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C++ Pipeline::WorldPos方法代码示例

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


在下文中一共展示了Pipeline::WorldPos方法的15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: RenderSceneCB

    virtual void RenderSceneCB()
    {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        m_pGameCamera->OnRender();        

        Pipeline p;
        p.WorldPos(-3.0f, 0.0f, 0.0f);
        p.Scale(2.0f, 2.0f, 2.0f);               
        p.Rotate(-90.0f, 15.0f, 0.0f);
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        p.SetPerspectiveProj(m_persProjInfo);
        m_lightingEffect.SetEyeWorldPos(m_pGameCamera->GetPos());        
        
        m_lightingEffect.SetVP(p.GetVPTrans());
        m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());                        
        m_lightingEffect.SetTessellationLevel(m_tessellationLevel);
        m_pMesh->Render(NULL);
        
        p.WorldPos(3.0f, 0.0f, 0.0f);
        p.Rotate(-90.0f, -15.0f, 0.0f);
        m_lightingEffect.SetVP(p.GetVPTrans());
        m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());                
        m_lightingEffect.SetTessellationLevel(1.0f);
        m_pMesh->Render(NULL);
        glutSwapBuffers();
    }
开发者ID:leloulight,项目名称:ogldev,代码行数:27,代码来源:tutorial31.cpp

示例2: RenderPass

    virtual void RenderPass()
    {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        m_pLightingEffect->Enable();

        m_shadowMapFBO.BindForReading(GL_TEXTURE1);

        Pipeline p;
        p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 50.0f);
        p.Scale(10.0f, 10.0f, 10.0f);
        p.WorldPos(0.0f, 0.0f, 1.0f);
        p.Rotate(90.0f, 0.0f, 0.0f);
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());

        m_pLightingEffect->SetWVP(p.GetWVPTrans());
        m_pLightingEffect->SetWorldMatrix(p.GetWorldTrans());
        p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f));
        m_pLightingEffect->SetLightWVP(p.GetWVPTrans());
        m_pLightingEffect->SetEyeWorldPos(m_pGameCamera->GetPos());
        m_pGroundTex->Bind(GL_TEXTURE0);
        m_pQuad->Render();

        p.Scale(0.1f, 0.1f, 0.1f);
        p.Rotate(0.0f, m_scale, 0.0f);
        p.WorldPos(0.0f, 0.0f, 3.0f);
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        m_pLightingEffect->SetWVP(p.GetWVPTrans());
        m_pLightingEffect->SetWorldMatrix(p.GetWorldTrans());
        p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f));
        m_pLightingEffect->SetLightWVP(p.GetWVPTrans());

        m_pMesh->Render();
    }
开发者ID:andriyut,项目名称:ogldev,代码行数:34,代码来源:main.cpp

示例3: RenderPhase

 void RenderPhase()
 {
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     
     Pipeline p;
     p.Scale(0.1f, 0.1f, 0.1f);
     p.Rotate(0.0f, 90.0f, 0.0f);
     p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
     p.SetPerspectiveProj(m_persProjInfo);
     
     // If the left mouse button is clicked check if it hit a triangle
     // and color it red
     if (m_leftMouseButton.IsPressed) {
         PickingTexture::PixelInfo Pixel = m_pickingTexture.ReadPixel(m_leftMouseButton.x, WINDOW_HEIGHT - m_leftMouseButton.y - 1);
         
         if (Pixel.PrimID != 0) {                
             m_simpleColorEffect.Enable();
             p.WorldPos(m_worldPos[Pixel.ObjectID]);
             m_simpleColorEffect.SetWVP(p.GetWVPTrans());
             // Must compensate for the decrement in the FS!
             m_pMesh->Render(Pixel.DrawID, Pixel.PrimID - 1); 
         }
     }
     
     // render the objects as usual
     m_lightingEffect.Enable();
     m_lightingEffect.SetEyeWorldPos(m_pGameCamera->GetPos());
     
     for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_worldPos) ; i++) {
         p.WorldPos(m_worldPos[i]);
         m_lightingEffect.SetWVP(p.GetWVPTrans());
         m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());                
         m_pMesh->Render(NULL);
     }        
 }
开发者ID:andriyut,项目名称:ogldev,代码行数:35,代码来源:main.cpp

示例4: RenderSceneCB

    virtual void RenderSceneCB()
    {
        m_scale += 0.01f;

        m_pGameCamera->OnRender();

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos());
        
