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C++ TfTokenVector::size方法代码示例

本文整理汇总了C++中TfTokenVector::size方法的典型用法代码示例。如果您正苦于以下问题:C++ TfTokenVector::size方法的具体用法?C++ TfTokenVector::size怎么用?C++ TfTokenVector::size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TfTokenVector的用法示例。


在下文中一共展示了TfTokenVector::size方法的9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: TfStringJoin

std::string
SdfPath::JoinIdentifier(const TfTokenVector& names)
{
    std::vector<std::string> tmp;
    tmp.reserve(names.size());
    for (size_t i = 0, n = names.size(); i != n; ++i) {
        if (!names[i].IsEmpty()) {
            tmp.push_back(names[i].GetString());
        }
    }
    return TfStringJoin(tmp, SdfPathTokens->namespaceDelimiter.GetText());
}
开发者ID:lvxejay,项目名称:USD,代码行数:12,代码来源:path.cpp

示例2: GlfTextureHandlePtr

GlfTextureHandleRefPtr
GlfTextureRegistry::GetTextureHandle(const TfTokenVector &textures)
{
    if (textures.empty()) {
        TF_WARN("Attempting to register arrayTexture with empty token vector.");
        return GlfTextureHandlePtr();
    }

    const size_t numTextures = textures.size();
    // We register an array texture with the
    // path of the first texture in the array
    TfToken texture = textures[0];
    GlfTextureHandleRefPtr textureHandle;

    _TextureMetadata md(textures);

    // look into exisiting textures
    std::map<TfToken, _TextureMetadata>::iterator it =
        _textureRegistry.find(texture);
    
    if (it != _textureRegistry.end() && it->second.IsMetadataEqual(md)) {
        textureHandle = it->second.GetHandle();
    } else {
        // if not exists, create it
        textureHandle = _CreateTexture(textures, numTextures);
        md.SetHandle(textureHandle);
        _textureRegistry[texture] = md;
    }

    return textureHandle;
}
开发者ID:MWDD,项目名称:USD,代码行数:31,代码来源:textureRegistry.cpp

示例3: source

void
HdPoints::_PopulateVertexPrimVars(HdDrawItem *drawItem,
                                  HdChangeTracker::DirtyBits *dirtyBits)
{
    HD_TRACE_FUNCTION();
    HD_MALLOC_TAG_FUNCTION();

    SdfPath const& id = GetId();
    HdSceneDelegate* delegate = GetDelegate();
    HdResourceRegistry *resourceRegistry = &HdResourceRegistry::GetInstance();

    // The "points" attribute is expected to be in this list.
    TfTokenVector primVarNames = delegate->GetPrimVarVertexNames(id);
    TfTokenVector const& vars = delegate->GetPrimVarVaryingNames(id);
    primVarNames.insert(primVarNames.end(), vars.begin(), vars.end());

    HdBufferSourceVector sources;
    sources.reserve(primVarNames.size());

    int pointsIndexInSourceArray = -1;

    TF_FOR_ALL(nameIt, primVarNames) {
        if (not HdChangeTracker::IsPrimVarDirty(*dirtyBits, id, *nameIt))
            continue;

        // TODO: We don't need to pull primvar metadata every time a value
        // changes, but we need support from the delegate.

        //assert name not in range.bufferArray.GetResources()
        VtValue value = delegate->Get(id, *nameIt);

        if (!value.IsEmpty()) {
            // Store where the points will be stored in the source array
            // we need this later to figure out if the number of points is changing
            // and we need to force a garbage collection to resize the buffer
            if (*nameIt == HdTokens->points) {
                pointsIndexInSourceArray = sources.size();
            }

            // XXX: do we need special treatment for width as basicCurves?

            HdBufferSourceSharedPtr source(new HdVtBufferSource(*nameIt, value));
            sources.push_back(source);
        }
    }

    // return before allocation if it's empty.
    if (sources.empty())
        return;

    if (not drawItem->GetVertexPrimVarRange() or
            not drawItem->GetVertexPrimVarRange()->IsValid()) {
        // initialize buffer array
        HdBufferSpecVector bufferSpecs;
        TF_FOR_ALL(it, sources) {
            (*it)->AddBufferSpecs(&bufferSpecs);
        }
开发者ID:ZeroCrunch,项目名称:USD,代码行数:57,代码来源:points.cpp

示例4:

void
Hd_PrimTypeIndex<PrimType>::InitPrimTypes(const TfTokenVector &primTypes)
{
    size_t primTypeCount = primTypes.size();
    _entries.resize(primTypeCount);

    for (size_t typeIdx = 0; typeIdx < primTypeCount; ++typeIdx) {
        _index.emplace(primTypes[typeIdx], typeIdx);
    }
}
开发者ID:JT-a,项目名称:USD,代码行数:10,代码来源:primTypeIndex.cpp

示例5: New

 virtual GlfTextureRefPtr New(const TfTokenVector& texturePaths,
                              GlfImage::ImageOriginLocation originLocation = 
                                             GlfImage::OriginUpperLeft) const
 {
     return GlfArrayTexture::New(texturePaths, 
                                 texturePaths.size(), 
                                 /*cropTop*/ 0,
                                 /*cropBottom*/ 0,
                                 /*cropLeft*/ 0,
                                 /*cropRight*/ 0,
                                 originLocation);
 }
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:12,代码来源:uvTexture.cpp

