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C++ MeshBuilder::CopyToMesh方法代码示例

本文整理汇总了C++中MeshBuilder::CopyToMesh方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshBuilder::CopyToMesh方法的具体用法?C++ MeshBuilder::CopyToMesh怎么用?C++ MeshBuilder::CopyToMesh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MeshBuilder的用法示例。


在下文中一共展示了MeshBuilder::CopyToMesh方法的9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: Render

//-----------------------------------------------------------------------------------
void Skeleton::Render() const
{
    if (!m_joints)
    {
        MeshBuilder builder;
        for (const Matrix4x4& modelSpaceMatrix : m_boneToModelSpace)
        {
            builder.AddIcoSphere(1.0f, RGBA::BLUE, 0, modelSpaceMatrix.GetTranslation());
        }
        m_joints = new MeshRenderer(new Mesh(), new Material(new ShaderProgram("Data/Shaders/fixedVertexFormat.vert", "Data/Shaders/fixedVertexFormat.frag"), 
            RenderState(RenderState::DepthTestingMode::OFF, RenderState::FaceCullingMode::RENDER_BACK_FACES, RenderState::BlendMode::ALPHA_BLEND)));
        m_joints->m_material->SetDiffuseTexture(Renderer::instance->m_defaultTexture);
        builder.CopyToMesh(m_joints->m_mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
    }
    if (!m_bones)
    {
        MeshBuilder builder;
        for (unsigned int i = 0; i < m_parentIndices.size(); i++)
        {
            int parentIndex = m_parentIndices[i];
            if (parentIndex >= 0)
            {
                builder.AddLine(m_boneToModelSpace[i].GetTranslation(), m_boneToModelSpace[parentIndex].GetTranslation(), RGBA::SEA_GREEN);
            }
        }
        m_bones = new MeshRenderer(new Mesh(), new Material(new ShaderProgram("Data/Shaders/fixedVertexFormat.vert", "Data/Shaders/fixedVertexFormat.frag"),
            RenderState(RenderState::DepthTestingMode::OFF, RenderState::FaceCullingMode::RENDER_BACK_FACES, RenderState::BlendMode::ALPHA_BLEND)));
        m_bones->m_material->SetDiffuseTexture(Renderer::instance->m_defaultTexture);
        builder.CopyToMesh(m_bones->m_mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
    }
    m_joints->Render();
    m_bones->Render();
}
开发者ID:picoriley,项目名称:CloudyCraft,代码行数:34,代码来源:Skeleton.cpp

示例2: 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;
}
开发者ID:picoriley,项目名称:TextRenderingExtraordinaireGuac,代码行数:28,代码来源:Renderer.cpp

示例3: Render

//-----------------------------------------------------------------------------------
void Path::Render() const
{
    MeshBuilder builder;
    builder.Begin();
    const float TILE_SIZE = 25.0f;
    for (PathNode* node : m_openList)
    {
        Vector2 bottomLeft = Vector2(node->position) * TILE_SIZE;
        builder.AddTexturedAABB(AABB2(bottomLeft, bottomLeft + (Vector2::ONE * TILE_SIZE)), Vector2::ZERO, Vector2::ONE, RGBA(0x0000FF7F));
        Renderer::instance->DrawText2D(bottomLeft, std::to_string(node->f).substr(0, 4), 0.5f, RGBA::WHITE, false, BitmapFont::CreateOrGetFontFromGlyphSheet("Runescape"));
    }
    for (PathNode* node : m_closedList)
    {
        Vector2 bottomLeft = Vector2(node->position) * TILE_SIZE;
        builder.AddTexturedAABB(AABB2(bottomLeft, bottomLeft + (Vector2::ONE * TILE_SIZE)), Vector2::ZERO, Vector2::ONE, RGBA(0xFF00007F));
        Renderer::instance->DrawText2D(bottomLeft, std::to_string(node->f).substr(0, 4), 0.5f, RGBA::WHITE, false, BitmapFont::CreateOrGetFontFromGlyphSheet("Runescape"));
    }
    for (PathNode* node : m_resultantPath)
    {
        Vector2 bottomLeft = Vector2(node->position) * TILE_SIZE;
        builder.AddTexturedAABB(AABB2(bottomLeft, bottomLeft + (Vector2::ONE * TILE_SIZE)), Vector2::ZERO, Vector2::ONE, RGBA(0x00FF007F));
    }

