本文整理汇总了C++中TriMesh::appendIndices方法的典型用法代码示例。如果您正苦于以下问题:C++ TriMesh::appendIndices方法的具体用法?C++ TriMesh::appendIndices怎么用?C++ TriMesh::appendIndices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类TriMesh
的用法示例。
在下文中一共展示了TriMesh::appendIndices方法的8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: setup
void BasicApplicationApp::setup()
{
plane.appendVertex(Vec3f(0, 0, 0)); // [ (0,0,0) ]
plane.appendColorRgba(Colorf(1.f,0,0));
plane.appendTexCoord(Vec2f(0,0));
plane.appendVertex(Vec3f(600, 0, 0)); // [ (0,0,0), (600,0,0) ]
plane.appendColorRgba(Colorf(1.f,1.f,0));
plane.appendTexCoord(Vec2f(1.f,0));
plane.appendVertex(Vec3f(600, 600, 0)); // [ (0,0,0), (600,0,0), (600,600,0)]
plane.appendColorRgba(Colorf(0,1.f,0));
plane.appendTexCoord(Vec2f(1.f,1.f));
plane.appendVertex(Vec3f(0, 600, 0)); // [ (0,0,0), (600,0,0), (600,600,0), (0,600,0)]
plane.appendColorRgba(Colorf(0,0,1.f));
plane.appendTexCoord(Vec2f(0.f,1.f));
uint indices[6] = {0,1,2,2,3,0};
plane.appendIndices(&indices[0], 6);
mTexture = gl::Texture( loadImage()))
}
示例2: regenerateVboMesh
void BatchedMesh::regenerateVboMesh(MaterialRef material) {
// cout << "BatchedMesh::regenerateVboMesh(): Regenerating VboMesh for
// material:"
// << material << endl;
TriMesh combinedMesh;
vector<Vec3f> vertices;
vector<ColorAf> colors;
vector<Vec2f> texCoords;
vector<uint32_t> indices;
uint32_t vertCount = 0;
_materialBounds[material] = AxisAlignedBox3f();
for (BatchInfoRef batchInfo : _meshes[material]) {
TriMesh *internalMesh = batchInfo->mesh->getInternalMesh(
batchInfo->transform->getTransformMatrixLocal());
vertices = internalMesh->getVertices();
combinedMesh.appendVertices(vertices.data(), vertices.size());
colors = internalMesh->getColorsRGBA();
combinedMesh.appendColorsRgba(colors.data(), colors.size());
texCoords = internalMesh->getTexCoords();
combinedMesh.appendTexCoords(texCoords.data(), texCoords.size());
indices = internalMesh->getIndices();
std::transform(std::begin(indices), std::end(indices), std::begin(indices),
[vertCount](uint32_t x) { return x + vertCount; });
combinedMesh.appendIndices(indices.data(), indices.size());
vertCount += vertices.size();
_materialBounds[material].include(internalMesh->calcBoundingBox());
}
_vboMeshes[material] = gl::VboMesh::create(combinedMesh);
// Recalculate master bounds
_bounds = AxisAlignedBox3f();
for (auto &kvp : _materialBounds) {
_bounds.include(kvp.second);
}
}
示例3: createMesh
void SmoothDisplacementMappingApp::createMesh()
{
// use the TriMesh class to easily construct the vertex buffer object
TriMesh mesh;
// create vertex, normal and texcoord buffers
const int RES_X = 400;
const int RES_Z = 100;
const Vec3f size(200.0f, 1.0f, 50.0f);
for(int x=0;x<RES_X;++x) {
for(int z=0;z<RES_Z;++z) {
float u = float(x) / RES_X;
float v = float(z) / RES_Z;
mesh.appendVertex( size * Vec3f( u - 0.5f , 0.0f, v - 0.5f ) );
mesh.appendNormal( Vec3f::yAxis() );
