本文整理汇总了C++中TList::Num方法的典型用法代码示例。如果您正苦于以下问题:C++ TList::Num方法的具体用法?C++ TList::Num怎么用?C++ TList::Num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TList
的用法示例。
在下文中一共展示了TList::Num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: emit_sampler_state_declarations
void emit_sampler_state_declarations( const TList< wrSamplerState >& samplerStates, mxTextWriter & tw )
{
for( UINT iSamplerState = 0;
iSamplerState < samplerStates.Num();
iSamplerState++ )
{
const wrSamplerState& samplerState = samplerStates[ iSamplerState ];
tw << MXC("extern SamplerState samplerState_") << samplerState.name << MXC(";");
emit_source_location_comment( samplerState.pos, tw );
}
}
示例2: emit_render_target_declarations
void emit_render_target_declarations( const TList< wrRenderTarget >& renderTargets, mxTextWriter & tw )
{
for( UINT iRenderTarget = 0;
iRenderTarget < renderTargets.Num();
iRenderTarget++ )
{
const wrRenderTarget& renderTarget = renderTargets[ iRenderTarget ];
tw << MXC("extern RenderTarget renderTarget_") << renderTarget.name << MXC(";");
emit_source_location_comment( renderTarget.pos, tw );
}
}
示例3: emit_depth_stencil_states_declarations
void emit_depth_stencil_states_declarations( const TList< wrDepthStencilState >& depthStencilStates, mxTextWriter & tw )
{
for( UINT iDepthStencilState = 0;
iDepthStencilState < depthStencilStates.Num();
iDepthStencilState++ )
{
const wrDepthStencilState& depthStencilState = depthStencilStates[ iDepthStencilState ];
tw << MXC("extern DepthStencilState depthStencilState_") << depthStencilState.name << MXC(";");
emit_source_location_comment( depthStencilState.pos, tw );
}
}
示例4: emit_initialize_depth_stencil_states
void emit_initialize_depth_stencil_states( const TList< wrDepthStencilState >& depthStencilStates, mxTextWriter & tw )
{
tw << MXC("void SetupDepthStencilStates( const SHADER_LIB_CREATE& creationParams )\n{\n")
<< MXC("D3D11_DEPTH_STENCIL_DESC depthStencilDesc;\n")
<< MXC("ZERO_OUT( depthStencilDesc );\n")
;
for( UINT iDepthStencilState = 0;
iDepthStencilState < depthStencilStates.Num();
iDepthStencilState++ )
{
const wrDepthStencilState& depthStencilState = depthStencilStates[ iDepthStencilState ];
GenDepthStencilStateInit( depthStencilState, tw );
}
tw << MXC("\n}//SetupDepthStencilStates\n");
}
示例5: Emit_initialize_sampler_states
void Emit_initialize_sampler_states( const TList< wrSamplerState >& samplerStates, mxTextWriter & tw )
{
tw << MXC("void SetupSamplerStates( const SHADER_LIB_CREATE& creationParams )\n{\n")
<< MXC("D3D11_SAMPLER_DESC samplerDesc;\n")
<< MXC("ZERO_OUT( samplerDesc );\n")
;
for( UINT iSamplerState = 0;
iSamplerState < samplerStates.Num();
iSamplerState++ )
{
const wrSamplerState& samplerState = samplerStates[ iSamplerState ];
Emit_initialize_sampler_state( samplerState, tw );
}
tw << MXC("\n}//SetupSamplerStates\n");
}
示例6: Emit_initialize_render_targets
void Emit_initialize_render_targets( const TList< wrRenderTarget >& renderTargets, mxTextWriter & tw )
{
tw << MXC("void SetupRenderTargets( const SHADER_LIB_CREATE& creationParams )\n{\n")
<< MXC("D3D11_TEXTURE2D_DESC texDesc;\n")
<< MXC("D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;\n")
<< MXC("D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;\n")
<< MXC("ZERO_OUT( texDesc );\n")
<< MXC("ZERO_OUT( rtvDesc );\n")
<< MXC("ZERO_OUT( srvDesc );\n")
;
for( UINT iRenderTarget = 0;
iRenderTarget < renderTargets.Num();
iRenderTarget++ )
{
const wrRenderTarget& renderTarget = renderTargets[ iRenderTarget ];
Emit_initialize_render_target( renderTarget, tw );
}
tw << MXC("\n}//SetupRenderTargets\n");
}