示例6: if

std::vector<UsdProperty>
UsdPrim::_MakeProperties(const TfTokenVector &names) const
{
    std::vector<UsdProperty> props;
    UsdStage *stage = _GetStage();
    props.reserve(names.size());
    for (auto const &propName : names) {
        SdfSpecType specType = stage->_GetDefiningSpecType(*this, propName);
        if (specType == SdfSpecTypeAttribute) {
            props.push_back(GetAttribute(propName));
        } else if (TF_VERIFY(specType == SdfSpecTypeRelationship)) {
            props.push_back(GetRelationship(propName));
        }
    }
    return props;
}
开发者ID:lvxejay,项目名称:USD,代码行数:16,代码来源:prim.cpp

示例7:

UsdRelationshipVector
UsdPrim::_GetRelationships(bool onlyAuthored, bool applyOrder) const
{
    const TfTokenVector names = _GetPropertyNames(onlyAuthored, applyOrder);
    UsdRelationshipVector rels;

    // PERFORMANCE: This is sloppy, since property names are a superset of
    // relationship names, however this vector is likely short lived and worth
    // the trade off of repeated reallocation.
    rels.reserve(names.size());
    for (const auto& propName : names) {
        if (UsdRelationship rel = GetRelationship(propName)) {
            rels.push_back(rel);
        }
    }

    return rels;
}
开发者ID:lvxejay,项目名称:USD,代码行数:18,代码来源:prim.cpp

示例8: source

void
HdRprim::_PopulateConstantPrimVars(HdSceneDelegate* delegate,
                                   HdDrawItem *drawItem,
                                   HdDirtyBits *dirtyBits)
{
    HD_TRACE_FUNCTION();
    HF_MALLOC_TAG_FUNCTION();

    SdfPath const& id = GetId();
    HdRenderIndex &renderIndex = delegate->GetRenderIndex();
    HdResourceRegistry *resourceRegistry = &HdResourceRegistry::GetInstance();


    // XXX: this should be in a different method
    // XXX: This should be in HdSt getting the HdSt Shader
    const HdShader *shader = static_cast<const HdShader *>(
                                  renderIndex.GetSprim(HdPrimTypeTokens->shader,
                                                       _surfaceShaderID));

    if (shader == nullptr) {
        shader = static_cast<const HdShader *>(
                        renderIndex.GetFallbackSprim(HdPrimTypeTokens->shader));
    }

    _sharedData.surfaceShader = shader->GetShaderCode();


    // update uniforms
    HdBufferSourceVector sources;
    if (HdChangeTracker::IsTransformDirty(*dirtyBits, id)) {
        GfMatrix4d transform = delegate->GetTransform(id);
        _sharedData.bounds.SetMatrix(transform); // for CPU frustum culling

        HdBufferSourceSharedPtr source(new HdVtBufferSource(
                                           HdTokens->transform,
                                           transform));
        sources.push_back(source);
        source.reset(new HdVtBufferSource(HdTokens->transformInverse,
                                          transform.GetInverse()));
        sources.push_back(source);

        // if this is a prototype (has instancer),
        // also push the instancer transform separately.
        if (!_instancerID.IsEmpty()) {
            // gather all instancer transforms in the instancing hierarchy
            VtMatrix4dArray rootTransforms = _GetInstancerTransforms(delegate);
            VtMatrix4dArray rootInverseTransforms(rootTransforms.size());
            bool leftHanded = transform.IsLeftHanded();
            for (size_t i = 0; i < rootTransforms.size(); ++i) {
                rootInverseTransforms[i] = rootTransforms[i].GetInverse();
                // flip the handedness if necessary
                leftHanded ^= rootTransforms[i].IsLeftHanded();
            }

            source.reset(new HdVtBufferSource(
                             HdTokens->instancerTransform,
                             rootTransforms, /*staticArray=*/true));
            sources.push_back(source);
            source.reset(new HdVtBufferSource(
                             HdTokens->instancerTransformInverse,
                             rootInverseTransforms, /*staticArray=*/true));
            sources.push_back(source);

            // XXX: It might be worth to consider to have isFlipped
            // for non-instanced prims as well. It can improve
            // the drawing performance on older-GPUs by reducing
            // fragment shader cost, although it needs more GPU memory.

            // set as int (GLSL needs 32-bit align for bool)
            source.reset(new HdVtBufferSource(
                             HdTokens->isFlipped, VtValue(int(leftHanded))));
            sources.push_back(source);
        }
    }
    if (HdChangeTracker::IsExtentDirty(*dirtyBits, id)) {
        _sharedData.bounds.SetRange(GetExtent(delegate));

        GfVec3d const & localMin = drawItem->GetBounds().GetBox().GetMin();
        HdBufferSourceSharedPtr sourceMin(new HdVtBufferSource(
                                           HdTokens->bboxLocalMin,
                                           VtValue(GfVec4f(
                                               localMin[0],
                                               localMin[1],
                                               localMin[2], 0))));
        sources.push_back(sourceMin);

        GfVec3d const & localMax = drawItem->GetBounds().GetBox().GetMax();
        HdBufferSourceSharedPtr sourceMax(new HdVtBufferSource(
                                           HdTokens->bboxLocalMax,
                                           VtValue(GfVec4f(
                                               localMax[0],
                                               localMax[1],
                                               localMax[2], 0))));
        sources.push_back(sourceMax);
    }

    if (HdChangeTracker::IsPrimIdDirty(*dirtyBits, id)) {
        GfVec4f primIdColor;
        int32_t primId = GetPrimId();
        HdBufferSourceSharedPtr source(new HdVtBufferSource(
//.........这里部分代码省略.........
开发者ID:MWDD,项目名称:USD,代码行数:101,代码来源:rprim.cpp

示例9:

GlfTextureRegistry::_TextureMetadata::_TextureMetadata(
    const TfTokenVector &textures)
    : _TextureMetadata(textures.data(), textures.size())
{}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:4,代码来源:textureRegistry.cpp


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