本文整理汇总了C++中TriMesh::appendTexCoord方法的典型用法代码示例。如果您正苦于以下问题:C++ TriMesh::appendTexCoord方法的具体用法?C++ TriMesh::appendTexCoord怎么用?C++ TriMesh::appendTexCoord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::appendTexCoord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: 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: generateQuad
BaseMeshRef SimpleMesh::generateQuad(Rectf dimensions,
Rectf uvCoords = Rectf(0.0f, 0.0f, 1.0f,
1.0f)) {
// cout << "SimpleMesh::GenerateQuad(); dims: " << dimensions
// << " uvCoords: " << uvCoords << endl;
TriMesh mesh;
mesh.clear();
// Vertexes
mesh.appendVertex(Vec3f(dimensions.x1, dimensions.y1, 0));
mesh.appendVertex(Vec3f(dimensions.x1, dimensions.y2, 0));
mesh.appendVertex(Vec3f(dimensions.x2, dimensions.y2, 0));
mesh.appendVertex(Vec3f(dimensions.x2, dimensions.y1, 0));
// Vertex Colors
mesh.appendColorRgb(Color(1.0f, 1.0f, 1.0f));
mesh.appendColorRgb(Color(1.0f, 1.0f, 1.0f));
mesh.appendColorRgb(Color(1.0f, 1.0f, 1.0f));
mesh.appendColorRgb(Color(1.0f, 1.0f, 1.0f));
// Tex coords
mesh.appendTexCoord(Vec2f(uvCoords.x1, uvCoords.y1));
mesh.appendTexCoord(Vec2f(uvCoords.x1, uvCoords.y2));
mesh.appendTexCoord(Vec2f(uvCoords.x2, uvCoords.y2));
mesh.appendTexCoord(Vec2f(uvCoords.x2, uvCoords.y1));
int vert0 = mesh.getNumVertices() - 4;
int vert1 = mesh.getNumVertices() - 1;
int vert2 = mesh.getNumVertices() - 2;
int vert3 = mesh.getNumVertices() - 3;
mesh.appendTriangle(vert0, vert1, vert3);
mesh.appendTriangle(vert3, vert1, vert2);
mesh.recalculateNormals();
SimpleMeshRef meshWrapper = make_shared<SimpleMesh>(mesh);
meshWrapper->_bounds = mesh.calcBoundingBox();
return dynamic_pointer_cast<BaseMesh>(meshWrapper);
}
示例3: getMesh
TriMesh ciFaceTracker::getMesh(const vector<vec3>& points) const {
TriMesh mesh;
if (!mIsFailed) {
int n = size();
for (int i = 0; i < n; i++) {
mesh.appendPosition(points[i]);
mesh.appendTexCoord({ getImagePoint(i).x / mImgSize.x, getImagePoint(i).y / mImgSize.y });
}
addTriangleIndices(mesh);
}
return mesh;
}
示例4: 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5: 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6: bezierMesh
void ProjectionMappingApp::bezierMesh(const int mode)
{
const int span = mSpan;
float hx = mHandleSize;
float hy = mHandleSize;
//if (mode == 0) { mMesh.clear(); }
int k = 0;
for (int ix = 0; ix < mGridNum.x-1; ++ix) {
for (int iu = 0; iu < span; ++iu) {
if (ix > 0 && iu == 0) continue;
for (int iy = 0; iy < mGridNum.y-1; ++iy) {
for (int iv = 0; iv < span; ++iv) {
if (iy > 0 && iv == 0) continue;
int loc0 = ((ix+0)*(mGridNum.y)) + (iy+0);
int loc1 = ((ix+0)*(mGridNum.y)) + (iy+1);
int loc2 = ((ix+1)*(mGridNum.y)) + (iy+0);
int loc3 = ((ix+1)*(mGridNum.y)) + (iy+1);
Vec2f p[4][4];
p[0][0] = deform(mCtrlPoints[loc0].base+Vec2f(0, 0)) + mCtrlPoints[loc0].mag;
p[0][1] = deform(mCtrlPoints[loc0].base+Vec2f(0, hy)) + mCtrlPoints[loc0].mag;
p[0][2] = deform(mCtrlPoints[loc1].base+Vec2f(0, -hy)) + mCtrlPoints[loc1].mag;
p[0][3] = deform(mCtrlPoints[loc1].base+Vec2f(0, 0)) + mCtrlPoints[loc1].mag;
p[1][0] = deform(mCtrlPoints[loc0].base+Vec2f(hx, 0)) + mCtrlPoints[loc0].mag;
