本文整理汇总了C++中MeshBuilder::AddIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshBuilder::AddIndex方法的具体用法?C++ MeshBuilder::AddIndex怎么用?C++ MeshBuilder::AddIndex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::AddIndex方法的3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: DrawVertexArray
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= DrawMode::QUADS*/)
{
if (numVertexes == 0)
{
return;
}
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
mesh->m_drawMode = drawMode;
MeshRenderer* thingToRender = new MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender->Render();
delete mesh;
}
示例2: DrawVertexArray
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
// if (!texture)
// {
// texture = m_defaultTexture;
// }
// BindTexture(*texture);
// glEnableClientState(GL_VERTEX_ARRAY);
// glEnableClientState(GL_COLOR_ARRAY);
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//
// glVertexPointer(3, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].pos);
// glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex_PCT), &vertexes[0].color);
// glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].texCoords);
//
// glDrawArrays(GetDrawMode(drawMode), 0, numVertexes);
//
// glDisableClientState(GL_VERTEX_ARRAY);
// glDisableClientState(GL_COLOR_ARRAY);
// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// UnbindTexture();
if (numVertexes == 0)
{
return;
}
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
mesh->m_drawMode = drawMode;
MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender.Render();
delete mesh;
}
示例3: DrawVertexArrayModern
//-----------------------------------------------------------------------------------
void Renderer::DrawVertexArrayModern(const Vertex_PCT* vertexes, int numVertexes, Renderer::DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/)
{
MeshBuilder builder;
builder.Begin();
for (int i = 0; i < numVertexes; ++i)
{
builder.SetColor(vertexes[i].color);
builder.SetUV(vertexes[i].texCoords);
builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO);
builder.AddVertex(vertexes[i].pos);
builder.AddIndex(i);
}
builder.End();
Mesh* mesh = new Mesh();
builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy);
mesh->m_drawMode = drawMode;
MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial);
m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
GL_CHECK_ERROR();
thingToRender.Render();
delete mesh;
}