当前位置: 首页>>代码示例>>C++>>正文


C++ MeshBuilder::SetTBN方法代码示例

本文整理汇总了C++中MeshBuilder::SetTBN方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshBuilder::SetTBN方法的具体用法?C++ MeshBuilder::SetTBN怎么用?C++ MeshBuilder::SetTBN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::SetTBN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;
}
开发者ID:picoriley,项目名称:TextRenderingExtraordinaireGuac,代码行数:28,代码来源:Renderer.cpp

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

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


注:本文中的MeshBuilder::SetTBN方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。