p[1][1] = deform(mCtrlPoints[loc0].base+Vec2f(hx, hy)) + mCtrlPoints[loc0].mag;
p[1][2] = deform(mCtrlPoints[loc1].base+Vec2f(hx, -hy)) + mCtrlPoints[loc1].mag;
p[1][3] = deform(mCtrlPoints[loc1].base+Vec2f(hx, 0)) + mCtrlPoints[loc1].mag;
p[2][0] = deform(mCtrlPoints[loc2].base+Vec2f(-hx, 0)) + mCtrlPoints[loc2].mag;
p[2][1] = deform(mCtrlPoints[loc2].base+Vec2f(-hx, hy)) + mCtrlPoints[loc2].mag;
p[2][2] = deform(mCtrlPoints[loc3].base+Vec2f(-hx, -hy)) + mCtrlPoints[loc3].mag;
p[2][3] = deform(mCtrlPoints[loc3].base+Vec2f(-hx, 0)) + mCtrlPoints[loc3].mag;
p[3][0] = deform(mCtrlPoints[loc2].base+Vec2f(0, 0)) + mCtrlPoints[loc2].mag;
p[3][1] = deform(mCtrlPoints[loc2].base+Vec2f(0, hy)) + mCtrlPoints[loc2].mag;
p[3][2] = deform(mCtrlPoints[loc3].base+Vec2f(0, -hy)) + mCtrlPoints[loc3].mag;
p[3][3] = deform(mCtrlPoints[loc3].base+Vec2f(0, 0)) + mCtrlPoints[loc3].mag;
mCtrlPoints[loc0].pos = p[0][0];
mCtrlPoints[loc1].pos = p[0][3];
mCtrlPoints[loc2].pos = p[3][0];
mCtrlPoints[loc3].pos = p[3][3];
float v = (float)iv/(float)(span-1);
float u = (float)iu/(float)(span-1);
Vec2f r[4];
r[0] = bezierNrm(p[0], v);
r[1] = bezierNrm(p[1], v);
r[2] = bezierNrm(p[2], v);
r[3] = bezierNrm(p[3], v);
Vec2f fp = bezierNrm(r, u);
if (mode == 0) { // create
mMesh.appendVertex(Vec3f(fp.x, fp.y, 0));
mMesh.appendTexCoord(Vec2f(fp.x, fp.y));
} else { // update
mMesh.getVertices()[k] = Vec3f(fp.x, fp.y, 0);
}
k++;
}
}
}
}
if (mode == 0) { // create
int nx = ((mGridNum.x-1)*span) - (mGridNum.x-2);
int ny = ((mGridNum.y-1)*span) - (mGridNum.y-2);
int id = 0;
for (int ix = 0; ix < nx-1; ++ix) {
for (int iy = 0; iy < ny-1; ++iy) {
int id0 = id;
int id1 = id+1;
int id2 = id1+ny;
int id3 = id2-1;
mMesh.appendTriangle(id0, id1, id2);
mMesh.appendTriangle(id0, id2, id3);
++id;
}
++id;
}
}
}
示例7: setup
void RodSoundApp::setup()
{
// std::cout << solveBEM(constants::radius) << "\n\n";
// std::cout << "Expected:\n" << -constants::pi * constants::radius * constants::radius * Mat2e::Identity() << "\n\n";
// Setup scene
cam.setPerspective(40.0, getWindowAspectRatio(), 0.1, 1000.0);
cam.lookAt(eyePos, targetPos, Vec3c(0.0, 1.0, 0.0));
// Setup rendering stuff
spheredl = new gl::DisplayList(GL_COMPILE);
spheredl->newList();
gl::drawSphere(Vec3c::zero(), constants::radius);
spheredl->endList();
cylinderdl = new gl::DisplayList(GL_COMPILE);
cylinderdl->newList();
gl::drawCylinder(constants::radius, constants::radius, 1.0);
cylinderdl->endList();
l = new gl::Light(gl::Light::POINT, 0);
try {
rodTex = loadImage(loadResource(RES_SIM_YARN_TEX));
} catch (ImageIoException e) {
std::cerr << "Error loading textures: " << e.what();
exit(1);
}
// Load and compile shaders
try {
diffuseProg = gl::GlslProg(loadResource(RES_SIM_VERT_GLSL), loadResource(RES_SIM_FRAG_GLSL));
rodProg = gl::GlslProg(loadResource(RES_SIM_VERT_TEX_GLSL), loadResource(RES_SIM_FRAG_TEX_GLSL));
} catch (gl::GlslProgCompileExc e) {
std::cerr << "Error compiling GLSL program: " << e.what();
exit(1);
} catch (ResourceLoadExc e) {
std::cerr << "Error loading shaders: " << e.what();
exit(1);
}
floor.appendVertex(Vec3c(-100.0, 0.0, -100.0));