        Pipeline p;
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        p.Rotate(0.0f, m_scale, 0.0f);
        p.SetPerspectiveProj(m_persProjInfo);
        
        p.Scale(0.1f, 0.1f, 0.1f);        
        p.WorldPos(-6.0f, -2.0f, 10.0f);        
        m_pEffect->SetWVP(p.GetWVPTrans());
        m_pEffect->SetWorldMatrix(p.GetWorldTrans());               
        m_pMesh1->Render();

        p.Scale(0.01f, 0.01f, 0.01f);
        p.WorldPos(6.0f, -2.0f, 10.0f);
        m_pEffect->SetWVP(p.GetWVPTrans());
        m_pEffect->SetWorldMatrix(p.GetWorldTrans());        
        m_pMesh2->Render();

        p.Scale(0.04f, 0.04f, 0.04f);
        p.WorldPos(0.0f, 6.0f, 10.0f);
        m_pEffect->SetWVP(p.GetWVPTrans());
        m_pEffect->SetWorldMatrix(p.GetWorldTrans());        
        m_pMesh3->Render();
        
        glutSwapBuffers();
    }
开发者ID:Barricade,项目名称:ogldev,代码行数:35,代码来源:main.cpp

示例5: RenderSceneCB

    virtual void RenderSceneCB()
    {
        m_pGameCamera->OnRender();

        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        m_scale += 0.01f;

        Pipeline p;
        p.Scale(0.1f, 0.1f, 0.1f);
        p.Rotate(0.0f, m_scale, 0.0f);
        p.WorldPos(0.0f, 0.0f, 10.0f);
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 100.0f);
        m_pEffect->SetWVP(p.GetWVPTrans());
        m_pEffect->SetWorldMatrix(p.GetWorldTrans());
        m_pEffect->SetDirectionalLight(m_directionalLight);
        m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos());
        m_pEffect->SetMatSpecularIntensity(0.0f);
        m_pEffect->SetMatSpecularPower(0);

        m_pMesh->Render();

        glutSwapBuffers();
    }
开发者ID:rue-ryuzaki,项目名称:Visual-OpenGL,代码行数:25,代码来源:main.cpp

示例6: Draw

void Bone::Draw(){

	    glClear(GL_DEPTH_BUFFER_BIT);
		
		Pipeline p;
		p.Scale(1.0f,1.0f, 1.0f);
		p.WorldPos(x, y, 0.0f);
		p.Rotate(0.0f, 0.0f, a);

		
   glUniformMatrix4fv(Shader::gWorldLocation, 1, GL_TRUE, (const GLfloat*)p.GetTrans());


		glEnableVertexAttribArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, VBO);
		glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
		glDisableVertexAttribArray(0);

	for(std::vector<Bone*>::iterator it = child->begin(); it != child->end(); it++){
			(*it)->Draw();
	}
}
开发者ID:pandient,项目名称:A3-Animation,代码行数:25,代码来源:Bone.cpp

示例7: Render

void SkyBox::Render()
{
    m_pSkyboxTechnique->Enable();
    
    GLint OldCullFaceMode;
    glGetIntegerv(GL_CULL_FACE_MODE, &OldCullFaceMode);
    GLint OldDepthFuncMode;
    glGetIntegerv(GL_DEPTH_FUNC, &OldDepthFuncMode);
    
    glCullFace(GL_FRONT);
    glDepthFunc(GL_LEQUAL);

    Pipeline p;    
    p.Scale(20.0f, 20.0f, 20.0f);
    p.Rotate(0.0f, 0.0f, 0.0f);
    p.WorldPos(m_pCamera->GetPos().x, m_pCamera->GetPos().y, m_pCamera->GetPos().z);
    p.SetCamera(m_pCamera->GetPos(), m_pCamera->GetTarget(), m_pCamera->GetUp());
    p.SetPerspectiveProj(m_persProjInfo);
    m_pSkyboxTechnique->SetWVP(p.GetWVPTrans());
    m_pCubemapTex->Bind(GL_TEXTURE0);
    m_pMesh->Render();  
    
    glCullFace(OldCullFaceMode);        
    glDepthFunc(OldDepthFuncMode);
}
开发者ID:emeiri,项目名称:ogldev,代码行数:25,代码来源:skybox.cpp

示例8: RenderSceneCB

static void RenderSceneCB()
{
	pGameCamera->OnRender();

	glClear(GL_COLOR_BUFFER_BIT);

	static GLfloat scale = 0.0f;
	scale += 0.1f;

	Pipeline p;
	p.Rotate(0.0f, scale, 0.0f);
	p.WorldPos(0.0f, 0.0f, 3.0f);
	p.SetCamera(*pGameCamera);
	p.SetPerspectiveProj(gPersProjInfo);

	glUniformMatrix4fv(gWVPLocation, 1, GL_TRUE, (const GLfloat*)p.GetWVPTrans());

