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C++ StringBuilder::AppendFormat方法代码示例

本文整理汇总了C++中StringBuilder::AppendFormat方法的典型用法代码示例。如果您正苦于以下问题:C++ StringBuilder::AppendFormat方法的具体用法?C++ StringBuilder::AppendFormat怎么用?C++ StringBuilder::AppendFormat使用的例子?那么恭喜您, 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StringBuilder的用法示例。


在下文中一共展示了StringBuilder::AppendFormat方法的6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: AppendFormat

 RF_Type::Bool AppendFormat()
 {
     StringBuilder builder;
     builder.AppendFormat("Hello %s!", "World");
     return builder.Length() == 12 && builder.Size() == 13 &&
         builder.Capacity() >= 13 && builder.AsCString() != 0;
 }
开发者ID:wangscript,项目名称:RadonFramework,代码行数:7,代码来源:StringBuilder.cpp

示例2: GenerateShaderStruct

	// ------------------------------------------------------------------------------------------
	//! Generates a structure inside GLSL shader.
	//! @param Struct Structure object definition.
	//! @param Builder Output for the shader code.
	void GLSLGenerator::GenerateShaderStruct(HLSLStruct const* const Struct, StringBuilder& Builder)
	{
		Builder.AppendFormat("\n\nstruct %s\n{", Struct->Name.CStr());
		for (auto const& Definition : Struct->InnerDefinitions)
		{
			HLSLVariable const* const StructField = static_cast<HLSLVariable const*>(Definition);
			Builder.AppendFormat("\n\t%s %s", StructField->Type->Name.CStr(), StructField->Name.CStr());
			if (StructField->ArrayRank != 0)
			{
				// Adding array information for our field..
				Builder.AppendFormat("[%d]", static_cast<int>(StructField->ArrayRank));
			}
			Builder.Append(';');
		}
		Builder.Append("\n};");
	}
开发者ID:GoddamnIndustries,项目名称:GoddamnEngine,代码行数:20,代码来源:GLSLBackend.cpp

示例3: GenerateShaderStaticVariable

	// ------------------------------------------------------------------------------------------
	//! Generates a HLSL source code from the specified parsed static variable definition.
	//! @param StaticVariable Parsed shader static variable, produced by @ref HLSLParser.
	//! @param Builder Output for the shader code.
	void GLSLGenerator::GenerateShaderStaticVariable(HLSLVariable const* const StaticVariable, StringBuilder& Builder)
	{
		// Skipping samplers.
		if (StaticVariable->Type->Class == GD_HLSL_TYPE_CLASS_SAMPLER)
			return;

		Builder.Append("\n\n");
		if (StaticVariable->Binding != nullptr)
		{
			// Emitting the global uniform variable.
			HLSLRegister const* const StaticVariableRegister = static_cast<HLSLRegister const*>(StaticVariable->Binding);
			Builder.AppendFormat("layout(location = %d) \nuniform ", static_cast<int>(StaticVariableRegister->RegisterID));
		}

		Builder.AppendFormat("%s %s", StaticVariable->Type->Name.CStr(), StaticVariable->Name.CStr());
		if (StaticVariable->ArrayRank != 0)
		{
			// Adding array information for our field..
			Builder.AppendFormat("[%d]", static_cast<int>(StaticVariable->ArrayRank));
		}
		Builder.Append(';');
	}
开发者ID:GoddamnIndustries,项目名称:GoddamnEngine,代码行数:26,代码来源:GLSLBackend.cpp

示例4: GenerateShaderStaticFunction

	// ------------------------------------------------------------------------------------------
	//! Generates a HLSL source code from the specified parsed static function definition.
	//! @param StaticFunction Parsed shader static function, produced by @ref HLSLParser.
	//! @param Builder Output for the shader code.
	void GLSLGenerator::GenerateShaderStaticFunction(HLSLFunction const* const StaticFunction, StringBuilder& Builder)
	{
		if (StaticFunction->Type->Name == "main")
		{
			//! @todo Possibly this is an entry point? We need just to mangle code here.
			throw GLSLCompilerErrorException("it is not allowed to name a function 'main'.");
		}

		Builder.AppendFormat("\n\ninline %s %s(", StaticFunction->Type->Name.CStr(), StaticFunction->Name.CStr());
		for (SizeTp cnt = 0; cnt < StaticFunction->Arguments.GetLength(); ++cnt)
		{
			// Emitting function parameter..
			auto const& Argument = StaticFunction->Arguments[cnt];
			Builder.AppendFormat("%s%s %s %s", (Argument->AccsessType & GD_HLSL_ARGUMENT_IN) != 0 ? "in" : "", (Argument->AccsessType & GD_HLSL_ARGUMENT_OUT) != 0 ? "out" : ""
				, Argument->Type->Name.CStr(), Argument->Name.CStr());
			if (cnt != StaticFunction->Arguments.GetLength() - 1)
			{
				// This is not the last argument, appending comma after it.
				Builder.AppendFormat(", ");
			}
		}
		Builder.AppendFormat(")\n%s", StaticFunction->Body.CStr());
	}
开发者ID:GoddamnIndustries,项目名称:GoddamnEngine,代码行数:27,代码来源:GLSLBackend.cpp

