 0);
vb->allocateBuffer(num_vertices, num_indices, TRUE);
LLStrider<LLVector3> vertex_strider;
LLStrider<LLVector3> normal_strider;
LLStrider<LLVector2> tc_strider;
LLStrider<U16> index_strider;
vb->getVertexStrider(vertex_strider);
vb->getNormalStrider(normal_strider);
vb->getTexCoord0Strider(tc_strider);
vb->getIndexStrider(index_strider);
// build vertices and normals
for (U32 i = 0; (S32)i < num_vertices; i++)
{
*(vertex_strider++) = vf.mVertices[i].mPosition;
*(tc_strider++) = vf.mVertices[i].mTexCoord;
LLVector3 normal = vf.mVertices[i].mNormal;
normal.normalize();
*(normal_strider++) = normal;
}
// build indices
for (U32 i = 0; i < num_indices; i++)
{
*(index_strider++) = vf.mIndices[i];
}
vertex_buffers.push_back(vb);
}
#endif
}
示例3: updateGeometry
BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
{
LLFastTimer ftm(LLFastTimer::FTM_UPDATE_WATER);
LLFace *face;
if (drawable->getNumFaces() < 1)
{
LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
drawable->addFace(poolp, NULL);
}
face = drawable->getFace(0);
// LLVector2 uvs[4];
// LLVector3 vtx[4];
LLStrider<LLVector3> verticesp, normalsp;
LLStrider<LLVector2> texCoordsp;
LLStrider<U16> indicesp;
U16 index_offset;
// A quad is 4 vertices and 6 indices (making 2 triangles)
static const unsigned int vertices_per_quad = 4;
static const unsigned int indices_per_quad = 6;
static const LLCachedControl<bool> render_transparent_water("RenderTransparentWater",false);
const S32 size = (render_transparent_water && !LLGLSLShader::sNoFixedFunction) ? 16 : 1;
const S32 num_quads = size * size;
face->setSize(vertices_per_quad * num_quads,
indices_per_quad * num_quads);
LLVertexBuffer* buff = face->getVertexBuffer();
if (!buff)
{
buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB);
buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
face->setIndicesIndex(0);
face->setGeomIndex(0);
face->setVertexBuffer(buff);
}
else
{
buff->resizeBuffer(face->getGeomCount(), face->getIndicesCount());
}
index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
LLVector3 position_agent;
position_agent = getPositionAgent();
face->mCenterAgent = position_agent;
face->mCenterLocal = position_agent;
S32 x, y;
F32 step_x = getScale().mV[0] / size;
F32 step_y = getScale().mV[1] / size;
const LLVector3 up(0.f, step_y * 0.5f, 0.f);
const LLVector3 right(step_x * 0.5f, 0.f, 0.f);
const LLVector3 normal(0.f, 0.f, 1.f);
F32 size_inv = 1.f / size;
for (y = 0; y < size; y++)
{
for (x = 0; x < size; x++)
{
S32 toffset = index_offset + 4*(y*size + x);
position_agent = getPositionAgent() - getScale() * 0.5f;
position_agent.mV[VX] += (x + 0.5f) * step_x;
position_agent.mV[VY] += (y + 0.5f) * step_y;
*verticesp++ = position_agent - right + up;
*verticesp++ = position_agent - right - up;
*verticesp++ = position_agent + right + up;
*verticesp++ = position_agent + right - up;
*texCoordsp++ = LLVector2(x*size_inv, (y+1)*size_inv);
*texCoordsp++ = LLVector2(x*size_inv, y*size_inv);
*texCoordsp++ = LLVector2((x+1)*size_inv, (y+1)*size_inv);
*texCoordsp++ = LLVector2((x+1)*size_inv, y*size_inv);
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*indicesp++ = toffset + 0;
*indicesp++ = toffset + 1;
*indicesp++ = toffset + 2;
*indicesp++ = toffset + 1;
*indicesp++ = toffset + 3;
*indicesp++ = toffset + 2;
}
}
buff->flush();
mDrawable->movePartition();
LLPipeline::sCompiles++;
//.........这里部分代码省略.........