	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);

	glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);

	glDisableVertexAttribArray(0);

	glutSwapBuffers();
}
开发者ID:qunny0,项目名称:FTools,代码行数:28,代码来源:tutorial15.cpp

示例9: glClear

void Tutorial18::RenderSceneCB()
{
  m_pGameCamera->OnRender();

  glClear(GL_COLOR_BUFFER_BIT);

  m_scale += 0.1f;

  Pipeline p;
  p.Rotate(0.0f, m_scale, 0.0f);
  p.WorldPos(0.0f, 0.0f, 1.0f);
  p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
  p.SetPerspectiveProj(m_persProjInfo);
  m_pEffect->SetWVP(p.GetWVPTrans());
  const Matrix4f& WorldTransformation = p.GetWorldTrans();
  m_pEffect->SetWorldMatrix(WorldTransformation);
  m_pEffect->SetDirectionalLight(m_directionalLight);

  glEnableVertexAttribArray(0);
  glEnableVertexAttribArray(1);
  glEnableVertexAttribArray(2);
  glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
  glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12);
  glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)20);
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_IBO);
  m_pTexture->Bind(GL_TEXTURE0);
  glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);

  glDisableVertexAttribArray(0);
  glDisableVertexAttribArray(1);
  glDisableVertexAttribArray(2);

  glutSwapBuffers();
}
开发者ID:LouisParkin,项目名称:OpenGlDirsProject,代码行数:35,代码来源:Tutorial18.cpp

示例10: DSGeometryPass

    void DSGeometryPass()
    {
		m_DSGeomPassTech.Enable();

        m_gbuffer.BindForWriting();

        // Only the geometry pass updates the depth buffer
		glDepthMask(GL_TRUE);

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
       
        glEnable(GL_DEPTH_TEST);
        
        glDisable(GL_BLEND);        

		Pipeline p;
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        p.SetPerspectiveProj(m_persProjInfo);        
        p.Rotate(0.0f, m_scale, 0.0f);
        
        for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_boxPositions) ; i++) {
            p.WorldPos(m_boxPositions[i]);
            m_DSGeomPassTech.SetWVP(p.GetWVPTrans());
        	m_DSGeomPassTech.SetWorldMatrix(p.GetWorldTrans());
            m_box.Render();            
        }              

		// When we get here the depth buffer is already populated and the stencil pass
		// depends on it, but it does not write to it.
		glDepthMask(GL_FALSE);
        
        glDisable(GL_DEPTH_TEST);
    }
开发者ID:LIngBY,项目名称:ogldev,代码行数:33,代码来源:main.cpp

示例11: RenderSceneCB

static void RenderSceneCB()
{
    glClear(GL_COLOR_BUFFER_BIT);

    static float Scale = 0.0f;

    Scale += 0.001f;

    Pipeline p;
    p.Scale(sinf(Scale * 0.1f), sinf(Scale * 0.1f), sinf(Scale * 0.1f));
    p.WorldPos(sinf(Scale), 0.0f, 0.0f);
    p.Rotate(sinf(Scale) * 90.0f, sinf(Scale) * 90.0f, sinf(Scale) * 90.0f);

    glUniformMatrix4fv(gWorldLocation, 1, GL_TRUE, (const GLfloat*)p.GetTrans());

    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);

    glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);

    glDisableVertexAttribArray(0);

    glutSwapBuffers();
}
开发者ID:Eizen,项目名称:ogldev,代码行数:26,代码来源:main.cpp

示例12: DSStencilPass

	void DSStencilPass(unsigned int PointLightIndex)
	{
		m_nullTech.Enable();

		// Disable color/depth write and enable stencil
		m_gbuffer.BindForStencilPass();
		glEnable(GL_DEPTH_TEST);

        glDisable(GL_CULL_FACE);

		glClear(GL_STENCIL_BUFFER_BIT);

		// We need the stencil test to be enabled but we want it
		// to succeed always. Only the depth test matters.
		glStencilFunc(GL_ALWAYS, 0, 0);

		glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
		glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP);

		Pipeline p;
		p.WorldPos(m_pointLight[PointLightIndex].Position);
        float BBoxScale = CalcPointLightBSphere(m_pointLight[PointLightIndex]);
		p.Scale(BBoxScale, BBoxScale, BBoxScale);		
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        p.SetPerspectiveProj(m_persProjInfo);

		m_nullTech.SetWVP(p.GetWVPTrans());
		m_bsphere.Render();  
	}
开发者ID:leloulight,项目名称:ogldev,代码行数:29,代码来源:tutorial37.cpp