floor.appendNormal(Vec3c(0.0, 1.0, 0.0));
floor.appendTexCoord(Vec2c(-12.0, -12.0));
floor.appendVertex(Vec3c(100.0, 0.0, -100.0));
floor.appendNormal(Vec3c(0.0, 1.0, 0.0));
floor.appendTexCoord(Vec2c(12.0, -12.0));
floor.appendVertex(Vec3c(100.0, 0.0, 100.0));
floor.appendNormal(Vec3c(0.0, 1.0, 0.0));
floor.appendTexCoord(Vec2c(12.0, 12.0));
floor.appendVertex(Vec3c(-100.0, 0.0, 100.0));
floor.appendNormal(Vec3c(0.0, 1.0, 0.0));
floor.appendTexCoord(Vec2c(-12.0, 12.0));
floor.appendTriangle(0, 1, 2);
floor.appendTriangle(0, 3, 2);
ci::Surface s(4, 4, false);
auto iter = s.getIter();
do {
do {
Vec2i pos = iter.getPos();
unsigned char val = pos.x > 0 && pos.x < 3 && pos.y > 0 && pos.y < 3 ? 100 : 150;
iter.r() = iter.g() = iter.b() = val;
} while (iter.pixel());
} while (iter.line());
floorTex = gl::Texture(s);
floorTex.setMagFilter(GL_NEAREST);
floorTex.setWrap(GL_REPEAT, GL_REPEAT);
// Load the rod
loadDefaultRod(50);
// loadRodFile("");
loadStdEnergies();
PROFILER_START("Total");
}
示例8: trackerThreadFn
void FaceOff::trackerThreadFn()
{
jing::Option option;
option.scale = 0.5f;
mOfflineTracker = jing::BaseFaceTracker::create();
mOnlineTracker = jing::BaseFaceTracker::create(option);
bool shouldInitFaceMesh = false;
while (!mShouldQuit)
{
// TODO: more robust with update_signal
if (!mCapture.checkNewFrame())
{
sleep(1.0f);
continue;
}
if (mDoesCaptureNeedsInit)
{
// TODO: more robust with setup_signal
mDoesCaptureNeedsInit = false;
CAM_W = mCapture.size.x;
CAM_H = mCapture.size.y;
auto createFboFn = [this]
{
gl::Fbo::Format fboFormat;
fboFormat.enableDepthBuffer(false);
mRenderedOfflineFaceFbo = gl::Fbo::create(CAM_W, CAM_H, fboFormat);
mFaceMaskFbo = gl::Fbo::create(CAM_W, CAM_H, fboFormat);
mClone.setup(CAM_W, CAM_H);
mClone.setStrength(16);
};
dispatchAsync(createFboFn);
}
if (mPeopleId != PEOPLE_ID)
{
mPeopleId = PEOPLE_ID;
ImageSourceRef img = loadImage(loadAsset("people/" + mPeopleNames[PEOPLE_ID]));
updateOfflineImage(img);
shouldInitFaceMesh = true;
}
mOnlineTracker->update(mCapture.surface);
if (!mOnlineTracker->getFound())
{
mHasNewRenderedFace = false;
continue;
}
int nPoints = mOnlineTracker->size();
if (shouldInitFaceMesh)
{
shouldInitFaceMesh = false;
mFaceMesh.getBufferTexCoords0().clear();
auto imgSize = mOfflineTracker->getImageSize();
for (int i = 0; i < nPoints; i++)
{
vec3 point = mOfflineTracker->getImagePoint(i);
mFaceMesh.appendTexCoord({ point.x / imgSize.x, point.y / imgSize.y });
}
mOnlineTracker->addTriangleIndices(mFaceMesh);
}
mFaceMesh.getBufferPositions().clear();
for (int i = 0; i < nPoints; i++)
{
mFaceMesh.appendPosition(mOnlineTracker->getImagePoint(i));
}
if (VFX_VISIBLE && mOfflineFaceTex)
{
dispatchAsync(bind(&FaceOff::updateClone, this));
}
}
}
示例9: generateCapsule
void verticesApp::generateCapsule()
{
vector<uint> indices;
double fDeltaRingAngle = (M_PI_2 / mNumRings);
double fDeltaSegAngle = ((M_PI * 2.0) / mNumSegments);
double sphereRatio = mRadius / (2 * mRadius + mHeight);
double cylinderRatio = mHeight / (2 * mRadius + mHeight);
int offset = 0;
// 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);
//.........这里部分代码省略.........