示例4: updateMesh
void LLVOTree::updateMesh()
{
LLMatrix4 matrix;
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = getPositionAgent();
//gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
LLMatrix4 trans_mat;
trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
trans_mat *= matrix;
// Rotate to tree position and bend for current trunk/wind
// Note that trunk stiffness controls the amount of bend at the trunk as
// opposed to the crown of the tree
//
const F32 TRUNK_STIFF = 22.f;
LLQuaternion rot =
LLQuaternion(mTrunkBend.magVec()*TRUNK_STIFF*DEG_TO_RAD, LLVector4(mTrunkBend.mV[VX], mTrunkBend.mV[VY], 0)) *
LLQuaternion(90.f*DEG_TO_RAD, LLVector4(0,0,1)) *
getRotation();
LLMatrix4 rot_mat(rot);
rot_mat *= trans_mat;
F32 radius = getScale().magVec()*0.05f;
LLMatrix4 scale_mat;
scale_mat.mMatrix[0][0] =
scale_mat.mMatrix[1][1] =
scale_mat.mMatrix[2][2] = radius;
scale_mat *= rot_mat;
// const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f;
// const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f;
F32 droop = mDroop + 25.f*(1.f - mTrunkBend.magVec());
S32 stop_depth = 0;
F32 alpha = 1.0;
U32 vert_count = 0;
U32 index_count = 0;
calcNumVerts(vert_count, index_count, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, mBranches);
LLFace* facep = mDrawable->getFace(0);
LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
buff->allocateBuffer(vert_count, index_count, TRUE);
facep->setVertexBuffer(buff);
LLStrider<LLVector3> vertices;
LLStrider<LLVector3> normals;
LLStrider<LLVector2> tex_coords;
LLStrider<U16> indices;
U16 idx_offset = 0;
buff->getVertexStrider(vertices);
buff->getNormalStrider(normals);
buff->getTexCoord0Strider(tex_coords);
buff->getIndexStrider(indices);
genBranchPipeline(vertices, normals, tex_coords, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha);
mReferenceBuffer->flush();
buff->flush();
}
示例5: updateGeometry
BOOL LLVOGround::updateGeometry(LLDrawable *drawable)
{
LLStrider<LLVector3> verticesp;
LLStrider<LLVector3> normalsp;
LLStrider<LLVector2> texCoordsp;
LLStrider<U16> indicesp;
S32 index_offset;
LLFace *face;
LLDrawPoolGround *poolp = (LLDrawPoolGround*) gPipeline.getPool(LLDrawPool::POOL_GROUND);
if (drawable->getNumFaces() < 1)
drawable->addFace(poolp, NULL);
face = drawable->getFace(0);
if (!face->getVertexBuffer())
{
face->setSize(5, 12);
LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolGround::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
face->setGeomIndex(0);
face->setIndicesIndex(0);
face->setVertexBuffer(buff);
}
index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
if (-1 == index_offset)
{
return TRUE;
}
///////////////////////////////////////
//
//
//
LLVector3 at_dir = LLViewerCamera::getInstance()->getAtAxis();
at_dir.mV[VZ] = 0.f;
if (at_dir.normVec() < 0.01)
{
// We really don't care, as we're not looking anywhere near the horizon.
}
LLVector3 left_dir = LLViewerCamera::getInstance()->getLeftAxis();
left_dir.mV[VZ] = 0.f;
left_dir.normVec();
// Our center top point
LLColor4 ground_color = gSky.getFogColor();
ground_color.mV[3] = 1.f;
face->setFaceColor(ground_color);
*(verticesp++) = LLVector3(64, 64, 0);
*(verticesp++) = LLVector3(-64, 64, 0);
*(verticesp++) = LLVector3(-64, -64, 0);
*(verticesp++) = LLVector3(64, -64, 0);
*(verticesp++) = LLVector3(0, 0, -1024);
// Triangles for each side
*indicesp++ = index_offset + 0;
*indicesp++ = index_offset + 1;
*indicesp++ = index_offset + 4;
*indicesp++ = index_offset + 1;
*indicesp++ = index_offset + 2;
*indicesp++ = index_offset + 4;
*indicesp++ = index_offset + 2;
*indicesp++ = index_offset + 3;
*indicesp++ = index_offset + 4;
*indicesp++ = index_offset + 3;
*indicesp++ = index_offset + 0;
*indicesp++ = index_offset + 4;
*(texCoordsp++) = LLVector2(0.f, 0.f);
*(texCoordsp++) = LLVector2(1.f, 0.f);
*(texCoordsp++) = LLVector2(1.f, 1.f);
*(texCoordsp++) = LLVector2(0.f, 1.f);
*(texCoordsp++) = LLVector2(0.5f, 0.5f);
face->getVertexBuffer()->flush();
LLPipeline::sCompiles++;
return TRUE;
}