mesh.appendTexCoord( Vec2f( u, v ) );
}
}
// create index buffer
vector< uint32_t > indices;
for(int x=0;x<RES_X-1;++x) {
for(int z=0;z<RES_Z-1;++z) {
uint32_t i = x * RES_Z + z;
indices.push_back( i ); indices.push_back( i + 1 ); indices.push_back( i + RES_Z );
indices.push_back( i + RES_Z ); indices.push_back( i + 1 ); indices.push_back( i + RES_Z + 1 );
}
}
mesh.appendIndices( &indices.front(), indices.size() );
// construct vertex buffer object
gl::VboMesh::Layout layout;
layout.setStaticPositions();
layout.setStaticTexCoords2d();
layout.setStaticIndices();
layout.setStaticNormals();
mVboMesh = gl::VboMesh( mesh, layout );
}
示例4: createTriMesh
TriMesh MeshHelper::createTriMesh( vector<uint32_t> &indices, const vector<Vec3f> &positions,
const vector<Vec3f> &normals, const vector<Vec2f> &texCoords )
{
TriMesh mesh;
if ( indices.size() > 0 ) {
mesh.appendIndices( &indices[ 0 ], indices.size() );
}
if ( normals.size() > 0 ) {
for ( vector<Vec3f>::const_iterator iter = normals.begin(); iter != normals.end(); ++iter ) {
mesh.appendNormal( *iter );
}
}
if ( positions.size() > 0 ) {
mesh.appendVertices( &positions[ 0 ], positions.size() );
}
if ( texCoords.size() > 0 ) {
for ( vector<Vec2f>::const_iterator iter = texCoords.begin(); iter != texCoords.end(); ++iter ) {
mesh.appendTexCoord( *iter );
}
}
return mesh;
}
示例5: appendIndices
static void appendIndices( TriMesh& mesh, std::vector<uint32_t>& indices )
{
mesh.appendIndices( &indices[0], indices.size() );
}
示例6: generateCapsule
//.........这里部分代码省略.........
// Top half sphere
// Generate the group of rings for the sphere
for(unsigned int ring = 0; ring <= mNumRings; ring++ )
{
double r0 = mRadius * sinf ( ring * fDeltaRingAngle);
double y0 = mRadius * cosf (ring * fDeltaRingAngle);
// Generate the group of segments for the current ring
for(unsigned int seg = 0; seg <= mNumSegments; seg++)
{
double x0 = r0 * cosf(seg * fDeltaSegAngle);
double z0 = r0 * sinf(seg * fDeltaSegAngle);
Vec3f p(x0, 0.5f * mHeight + y0, z0);
Vec3f n(x0, y0, z0);
mesh.appendVertex(p);
mesh.appendNormal(n.normalized());
mesh.appendTexCoord(Vec2f((double) seg / (double) mNumSegments, (double) ring / (double) mNumRings * sphereRatio));
mesh.appendColorRgb(Colorf(1.0, 0, 0));
// each vertex (except the last) has six indices pointing to it
indices.push_back(offset + mNumSegments + 1);
indices.push_back(offset + mNumSegments);
indices.push_back(offset);
indices.push_back(offset + mNumSegments + 1);
indices.push_back(offset);
indices.push_back(offset + 1);
offset ++;
} // end for seg
} // end for ring
// Cylinder part
double deltaAngle = ((M_PI * 2.0) / mNumSegments);
double deltamHeight = mHeight/(double)mNumSegHeight;
for (unsigned short i = 1; i < mNumSegHeight; i++) {
for (unsigned short j = 0; j<=mNumSegments; j++)
{
double x0 = mRadius * cosf(j*deltaAngle);
double z0 = mRadius * sinf(j*deltaAngle);