示例5: GenerateShaderConstantBuffer

	// ------------------------------------------------------------------------------------------
	//! Generates a structure inside GLSL shader.
	//! @param ConstantBuffer Constant buffer object definition.
	//! @param Builder Output for the shader code.
	//! @param SupportsConstantBuffers Boolean variable for the support of the uniform buffers.
	//! @param ShaderType Target type of the shader.
	void GLSLGenerator::GenerateShaderConstantBuffer(HLSLCBuffer const* const ConstantBuffer, StringBuilder& Builder, bool const SupportsConstantBuffers, IGraphicsShaderType const ShaderType)
	{
		if (ConstantBuffer->Register == nullptr)
		{
			throw GLSLCompilerErrorException("constant buffer '%s' does not contains meta information about register.", ConstantBuffer->Name.CStr());
		}

		if (SupportsConstantBuffers)
		{
			// This platform supports constant buffers, defining it.
			Builder.AppendFormat("\n\nlayout(std140, row_major, binding = %d) \nuniform %s \n{"
				, static_cast<int>(ConstantBuffer->Register->RegisterID) + static_cast<int>(ShaderType) * static_cast<int>(GD_HRI_SHADER_MAX_CBUFFERS_LOCATIONS)
				, ConstantBuffer->Name.CStr());
		}
		else
		{
			// Emulating behavior of the constant buffers through uniform variables.
			Builder.AppendFormat("\n\n// uniform %s {", ConstantBuffer->Name.CStr());
		}

		for (auto const& Definition : ConstantBuffer->InnerDefinitions)
		{
			auto const ConstantBufferField = static_cast<UniquePtr<HLSLVariable const>>(Definition);
			if (SupportsConstantBuffers)
			{
				// Emitting a field of the inform buffer.
				Builder.AppendFormat("\n\t%s %s", ConstantBufferField->Type->Name.CStr(), ConstantBufferField->Name.CStr());
			}
			else
			{
				// Emitting a standalone uniform variable.
				Builder.AppendFormat("\nlayout(row_major) \nuniform %s %s", ConstantBufferField->Type->Name.CStr(), ConstantBufferField->Name.CStr());
			}

			if (ConstantBufferField->ArrayRank != 0)
			{
				// Adding array information for our field..
				Builder.AppendFormat("[%d]", static_cast<int>(ConstantBufferField->ArrayRank));
			}
			Builder.Append(';');
		}

		if (SupportsConstantBuffers)
			Builder.Append("\n};");
		else
			Builder.AppendFormat("\n// }\t// uniform %s.", ConstantBuffer->Name.CStr());
	}
开发者ID:GoddamnIndustries,项目名称:GoddamnEngine,代码行数:53,代码来源:GLSLBackend.cpp

示例6: GenerateShaderEntryPoint

	// ------------------------------------------------------------------------------------------
	//! @todo Document and cleanup me.
	void GLSLGenerator::GenerateShaderEntryPoint(HLSLFunction const* const EntryPoint, StringBuilder& Builder)
	{
		StringBuilder FakeEntryAssigment;
		StringBuilder FakeEntryInvocation;
		StringBuilder FakeEntryInternals, FakeEntryExternals;
		int LastUsedSemanticIn = 0, LastUsedSemanticOut = 0;
		for (auto const& Argument : EntryPoint->Arguments)
		{
			CStr const ArgumentAccessType = Argument->AccsessType == GD_HLSL_ARGUMENT_IN ? "in " : "out";
			int& LastUsedSemantic = Argument->AccsessType == GD_HLSL_ARGUMENT_IN ? LastUsedSemanticIn : LastUsedSemanticOut;

			if (Argument->Type->Class == GD_HLSL_TYPE_CLASS_STRUCT)
			{
				if (Argument->AccsessType == GD_HLSL_ARGUMENT_IN)
				{
					FakeEntryInvocation.AppendFormat("%s(", Argument->Type->Name.CStr(), Argument->Name.CStr());
				}
				else
				{
					FakeEntryInvocation.AppendFormat("%s, ", Argument->Name.CStr());
					FakeEntryInternals.AppendFormat("\n\t%s %s;", Argument->Type->Name.CStr(), Argument->Name.CStr());
				}

