本文整理汇总了C++中ShapeList::push_back方法的典型用法代码示例。如果您正苦于以下问题:C++ ShapeList::push_back方法的具体用法?C++ ShapeList::push_back怎么用?C++ ShapeList::push_back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ShapeList
的用法示例。
在下文中一共展示了ShapeList::push_back方法的1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: sceneBoundary
DemoScene raytracer::gui::constructDemoScene()
{
/// Load resources
ResourceManager* resourceManager = ResourceManager::getInstance();
Texture* terrainTexture = new TerrainHeightTexture( // multitexture for terrain
resourceManager->createImage("terrainImage1", "resources/terrain_dirt.tga"),
resourceManager->createImage("terrainImage2", "resources/terrain_grass.tga"),
resourceManager->createImage("terrainImage3", "resources/terrain_rock.tga"),
resourceManager->createImage("terrainImage4", "resources/terrain_snow.tga")
);
std::vector<Image*> skyBoxImages(6);
skyBoxImages[0] = resourceManager->createImage("skyboxFront", "resources/miramar_ft.tga");
skyBoxImages[1] = resourceManager->createImage("skyboxRight", "resources/miramar_rt.tga");
skyBoxImages[2] = resourceManager->createImage("skyboxBack", "resources/miramar_bk.tga");
skyBoxImages[3] = resourceManager->createImage("skyboxLeft", "resources/miramar_lf.tga");
skyBoxImages[4] = resourceManager->createImage("skyboxUp", "resources/miramar_up.tga");
skyBoxImages[5] = resourceManager->createImage("skyboxDown", "resources/miramar_dn.tga");
std::vector<Texture*> skyBoxTextures(6);
skyBoxTextures[0] = resourceManager->createTexture("skyboxFrontTexture", "skyboxFront");
skyBoxTextures[1] = resourceManager->createTexture("skyboxRightTexture", "skyboxRight");
skyBoxTextures[2] = resourceManager->createTexture("skyboxBackTexture", "skyboxBack");
skyBoxTextures[3] = resourceManager->createTexture("skyboxLeftTexture", "skyboxLeft");
skyBoxTextures[4] = resourceManager->createTexture("skyboxUpTexture", "skyboxUp");
skyBoxTextures[5] = resourceManager->createTexture("skyboxDownTexture", "skyboxDown");
// Define scene
AABB sceneBoundary(Vector3(-1000, -1000, -1000), Vector3(1000, 1000, 1000));
ShapeList shapes;
shapes.push_back(new Sphere(Vector3(0.0f, 8.0f, -25.0f), 2.0f,
new Material(0.5f, 1.2f, 0.5f, 20.0f, Material::NO_REFLECTION,
Material::NO_REFRACTION, Colour(0.4f, 0.4f, 0.8f), NULL)
));
shapes.push_back(new Sphere(Vector3(-4.0f, 10.0f, -20.0f), 2.0f,
new Material(0.5f, 3.0f, 1.0f, 20.0f, 1.0f,
Material::NO_REFRACTION, Colour(), NULL)
));
shapes.push_back(new Sphere(Vector3(0.0f, 5.0f, -15.0f), 2.0f,
new Material(0.5f, 1.2f, 0.5f, 20.0f, 0.5f,
1.6666, Colour(0.8f, 0.2f, 0.2f), NULL)
));
shapes.push_back(new Sphere(Vector3(3.0f, 5.0f, -26.5f), 1.0f,
new Material(5.0f, 0.0f, 0.0f, 0.0f, 0.4f,
Material::NO_REFRACTION, Colour(0.9f, 0.65f, 0.0f), NULL)
));
// Load skybox
shapes.push_back(shapeloaders::getSkyBox(common::SKYBOX_SIZE, skyBoxTextures));
// Define all possible viewpoints
std::vector<Camera> cameras;
cameras.reserve(3);
cameras.push_back(Camera(
Vector3(0, 5.0f, 0), Vector3(0, 0, -1), Vector3(0, 1, 0),
Rect(-100, 100, -100, 100), 200, false));
cameras.push_back(Camera(
Vector3(-10, 3.0f, -10.0f), Vector3(1, 0.2f, -1), Vector3(0, 1, 0),
Rect(-100, 100, -100, 100), 200, false));
cameras.push_back(Camera(
Vector3(5.0f, 30.0f, -50.0f), Vector3(0.0f, -0.6f, 1), Vector3(0, 1, 0),
Rect(-100, 100, -100, 100), 200, false));
// Load all possible terrain
std::vector<std::string> heightmapFilenames;
heightmapFilenames.push_back("resources/heightmap.tga");
heightmapFilenames.push_back("resources/heightmap2.tga");
heightmapFilenames.push_back("resources/heightmap3.tga");
std::vector<Image*> heightmaps;
for (unsigned int i = 0; (i < heightmapFilenames.size()); i++)
heightmaps.push_back( resourceManager->createImage("heightmap", heightmapFilenames[i]) );
std::vector<Vector3> terrainOffsets;
for (unsigned int i = 0; (i < heightmaps.size()); i++)
{
terrainOffsets.push_back(Vector3(
-((common::TERRAIN_CELL_SIZE * heightmaps[i]->getWidth()) / 2.0f),
0.0f, -((common::TERRAIN_CELL_SIZE * heightmaps[i]->getHeight()) / 2.0f))
);
}
ShapeList terrainVariants;
for (unsigned int i = 0; (i < heightmaps.size()); i++)
{
Shape* unoptimisedTerrain = shapeloaders::getTerrainFromHeightmap(
heightmapFilenames[i], common::TERRAIN_CELL_SIZE,
common::TERRAIN_MAX_HEIGHT, terrainOffsets[i], terrainTexture, false);
Shape* optimisedTerrain = shapeloaders::getTerrainFromHeightmap(
heightmapFilenames[i], common::TERRAIN_CELL_SIZE,
common::TERRAIN_MAX_HEIGHT, terrainOffsets[i], terrainTexture, true);
terrainVariants.push_back(unoptimisedTerrain);
terrainVariants.push_back(optimisedTerrain);
}
// Construct test shapes (lines of each terrain's octree)
ShapeList octreeLines;
for (unsigned int i = 0; (i < terrainVariants.size()); i += 2) // go in 2s so unoptimised terrain is skipped
{
LineList lines = dynamic_cast<Octree*>(terrainVariants[i + 1])->getBoundingLines();
ShapeList lineShapes = generateLines(lines, 0.4f, NULL);
BoundingShape* rootOfLines = new BoundingShape(lineShapes, sceneBoundary);
octreeLines.push_back(rootOfLines);
}
// Create renderer to render scene
Raytracer* renderer = new Raytracer(cameras[0]);
//.........这里部分代码省略.........