Vec3f p(x0, 0.5f*mHeight-i*deltamHeight, z0);
Vec3f n(x0, 0, z0);
mesh.appendVertex(p);
mesh.appendNormal(n.normalized());
mesh.appendTexCoord(Vec2f(j/(double)mNumSegments, i/(double)mNumSegHeight * cylinderRatio + sphereRatio));
mesh.appendColorRgb(Colorf(0, 1.0 - (float(j)/float(mNumSegments)), 0));
indices.push_back(offset + mNumSegments + 1);
indices.push_back(offset + mNumSegments);
indices.push_back(offset);
indices.push_back(offset + mNumSegments + 1);
indices.push_back(offset);
indices.push_back(offset + 1);
offset ++;
}
}
// Bottom half sphere
// Generate the group of rings for the sphere
for(unsigned int ring = 0; ring <= mNumRings; ring++)
{
double r0 = mRadius * sinf (M_PI_2 + ring * fDeltaRingAngle);
double y0 = mRadius * cosf (M_PI_2 + ring * fDeltaRingAngle);
// Generate the group of segments for the current ring
for(unsigned int seg = 0; seg <= mNumSegments; seg++)
{
double x0 = r0 * cosf(seg * fDeltaSegAngle);
double z0 = r0 * sinf(seg * fDeltaSegAngle);
Vec3f p(x0, -0.5f*mHeight + y0, z0);
Vec3f n(x0, y0, z0);
mesh.appendVertex(p);
mesh.appendNormal(n.normalized());
mesh.appendTexCoord(Vec2f((double) seg / (double) mNumSegments, (double) ring / (double) mNumRings*sphereRatio + cylinderRatio + sphereRatio));
mesh.appendColorRgb(Colorf(0, 0, float(ring)/float(mNumRings)));
if (ring != mNumRings)
{
// each vertex (except the last) has six indices pointing to it
indices.push_back(offset + mNumSegments + 1);
indices.push_back(offset + mNumSegments);
indices.push_back(offset);
indices.push_back(offset + mNumSegments + 1);
indices.push_back(offset);
indices.push_back(offset + 1);
}
offset ++;
} // end for seg
} // end for ring
mesh.appendIndices( &indices[0], indices.size());
}
示例7: setup
void ssaoApp::setup()
{
gl::disableVerticalSync();
RENDER_MODE = DeferredRenderer::SHOW_FINAL_VIEW;
//set up camera
mCam.setPerspective( 45.0f, getWindowAspectRatio(), 0.1f, 10000.0f );
Vec3f camPos( -14.0f, 7.0f, -14.0f );
mCam.lookAt(camPos * 1.5f, Vec3f::zero(), Vec3f(0.0f, 1.0f, 0.0f) );
mCam.setCenterOfInterestPoint(Vec3f::zero());
mMayaCam.setCurrentCam(mCam);
//create functions pointers to send to deferred renderer
boost::function<void(gl::GlslProg*)> fRenderShadowCastersFunc = boost::bind( &ssaoApp::drawShadowCasters, this, boost::lambda::_1 );
boost::function<void(gl::GlslProg*)> fRenderNotShadowCastersFunc = boost::bind( &ssaoApp::drawNonShadowCasters, this, boost::lambda::_1 );
boost::function<void(void)> fRenderOverlayFunc = boost::bind( &ssaoApp::drawOverlay, this );
mDeferredRenderer.setup( fRenderShadowCastersFunc, fRenderNotShadowCastersFunc, NULL, NULL, &mCam, Vec2i(1024, 768), 1024, true, true ); //no overlay or "particles"
//have these cast point light shadows
mDeferredRenderer.addCubeLight( Vec3f(-2.0f, 4.0f, 6.0f), Color(0.10f, 0.69f, 0.93f) * LIGHT_BRIGHTNESS_DEFAULT, true); //blue
