本文整理汇总了C++中Renderable::setGeometryBuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ Renderable::setGeometryBuffer方法的具体用法?C++ Renderable::setGeometryBuffer怎么用?C++ Renderable::setGeometryBuffer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Renderable
的用法示例。
在下文中一共展示了Renderable::setGeometryBuffer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: DebugBuildFrustum
RenderablePtr DebugBuildFrustum( const Frustum& box )
{
GeometryBuffer* gb = AllocateHeap(GeometryBuffer);
MaterialHandle materialHandle = MaterialCreate(AllocatorGetHeap(), "FrustumDebug");
Material* material = materialHandle.Resolve();
material->setBackfaceCulling( false );
Renderable* renderable = AllocateHeap(Renderable);
renderable->setPrimitiveType(PrimitiveType::Quads);
renderable->setGeometryBuffer(gb);
renderable->setMaterial(materialHandle);
renderable->setPrimitiveRasterMode( PrimitiveRasterMode::Wireframe );
DebugUpdateFrustum(renderable, box);
return renderable;
}
示例2: DebugBuildRay
RenderablePtr DebugBuildRay( const Ray& pickRay, float length )
{
std::vector<Vector3> vertex;
vertex.push_back( pickRay.origin );
vertex.push_back( pickRay.getPoint(length) );
std::vector<Vector3> colors( 2, Color::Red );
GeometryBuffer* gb = AllocateHeap(GeometryBuffer);
gb->set( VertexAttribute::Position, vertex );
gb->set( VertexAttribute::Color, colors );
MaterialHandle material = MaterialCreate(AllocatorGetHeap(), "RayDebug");
Renderable* renderable = AllocateHeap(Renderable);
renderable->setPrimitiveType(PrimitiveType::Lines);
renderable->setGeometryBuffer(gb);
renderable->setMaterial(material);
return renderable;
}
示例3: DebugBuildBoundingBox
RenderablePtr DebugBuildBoundingBox( const BoundingBox& box )
{
GeometryBuffer* gb = AllocateHeap(GeometryBuffer);
MaterialHandle materialHandle = MaterialCreate(AllocatorGetHeap(), "BoundingBoxDebug");
Material* mat = materialHandle.Resolve();
mat->setDepthCompare( DepthCompare::LessOrEqual );
mat->setBackfaceCulling( false );
//mat->setDepthRange( Vector2(0.1f, 0.9f) );
Renderable* renderable = AllocateHeap(Renderable);
renderable->setPrimitiveType(PrimitiveType::Quads);
renderable->setGeometryBuffer(gb);
renderable->setMaterial(materialHandle);
renderable->setPrimitiveRasterMode( PrimitiveRasterMode::Wireframe );
DebugUpdateBoudingBox(gb, box, Color::White);
return renderable;
}