    Vector2 bottomLeft = (Vector2(m_currentGoal) * TILE_SIZE);
    builder.AddTexturedAABB(AABB2(bottomLeft, bottomLeft + (Vector2::ONE * TILE_SIZE)), Vector2::ZERO, Vector2::ONE, RGBA(0x00FF007F));
    
    builder.End();
    Mesh* mesh = new Mesh();
    builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
    MeshRenderer* renderer = new MeshRenderer(mesh, Renderer::instance->m_defaultMaterial);
    renderer->Render();
    delete mesh;
}
开发者ID:picoriley,项目名称:TextRenderingExtraordinaireGuac,代码行数:34,代码来源:AStar.cpp

示例4: SetUpShader

TheGame::TheGame()
: m_pauseTexture(Texture::CreateOrGetTexture("Data/Images/Test.png"))
, m_camera(new Camera3D())
, m_twahSFX(AudioSystem::instance->CreateOrGetSound("Data/SFX/Twah.wav"))
, m_renderAxisLines(false)
, m_showSkeleton(false)
{
    SetUpShader();
#pragma TODO("Fix this blatant memory leak")
    Texture* blankTex = new Texture(1600, 900, Texture::TextureFormat::RGBA8);
    Texture* depthTex = new Texture(1600, 900, Texture::TextureFormat::D24S8);
    m_fbo = Framebuffer::FramebufferCreate(1, &blankTex, depthTex);


    Material* fboMaterial = new Material(new ShaderProgram("Data/Shaders/Post/post.vert", "Data/Shaders/Post/post.frag"), //post_pixelation
        RenderState(RenderState::DepthTestingMode::ON, RenderState::FaceCullingMode::RENDER_BACK_FACES, RenderState::BlendMode::ALPHA_BLEND));
    fboMaterial->SetDiffuseTexture(blankTex);
    fboMaterial->SetNormalTexture(depthTex);

    MeshBuilder builder;
    builder.AddQuad(Vector3(-1, -1, 0), Vector3::UP, 2.0f, Vector3::RIGHT, 2.0f);
    quadForFBO = new MeshRenderer(new Mesh(), fboMaterial);
    builder.CopyToMesh(quadForFBO->m_mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);

    quadForFBO->m_material->SetFloatUniform("gPixelationFactor", 8.0f);
}
开发者ID:picoriley,项目名称:BoneMasks,代码行数:26,代码来源:TheGame.cpp

示例5: Mesh

//-----------------------------------------------------------------------------------
void Renderer::DrawText2D(const Vector2& position, const std::string& asciiText, float scale, const RGBA& tint /*= RGBA::WHITE*/, bool drawShadow /*= false*/, const BitmapFont* font /*= nullptr*/, const Vector2& right /*= Vector3::UNIT_X*/, const Vector2& up /*= Vector3::UNIT_Z*/)
{
	//To be used when I expand this method to 3D text
	UNUSED(up);
	UNUSED(right);
	if (asciiText.empty())
	{
		return;
	}
	if (font == nullptr)
	{
		font = m_defaultFont;
	}
	int stringLength = asciiText.size();
	Vector2 cursorPosition = position + (Vector2::UNIT_Y * (float)font->m_maxHeight * scale);
	const Glyph* previousGlyph = nullptr;
	MeshBuilder builder;
	builder.Begin();
	for (int i = 0; i < stringLength; i++)
	{
		unsigned char currentCharacter = asciiText[i];
		const Glyph* glyph = font->GetGlyph(currentCharacter);
		float glyphWidth = static_cast<float>(glyph->width) * scale;
		float glyphHeight = static_cast<float>(glyph->height) * scale;

