本文整理汇总了C++中MeshBuilder::AddCube方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshBuilder::AddCube方法的具体用法?C++ MeshBuilder::AddCube怎么用?C++ MeshBuilder::AddCube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MeshBuilder
的用法示例。
在下文中一共展示了MeshBuilder::AddCube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: SetUpShader
//-----------------------------------------------------------------------------------
void TheGame::SetUpShader()
{
m_testMaterial = new Material(
new ShaderProgram("Data/Shaders/SkinDebug.vert", "Data/Shaders/SkinDebug.frag"), //fixedVertexFormat timeBased basicLight multiLight
RenderState(RenderState::DepthTestingMode::ON, RenderState::FaceCullingMode::CULL_BACK_FACES, RenderState::BlendMode::ALPHA_BLEND)
);
m_uvDebugMaterial = new Material(
new ShaderProgram("Data/Shaders/basicLight.vert", "Data/Shaders/uvDebug.frag"),
RenderState(RenderState::DepthTestingMode::ON, RenderState::FaceCullingMode::CULL_BACK_FACES, RenderState::BlendMode::ALPHA_BLEND)
);
m_normalDebugMaterial = new Material(
new ShaderProgram("Data/Shaders/basicLight.vert", "Data/Shaders/normalDebug.frag"),
RenderState(RenderState::DepthTestingMode::ON, RenderState::FaceCullingMode::CULL_BACK_FACES, RenderState::BlendMode::ALPHA_BLEND)
);
m_testMaterial->SetDiffuseTexture("Data/Images/stone_diffuse.png");
m_testMaterial->SetNormalTexture("Data/Images/stone_normal.png");
m_testMaterial->SetEmissiveTexture("Data/Images/pattern_81/maymay.tga");
m_testMaterial->SetNoiseTexture("Data/Images/perlinNoise.png");
m_testMaterial->SetVec4Uniform("gDissolveColor", Vector4(0.0f, 1.0f, 0.3f, 1.0f));
m_testMaterial->SetVec4Uniform("gColor", Vector4(1.0f, 1.0f, 1.0f, 1.0f));
m_testMaterial->SetVec4Uniform("gAmbientLight", Vector4(1.0f, 1.0f, 1.0f, 0.0f));
m_testMaterial->SetFloatUniform("gSpecularPower", 16.0f);
m_testMaterial->SetFloatUniform("gSpecularIntensity", 0.5f); //0 to 1
m_testMaterial->SetVec4Uniform("gFogColor", Vector4(0.7f, 0.7f, 0.7f, 1.0f));
m_testMaterial->SetFloatUniform("gMinFogDistance", 10.0f);
m_testMaterial->SetFloatUniform("gMaxFogDistance", 20.0f);
m_testMaterial->SetIntUniform("gLightCount", NUM_LIGHTS);
lightMaterial = new Material(
new ShaderProgram("Data/Shaders/fixedVertexFormat.vert", "Data/Shaders/fixedVertexFormat.frag"), //fixedVertexFormat timeBased basicLight
RenderState(RenderState::DepthTestingMode::ON, RenderState::FaceCullingMode::CULL_BACK_FACES, RenderState::BlendMode::ALPHA_BLEND)
);
lightMaterial->SetDiffuseTexture(Renderer::instance->m_defaultTexture);
//Set all attributes of the arrays to default values
for (int i = 0; i < 16; i++)
{
m_lightPositions[i] = Vector3::ZERO;
m_lightDirections[i] = Vector3::FORWARD;
m_lightDirectionFactor[i] = 0.0f;
m_nearPower[i] = 1.0f;
m_farPower[i] = 1.0f;
m_nearDistance[i] = 2.0f;
m_farDistance[i] = 6.0f;
m_innerPower[i] = 1.0f;
m_outerPower[i] = 1.0f;
m_innerAngle[i] = 1.0f;
m_outerAngle[i] = -1.0f;
m_lightColors[i] = RGBA::BLACK.ToVec4(); //i % 2 == 0 ? RGBA::RED.ToVec4() : RGBA::BLUE.ToVec4();//
}
//Initialize the lights for the demo
// m_lights[0] = Light(Vector3::ZERO, RGBA(RGBA::RED), lightMaterial);
// m_lights[0].ConvertToLocalPointLight(2.0f, 6.0f, 1.0f, 0.0f);
// m_lights[1] = Light(Vector3::ZERO, RGBA(RGBA::GREEN), lightMaterial);
// m_lights[1].ConvertToGlobalDirectLight(Vector3::FORWARD, 2.0f, 6.0f);
//Initialize the arrays with our values
for (int i = 0; i < NUM_LIGHTS; i++)
{
m_lightColors[i] = m_lights[i].GetColor();
m_lightDirections[i] = m_lights[i].GetDirection();
m_lightDirectionFactor[i] = m_lights[i].IsDirectional() ? 1.0f : 0.0f;
m_nearPower[i] = m_lights[i].GetNearPower();
m_farPower[i] = m_lights[i].GetFarPower();
m_nearDistance[i] = m_lights[i].GetNearDistance();
m_farDistance[i] = m_lights[i].GetFarDistance();
m_innerPower[i] = m_lights[i].GetInnerPower();
m_outerPower[i] = m_lights[i].GetOuterPower();
m_innerAngle[i] = m_lights[i].GetInnerAngle();
m_outerAngle[i] = m_lights[i].GetOuterAngle();
}
for (int i = 0; i < NUM_LIGHTS; i++)
{
m_testMaterial->SetVec4Uniform(Stringf("gLightColor[%i]", i).c_str(), m_lightColors[i], 16);
m_testMaterial->SetVec3Uniform(Stringf("gLightDirection[%i]", i).c_str(), m_lightDirections[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gLightDirectionFactor[%i]", i).c_str(), m_lightDirectionFactor[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gNearPower[%i]", i).c_str(), m_nearPower[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gFarPower[%i]", i).c_str(), m_farPower[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gNearDistance[%i]", i).c_str(), m_nearDistance[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gFarDistance[%i]", i).c_str(), m_farDistance[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gInnerPower[%i]", i).c_str(), m_innerPower[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gOuterPower[%i]", i).c_str(), m_outerPower[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gInnerAngle[%i]", i).c_str(), m_innerAngle[i], 16);
m_testMaterial->SetFloatUniform(Stringf("gOuterAngle[%i]", i).c_str(), m_outerAngle[i], 16);
}
m_currentMaterial = m_testMaterial;
MeshBuilder builder;
builder.AddCube(2.0f);
//Lol more blatant memory leaks fml
loadedMesh = new MeshRenderer(new Mesh(), m_currentMaterial);
builder.CopyToMesh(loadedMesh->m_mesh, &Vertex_SkinnedPCTN::Copy, sizeof(Vertex_SkinnedPCTN), &Vertex_SkinnedPCTN::BindMeshToVAO);
//.........这里部分代码省略.........