本文整理汇总了C++中Primitive::GetIndices方法的典型用法代码示例。如果您正苦于以下问题:C++ Primitive::GetIndices方法的具体用法?C++ Primitive::GetIndices怎么用?C++ Primitive::GetIndices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Primitive
的用法示例。
在下文中一共展示了Primitive::GetIndices方法的2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: Add
void Primitive::Add( Primitive& primitive ) {
const std::vector<Vertex>& vertices( primitive.GetVertices() );
const std::vector<GLuint>& indices( primitive.GetIndices() );
std::size_t index_count = indices.size();
for( std::size_t index_index = 0; index_index < index_count; ++index_index ) {
AddVertex( vertices[ indices[index_index] ] );
}
}
示例2: RefreshArray
void VertexArrayRenderer::RefreshArray() {
SortPrimitives();
m_vertex_data.clear();
m_color_data.clear();
m_texture_data.clear();
m_index_data.clear();
m_vertex_data.reserve( m_vertex_count );
m_color_data.reserve( m_vertex_count );
m_texture_data.reserve( m_vertex_count );
m_index_data.reserve( m_index_count );
m_batches.clear();
m_last_vertex_count = 0;
m_last_index_count = 0;
auto primitives_size = m_primitives.size();
// Default viewport
Batch current_batch;
current_batch.viewport = m_default_viewport;
current_batch.atlas_page = 0;
current_batch.start_index = 0;
current_batch.index_count = 0;
current_batch.min_index = 0;
current_batch.max_index = static_cast<GLuint>( m_vertex_count - 1 );
current_batch.custom_draw = false;
sf::FloatRect window_viewport( 0.f, 0.f, static_cast<float>( m_window_size.x ), static_cast<float>( m_window_size.y ) );
for( std::size_t primitive_index = 1; primitive_index != primitives_size + 1; primitive_index += 1 ) {
Primitive* primitive = m_primitives[primitive_index - 1].get();
primitive->SetSynced();
if( !primitive->IsVisible() ) {
continue;
}
sf::Vector2f position_transform( primitive->GetPosition() );
auto viewport = primitive->GetViewport();
std::size_t atlas_page = 0;
auto viewport_rect = window_viewport;
// Check if primitive needs to be rendered in a custom viewport.
if( viewport && ( ( *viewport ) != ( *m_default_viewport ) ) ) {
sf::Vector2f destination_origin( viewport->GetDestinationOrigin() );
sf::Vector2f size( viewport->GetSize() );
position_transform += ( destination_origin - viewport->GetSourceOrigin() );
if( m_cull ) {
viewport_rect.left = destination_origin.x;
viewport_rect.top = destination_origin.y;
viewport_rect.width = size.x;
viewport_rect.height = size.y;
}
}
const std::shared_ptr<Signal>& custom_draw_callback( primitive->GetCustomDrawCallback() );
if( custom_draw_callback ) {
// Start a new batch.
current_batch.max_index = m_last_vertex_count ? ( static_cast<GLuint>( m_last_vertex_count ) - 1 ) : 0;
m_batches.push_back( current_batch );
// Mark current_batch custom draw batch.
current_batch.viewport = viewport;
current_batch.start_index = 0;
current_batch.index_count = 0;
current_batch.min_index = 0;
current_batch.max_index = 0;
current_batch.custom_draw = true;
current_batch.custom_draw_callback = custom_draw_callback;
// Start a new batch.
m_batches.push_back( current_batch );
// Reset current_batch to defaults.
current_batch.viewport = m_default_viewport;
current_batch.start_index = m_last_index_count;
current_batch.index_count = 0;
current_batch.min_index = m_last_vertex_count ? ( static_cast<GLuint>( m_last_vertex_count ) - 1 ) : 0;
current_batch.custom_draw = false;
}
else {
// Process primitive's vertices and indices
const std::vector<Primitive::Vertex>& vertices( primitive->GetVertices() );
const std::vector<GLuint>& indices( primitive->GetIndices() );
sf::Vector2f position( 0.f, 0.f );
sf::FloatRect bounding_rect( 0.f, 0.f, 0.f, 0.f );
for( const auto& vertex : vertices ) {
//.........这里部分代码省略.........