		if (previousGlyph)
		{
			const Vector2 kerning = font->GetKerning(*previousGlyph, *glyph);
			cursorPosition += (kerning * scale);
		}
		Vector2 offset = Vector2(glyph->xOffset * scale, -glyph->yOffset * scale);
		Vector2 topRight = cursorPosition + offset + Vector2(glyphWidth, 0.0f);
		Vector2 bottomLeft = cursorPosition + offset - Vector2(0.0f, glyphHeight);
		AABB2 quadBounds = AABB2(bottomLeft, topRight);
		AABB2 glyphBounds = font->GetTexCoordsForGlyph(*glyph);
		if (drawShadow)
		{
			float shadowWidthOffset = glyphWidth / 10.0f;
			float shadowHeightOffset = glyphHeight / -10.0f;
			Vector2 shadowOffset = Vector2(shadowWidthOffset, shadowHeightOffset);
			AABB2 shadowBounds = AABB2(bottomLeft + shadowOffset, topRight + shadowOffset);
			builder.AddTexturedAABB(shadowBounds, glyphBounds.mins, glyphBounds.maxs, RGBA::BLACK);
		}
		builder.AddTexturedAABB(quadBounds, glyphBounds.mins, glyphBounds.maxs, tint);
		cursorPosition.x += glyph->xAdvance * scale;
		previousGlyph = glyph;
	}
	builder.End();

	Mesh* mesh = new Mesh();
	builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO);
	mesh->m_drawMode = DrawMode::TRIANGLES;
	MeshRenderer* thingToRender = new MeshRenderer(mesh, font->GetMaterial());
	m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop());
	GL_CHECK_ERROR();
	thingToRender->Render();
	delete mesh;
	delete thingToRender;
}
开发者ID:picoriley,项目名称:TextRenderingExtraordinaireGuac,代码行数:60,代码来源:Renderer.cpp

示例6: RenderMainMenu

//-----------------------------------------------------------------------------------
void TheGame::RenderMainMenu()
{
    if (m_mainMenuText == nullptr)
    {
        MeshBuilder builder;
        BitmapFont* bmFont = BitmapFont::CreateOrGetFontFromGlyphSheet("Runescape");
        builder.AddText2D(Vector2(450, 600), "Picougelike", 7.0f, RGBA::VAPORWAVE, true, bmFont);
        builder.AddText2D(Vector2(450, 300), "New Game (N)", 5.0f, RGBA::CYAN, true, bmFont);
        builder.AddText2D(Vector2(450, 150), "Quit (Q)", 5.0f, RGBA::CYAN, true, bmFont);
        m_mainMenuText = new MeshRenderer(new Mesh(), bmFont->GetMaterial());
        builder.CopyToMesh(m_mainMenuText->m_mesh, &Vertex_TextPCT::Copy, sizeof(Vertex_TextPCT), &Vertex_TextPCT::BindMeshToVAO);
    }
    m_mainMenuText->Render();
}
开发者ID:picoriley,项目名称:TextRenderingExtraordinaireGuac,代码行数:15,代码来源:TheGame.cpp

示例7: 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;
}
开发者ID:picoriley,项目名称:Picoguelike,代码行数:47,代码来源:Renderer.cpp

示例8: 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;
}
开发者ID:picoriley,项目名称:Picoguelike,代码行数:24,代码来源:Renderer.cpp

示例9: Update

//-----------------------------------------------------------------------------------
void TheGame::Update(float deltaTime)
{
    DebugRenderer::instance->Update(deltaTime);
    if (InputSystem::instance->WasKeyJustPressed(InputSystem::ExtraKeys::TILDE))
    {
        Console::instance->ActivateConsole();
    }

    if (Console::instance->IsActive())
    {
        return; //Don't do anything involving input updates.
    }