示例13: DSPointLightPass

    void DSPointLightPass(unsigned int PointLightIndex)
    {
		m_gbuffer.BindForLightPass();

        m_DSPointLightPassTech.Enable();
        m_DSPointLightPassTech.SetEyeWorldPos(m_pGameCamera->GetPos());        

		glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
      		
		glDisable(GL_DEPTH_TEST);
		glEnable(GL_BLEND);
		glBlendEquation(GL_FUNC_ADD);
		glBlendFunc(GL_ONE, GL_ONE);
        
        glEnable(GL_CULL_FACE);
        glCullFace(GL_FRONT);

        Pipeline p;
        p.WorldPos(m_pointLight[PointLightIndex].Position);
        float BBoxScale = CalcPointLightBSphere(m_pointLight[PointLightIndex]);        
		p.Scale(BBoxScale, BBoxScale, BBoxScale);		
        p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
        p.SetPerspectiveProj(m_persProjInfo);               
        m_DSPointLightPassTech.SetWVP(p.GetWVPTrans());
        m_DSPointLightPassTech.SetPointLight(m_pointLight[PointLightIndex]);
        m_bsphere.Render(); 
        glCullFace(GL_BACK);
       
		glDisable(GL_BLEND);
    }
开发者ID:leloulight,项目名称:ogldev,代码行数:30,代码来源:tutorial37.cpp

示例14: RenderSceneCB

static void RenderSceneCB()
{
    glClear(GL_COLOR_BUFFER_BIT);

    static float Scale = 0.0f;

    Scale += 0.1f;

    Pipeline p;
    p.Rotate(0.0f, Scale, 0.0f);
    p.WorldPos(0.0f, 0.0f, 3.0f);
    Vector3f CameraPos(0.0f, 0.0f, -3.0f);
    Vector3f CameraTarget(0.0f, 0.0f, 2.0f);
    Vector3f CameraUp(0.0f, 1.0f, 0.0f);
    p.SetCamera(CameraPos, CameraTarget, CameraUp);
    p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 100.0f);

    glUniformMatrix4fv(gWVPLocation, 1, GL_TRUE, (const GLfloat*)p.GetTrans());

    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);

    glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);

    glDisableVertexAttribArray(0);

    glutSwapBuffers();
}
开发者ID:Eizen,项目名称:ogldev,代码行数:30,代码来源:main.cpp

示例15: RenderPhase

		void RenderPhase(){
		
			glDrawBuffer(GL_BACK);
			glReadBuffer(GL_BACK);

			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);     

			static float Scale = 0.0f;

			Scale += 0.0f;

			Pipeline p;
			p.Rotate(0.0f, Scale, 0.0f);
			p.WorldPos(0.0f, -0.0f, 3.0f);

			p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
			p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 100.0f);
	        
			m_pEffect->SetWVP(p.GetTrans());
			m_pEffect->SetDirectionalLight(m_directionalLight);
		
			glEnableVertexAttribArray(0);
			glEnableVertexAttribArray(1);
			if(stereo == true){
				glColorMask(GL_FALSE,GL_TRUE,GL_TRUE,GL_TRUE);
			}
			glBindBuffer(GL_ARRAY_BUFFER, m_VBO);

			glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
			glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12);

			glDrawArrays(GL_POINTS,0, m_oManager.sector.numberOfPoints);
			glDrawArrays(GL_LINES, m_oManager.sector.numberOfPoints, m_oManager.sector.numberOfLines*2);
			glDrawArrays(GL_TRIANGLES, m_oManager.sector.numberOfPoints+m_oManager.sector.numberOfLines*2, m_oManager.sector.numberOfTriangles*3);
			
			glDrawBuffer(GL_BACK);

			if(stereo == true){
				m_pGameCamera->rightEye(m_horoptor);

				p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
				p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 100.0f);
				m_pEffect->SetWVP(p.GetTrans());
				m_pEffect->SetDirectionalLight(m_directionalLight);
				glColorMask(GL_TRUE,GL_FALSE,GL_FALSE,GL_TRUE);
				
				glDrawArrays(GL_POINTS,0, m_oManager.sector.numberOfPoints);
				glDrawArrays(GL_LINES, m_oManager.sector.numberOfPoints, m_oManager.sector.numberOfLines*2);
				glDrawArrays(GL_TRIANGLES, m_oManager.sector.numberOfPoints+m_oManager.sector.numberOfLines*2, m_oManager.sector.numberOfTriangles*3);

				glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
				m_pGameCamera->leftEye(m_horoptor);	
			}
			glDisableVertexAttribArray(0);			
			glDisableVertexAttribArray(1);
		}
开发者ID:KuroObi,项目名称:3DCAD,代码行数:56,代码来源:angTest.cpp


注:本文中的Pipeline::WorldPos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。