mDeferredRenderer.addCubeLight( Vec3f(4.0f, 6.0f, -4.0f), Color(0.94f, 0.15f, 0.23f) * LIGHT_BRIGHTNESS_DEFAULT, true); //red
//add a bunch of lights
for(int i = 0; i < 10; i++) {
for(int j = 0; j < 10; j++) {
int randColIndex = Rand::randInt(5);
Color randCol;
switch( randColIndex ) {
case 0:
randCol = Color(0.99f, 0.67f, 0.23f); //orange
break;
case 1:
randCol = Color(0.97f, 0.24f, 0.85f); //pink
break;
case 2:
randCol = Color(0.00f, 0.93f, 0.30f); //green
break;
case 3:
randCol = Color(0.98f, 0.96f, 0.32f); //yellow
break;
case 4:
randCol = Color(0.10f, 0.69f, 0.93f); //blue
break;
case 5:
randCol = Color(0.94f, 0.15f, 0.23f); //red
break;
};
mDeferredRenderer.addCubeLight( Vec3f( i * 20, 30, j * 20), randCol * LIGHT_BRIGHTNESS_DEFAULT, false, true);
}
}
mCurrLightIndex = 0;
float size = 3000;
plane.appendVertex(Vec3f(size, -1,-size));
plane.appendColorRgba(ColorA(255,255,255,255));
plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f));
plane.appendVertex(Vec3f(-size, -1,-size));
plane.appendColorRgba(ColorA(255,255,255,255));
plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f));
plane.appendVertex(Vec3f(-size, -1, size));
plane.appendColorRgba(ColorA(255,255,255,255));
plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f));
plane.appendVertex(Vec3f(size, -1, size));
plane.appendColorRgba(ColorA(255,255,255,255));
plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f));
uint indices[6] = {0,1,2,2,3,0};
plane.appendIndices(&indices[0], 6);
gl::VboMesh::Layout layout;
shadowPlane = gl::VboMesh::create(plane);
TriMesh bunnyMesh;
ObjLoader loader( loadResource(RES_BUNNY) );
loader.load( &bunnyMesh );
bunny = gl::VboMesh(bunnyMesh);
}
示例8: setup
void TextureTestApp::setup()
{
Vec3f vertices[] = {
{ -1, -1, 0 }, { 1, -1, 0 }, { 1, 1, 0 },
{ -1, -1, 0 }, { 1, 1, 0 }, { -1, 1, 0 },
};
mesh.appendVertices(vertices,
sizeof(vertices) / sizeof(vertices[0]));
Vec2f tex_coords[] = {
{ 0, 0.5 }, { 0.5, 0.5 }, { 0.5, 0 },
{ 0, 0.5 }, { 0.5, 0 }, { 0, 0 },
};
mesh.appendTexCoords(tex_coords,
sizeof(tex_coords) / sizeof(tex_coords[0]));
uint32_t indices[] = {
0, 1, 2,
3, 4, 5,
};
mesh.appendIndices(indices,
sizeof(indices) / sizeof(indices[0]));
mesh.recalculateNormals();
// assetフォルダから画像を読み込む
// 幅と高さは2のべき乗でなくてもよい
image = loadImage(loadAsset("miku.png"));
// 平行光源を1つ用意
light = std::unique_ptr<gl::Light>(new gl::Light(gl::Light::DIRECTIONAL, 0));
light->setAmbient(Color(0.0, 0.0, 0.0));
light->setDiffuse(Color(1.0, 1.0, 1.0));
light->setDirection(Vec3f(0.0, 0.0, 1.0));
// カメラの準備
camera = CameraPersp(getWindowWidth(), getWindowHeight(),
35.0, 0.5, 1000.0);
camera.lookAt(Vec3f(0.0, 0.0, 700.0),
Vec3f(0.0, 0.0, 0.0));
// テクスチャON
gl::enable(GL_TEXTURE_2D);
// 半透明処理を有効化
gl::enableAlphaBlending(true);
// カリングON
gl::enable(GL_CULL_FACE);
// gl::color or 頂点カラーを対象にしてライティングの計算を行う
gl::enable(GL_COLOR_MATERIAL);
// ライティングON
gl::enable(GL_LIGHTING);
// 法線を正規化する
gl::enable(GL_NORMALIZE);
rx = ry = rz = 0.0;
}