    UpdateCamera(deltaTime);
    for (int i = 0; i < 16; i++)
    {
        m_lightPositions[i] = Vector3(sinf(static_cast<float>(GetCurrentTimeSeconds() + i)) * 5.0f, cosf(static_cast<float>(GetCurrentTimeSeconds() + i) / 2.0f) * 3.0f, 0.5f);
        m_lights[i].SetPosition(m_lightPositions[i]);
        m_currentMaterial->m_shaderProgram->SetVec3Uniform(Stringf("gLightPosition[%i]", i).c_str(), m_lightPositions[i], 16);
    }
    
    if (InputSystem::instance->WasKeyJustPressed('O'))
    {
        m_renderAxisLines = !m_renderAxisLines;
    }
    if (InputSystem::instance->WasKeyJustPressed('1'))
    {
        MeshBuilder builder;
        MeshBuilder::PlaneData* data = new MeshBuilder::PlaneData(Vector3::ZERO, Vector3::RIGHT, Vector3::UP);
        builder.BuildPatch(-5.0f, 5.0f, 50, -5.0f, 5.0f, 50,
            [](const void* userData, float x, float y)
        {
            MeshBuilder::PlaneData const *plane = (MeshBuilder::PlaneData const*)userData;
            Vector3 position = plane->initialPosition
                + (plane->right * x)
                + (plane->up * y);
            return position;
        }
        , data);
        builder.CopyToMesh(loadedMesh->m_mesh, &Vertex_SkinnedPCTN::Copy, sizeof(Vertex_SkinnedPCTN), &Vertex_SkinnedPCTN::BindMeshToVAO);
        spinFactor = 0.0f;
    }
    if (InputSystem::instance->WasKeyJustPressed('2'))
    {
        MeshBuilder builder;
        MeshBuilder::PlaneData* data = new MeshBuilder::PlaneData(Vector3::ZERO, Vector3::RIGHT, Vector3::UP);
        builder.BuildPatch(-5.0f, 5.0f, 50, -5.0f, 5.0f, 50,
            [](const void* userData, float x, float y)
            {
                MeshBuilder::PlaneData const *plane = (MeshBuilder::PlaneData const*)userData;
                Vector3 position = plane->initialPosition
                    + (plane->right * x)
                    + (plane->up * y);
                position.z = sin(x + y);
                return position;
            }
        , data);
        builder.CopyToMesh(loadedMesh->m_mesh, &Vertex_SkinnedPCTN::Copy, sizeof(Vertex_SkinnedPCTN), &Vertex_SkinnedPCTN::BindMeshToVAO);
        spinFactor = 0.0f;
    }
    if (InputSystem::instance->WasKeyJustPressed('3'))
    {
        MeshBuilder builder;
        MeshBuilder::PlaneData* data = new MeshBuilder::PlaneData(Vector3::ZERO, Vector3::RIGHT, Vector3::UP);
        builder.BuildPatch(-5.0f, 5.0f, 50, -5.0f, 5.0f, 50,
            [](const void* userData, float x, float y)
        {
            MeshBuilder::PlaneData const *plane = (MeshBuilder::PlaneData const*)userData;
            Vector3 position = plane->initialPosition
                + (plane->right * x)
                + (plane->up * y);
            position.z = .05f * -cos(((float)GetCurrentTimeSeconds() * 4.0f) + (Vector2(x, y).CalculateMagnitude() * 100.0f));
            return position;
        }
        , data);
        builder.CopyToMesh(loadedMesh->m_mesh, &Vertex_SkinnedPCTN::Copy, sizeof(Vertex_SkinnedPCTN), &Vertex_SkinnedPCTN::BindMeshToVAO);
        spinFactor = 0.0f;
    }
    if (InputSystem::instance->WasKeyJustPressed('4'))
    {
        FbxListScene("Data/FBX/SampleBox.fbx");
    }
    if (InputSystem::instance->WasKeyJustPressed('5'))
    {
        Console::instance->RunCommand("fbxLoad Data/FBX/unitychan.fbx");
    }
    if (InputSystem::instance->WasKeyJustPressed('6'))
    {
        Console::instance->RunCommand("fbxLoad Data/FBX/samplebox.fbx");
    }
    if (InputSystem::instance->WasKeyJustPressed('7'))
    {
        Console::instance->RunCommand("saveMesh saveFile.picomesh");
    }
    if (InputSystem::instance->WasKeyJustPressed('8'))
    {
        Console::instance->RunCommand("loadMesh saveFile.picomesh");
    }
    if (g_loadedMesh != nullptr)
//.........这里部分代码省略.........
开发者ID:picoriley,项目名称:BoneMasks,代码行数:101,代码来源:TheGame.cpp


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