本文整理汇总了C++中Ref::Grow方法的典型用法代码示例。如果您正苦于以下问题:C++ Ref::Grow方法的具体用法?C++ Ref::Grow怎么用?C++ Ref::Grow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Ref
的用法示例。
在下文中一共展示了Ref::Grow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: ExportData
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
{
if (!count || !data) return Ref<Accessor>();
unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
unsigned int bytesPerComp = ComponentTypeSize(compType);
size_t offset = buffer->byteLength;
size_t length = count * numCompsOut * bytesPerComp;
buffer->Grow(length);
// bufferView
Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
bv->buffer = buffer;
bv->byteOffset = 0;
bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
// accessor
Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
acc->bufferView = bv;
acc->byteOffset = unsigned(offset);
acc->byteStride = 0;
acc->componentType = compType;
acc->count = count;
acc->type = typeOut;
// copy the data
acc->WriteData(count, data, numCompsIn*bytesPerComp);
return acc;
}
示例2: ExportData
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
{
if (!count || !data) return Ref<Accessor>();
unsigned int numCompsIn = AttribType::GetNumComponents(typeIn);
unsigned int numCompsOut = AttribType::GetNumComponents(typeOut);
unsigned int bytesPerComp = ComponentTypeSize(compType);
size_t offset = buffer->byteLength;
// make sure offset is correctly byte-aligned, as required by spec
size_t padding = offset % bytesPerComp;
offset += padding;
size_t length = count * numCompsOut * bytesPerComp;
buffer->Grow(length + padding);
// bufferView
Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));
bv->buffer = buffer;
bv->byteOffset = unsigned(offset);
bv->byteLength = length; //! The target that the WebGL buffer should be bound to.
bv->byteStride = 0;
bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER;
// accessor
Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
acc->bufferView = bv;
acc->byteOffset = 0;
acc->componentType = compType;
acc->count = count;
acc->type = typeOut;
// calculate min and max values
{
// Allocate and initialize with large values.
float float_MAX = 10000000000000.0f;
for (unsigned int i = 0 ; i < numCompsOut ; i++) {
acc->min.push_back( float_MAX);
acc->max.push_back(-float_MAX);
}
// Search and set extreme values.
float valueTmp;
for (unsigned int i = 0 ; i < count ; i++) {
for (unsigned int j = 0 ; j < numCompsOut ; j++) {
if (numCompsOut == 1) {
valueTmp = static_cast<unsigned short*>(data)[i];
} else {
valueTmp = static_cast<aiVector3D*>(data)[i][j];
}
if (valueTmp < acc->min[j]) {
acc->min[j] = valueTmp;
}
if (valueTmp > acc->max[j]) {
acc->max[j] = valueTmp;
}
}
}
}
// copy the data
acc->WriteData(count, data, numCompsIn*bytesPerComp);
return acc;
}