				auto const Struct = static_cast<HLSLStruct const*>(Argument->Type);
				for (auto const& Definition : Struct->InnerDefinitions)
				{
					auto const StructField = static_cast<HLSLVariable const*>(Definition);
				//	auto const StructFieldSemantic = static_cast<HLSLSemantic const*>(StructField->Binding);
					FakeEntryExternals.AppendFormat("\nlayout(location = %d) %s %s Varying%s%s;", LastUsedSemantic
						, ArgumentAccessType, StructField->Type->Name.CStr(), Argument->Name.CStr(), StructField->Name.CStr());

					if (Argument->AccsessType == GD_HLSL_ARGUMENT_IN)
						FakeEntryInvocation.AppendFormat("Varying%s%s, ", Argument->Name.CStr(), StructField->Name.CStr());
					else
						FakeEntryAssigment.AppendFormat("\n\tVarying%s%s = %s.%s;", Argument->Name.CStr(), StructField->Name.CStr(), Argument->Name.CStr(), StructField->Name.CStr());
					LastUsedSemantic += 1;
				}

				if (Argument->AccsessType == GD_HLSL_ARGUMENT_IN)
				{
					//! @todo Refactor this awful code.
					*(FakeEntryInvocation.CStr() + FakeEntryInvocation.GetLength() - 2) = ')'; // Removing trailing comma.
					*(FakeEntryInvocation.CStr() + FakeEntryInvocation.GetLength() - 1) = ','; // Removing trailing space.
					FakeEntryInvocation.Append(' ');
				}
			}
			else
			{
				auto const ArgumentSemantic = static_cast<HLSLSemantic const*>(Argument->Binding);
				if (Argument->AccsessType == GD_HLSL_ARGUMENT_OUT)
				{
					if (ArgumentSemantic->Semantic == GD_HLSL_SEMANTIC_SV_Position)
						FakeEntryAssigment.AppendFormat("\n\tgl_Position = %s;", Argument->Name.CStr());
				}

				FakeEntryExternals.AppendFormat("\nlayout(location = %d) %s %s Varying%s;", LastUsedSemantic, ArgumentAccessType, Argument->Type->Name.CStr(), Argument->Name.CStr());
				FakeEntryInvocation.AppendFormat("Varying%s, ", Argument->Name.CStr());

				LastUsedSemantic += 1;
			}
		}

		//! @todo Refactor this awful code.
		*(FakeEntryInvocation.CStr() + FakeEntryInvocation.GetLength() - 2) = ')'; // Removing trailing comma.
		*(FakeEntryInvocation.CStr() + FakeEntryInvocation.GetLength() - 1) = ';'; // Removing trailing space.
		FakeEntryInvocation = Move(StringBuilder().AppendFormat("\n\t%s(%s", EntryPoint->Name.CStr(), FakeEntryInvocation.CStr()));

		if (EntryPoint->Type->Class == GD_HLSL_TYPE_CLASS_STRUCT)
		{
			FakeEntryInternals.AppendFormat("\n\t%s Ret;", EntryPoint->Type->Name.CStr());
			FakeEntryInvocation = Move(StringBuilder().AppendFormat("\n\tRet = %s", FakeEntryInvocation.CStr() + 2));

			HLSLStruct const* const ReturnStruct = static_cast<HLSLStruct const*>(EntryPoint->Type);
			for (auto const& Definition : ReturnStruct->InnerDefinitions)
			{
				HLSLVariable const* const ReturnStructField = static_cast<HLSLVariable const*>(Definition);
			//	HLSLSemantic const* const ReturnStructFieldSemantic = static_cast<HLSLSemantic const*>(ReturnStructField->Binding);
				FakeEntryExternals.AppendFormat("\nlayout(location = %d) out %s VaryingRet%s;", LastUsedSemanticOut, ReturnStructField->Type->Name.CStr(), ReturnStructField->Name.CStr());
				FakeEntryAssigment.AppendFormat("\n\tVaryingRet%s = Ret.%s;", ReturnStructField->Name.CStr(), ReturnStructField->Name.CStr());
				LastUsedSemanticOut += 1;
			}
		}
		else if (EntryPoint->Semantic != nullptr)
		{
			FakeEntryExternals.AppendFormat("\nlayout(location = %d) out %s VaryingRet;", LastUsedSemanticOut, EntryPoint->Name.CStr());
			FakeEntryInvocation = Move(StringBuilder().AppendFormat("\n\tVaryingRet = %s", FakeEntryInvocation.CStr() + 2));
		}

		Builder.AppendFormat("\n%s\n\nvoid main()\n{\n%s\n%s\n%s}\n", FakeEntryExternals.CStr()
			, FakeEntryInternals.CStr(), FakeEntryInvocation.CStr(), FakeEntryAssigment.CStr());
	}
开发者ID:GoddamnIndustries,项目名称:GoddamnEngine,代码行数:93,代码来源:GLSLBackend.cpp


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