本文整理汇总了C++中VertexArray::Add方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexArray::Add方法的具体用法?C++ VertexArray::Add怎么用?C++ VertexArray::Add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VertexArray
的用法示例。
在下文中一共展示了VertexArray::Add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: make_circle_thing
static void make_circle_thing(VertexArray &va, float radius, const Color &colCenter, const Color &colEdge)
{
va.Add(vector3f(0.f, 0.f, 0.f), colCenter);
for (float ang=0; ang<float(M_PI)*2.f; ang+=0.1f) {
va.Add(vector3f(radius*sin(ang), radius*cos(ang), 0.0f), colEdge);
}
va.Add(vector3f(0.f, radius, 0.f), colEdge);
}
示例2: dark
MilkyWay::MilkyWay(Graphics::Renderer *r)
{
m_model = new StaticMesh(TRIANGLE_STRIP);
//build milky way model in two strips (about 256 verts)
//The model is built as a generic vertex array first. The renderer
//will reprocess this into buffered format as it sees fit. The old data is
//kept around as long as StaticMesh is alive (needed if the cache is to be regenerated)
VertexArray *bottom = new VertexArray(ATTRIB_POSITION | ATTRIB_DIFFUSE);
VertexArray *top = new VertexArray(ATTRIB_POSITION | ATTRIB_DIFFUSE);
const Color dark(0.f);
const Color bright(0.05f, 0.05f, 0.05f, 0.05f);
//bottom
float theta;
for (theta=0.0; theta < 2.f*float(M_PI); theta+=0.1f) {
bottom->Add(
vector3f(100.0f*sin(theta), float(-40.0 - 30.0*noise(sin(theta),1.0,cos(theta))), 100.0f*cos(theta)),
dark);
bottom->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
}
theta = 2.f*float(M_PI);
bottom->Add(
vector3f(100.0f*sin(theta), float(-40.0 - 30.0*noise(sin(theta),1.0,cos(theta))), 100.0f*cos(theta)),
dark);
bottom->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
//top
for (theta=0; theta < 2.f*float(M_PI); theta+=0.1f) {
top->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
top->Add(
vector3f(100.0f*sin(theta), float(40.0 + 30.0*noise(sin(theta),-1.0,cos(theta))), 100.0f*cos(theta)),
dark);
}
theta = 2.f*float(M_PI);
top->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
top->Add(
vector3f(100.0f*sin(theta), float(40.0 + 30.0*noise(sin(theta),-1.0,cos(theta))), 100.0f*cos(theta)),
dark);
Graphics::MaterialDescriptor desc;
desc.effect = Graphics::EFFECT_STARFIELD;
desc.vertexColors = true;
m_material.Reset(r->CreateMaterial(desc));
m_material->emissive = Color::WHITE;
//This doesn't fade. Could add a generic opacity/intensity value.
m_model->AddSurface(RefCountedPtr<Surface>(new Surface(TRIANGLE_STRIP, bottom, m_material)));
m_model->AddSurface(RefCountedPtr<Surface>(new Surface(TRIANGLE_STRIP, top, m_material)));
}
示例3: dark
MilkyWay::MilkyWay()
{
m_model = new StaticMesh(TRIANGLE_STRIP);
//build milky way model in two strips (about 256 verts)
//The model is built as a generic vertex array first. The renderer
//will reprocess this into buffered format as it sees fit. The old data is
//kept around as long as StaticMesh is alive (needed if the cache is to be regenerated)
VertexArray *bottom = new VertexArray(ATTRIB_POSITION | ATTRIB_DIFFUSE);
VertexArray *top = new VertexArray(ATTRIB_POSITION | ATTRIB_DIFFUSE);
const Color dark(0.f);
const Color bright(0.05f, 0.05f, 0.05f, 0.05f);
//bottom
float theta;
for (theta=0.0; theta < 2.f*float(M_PI); theta+=0.1f) {
bottom->Add(
vector3f(100.0f*sin(theta), float(-40.0 - 30.0*noise(sin(theta),1.0,cos(theta))), 100.0f*cos(theta)),
dark);
bottom->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
}
theta = 2.f*float(M_PI);
bottom->Add(
vector3f(100.0f*sin(theta), float(-40.0 - 30.0*noise(sin(theta),1.0,cos(theta))), 100.0f*cos(theta)),
dark);
bottom->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
//top
for (theta=0; theta < 2.f*float(M_PI); theta+=0.1f) {
top->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
top->Add(
vector3f(100.0f*sin(theta), float(40.0 + 30.0*noise(sin(theta),-1.0,cos(theta))), 100.0f*cos(theta)),
dark);
}
theta = 2.f*float(M_PI);
top->Add(
vector3f(100.0f*sin(theta), float(5.0*noise(sin(theta),0.0,cos(theta))), 100.0f*cos(theta)),
bright);
top->Add(
vector3f(100.0f*sin(theta), float(40.0 + 30.0*noise(sin(theta),-1.0,cos(theta))), 100.0f*cos(theta)),
dark);
m_material.Reset(new Material);
m_material->unlit = true;
m_material->vertexColors = true;
m_shader.Reset(new Shader("bgstars"));
m_material->shader = m_shader.Get();
m_model->AddSurface(new Surface(TRIANGLE_STRIP, bottom, m_material));
m_model->AddSurface(new Surface(TRIANGLE_STRIP, top, m_material));
}
示例4: vertices
Disk::Disk(Graphics::Renderer *r, RefCountedPtr<Material> material, Graphics::RenderState *state, const int edges, const float rad)
: m_material(material)
{
PROFILE_SCOPED()
m_renderState = state;
VertexArray vertices (ATTRIB_POSITION);
vertices.Add(vector3f(0.f, 0.f, 0.f));
const float edgeStep = 360.0f / float(edges);
for (int i = edges; i >= 0; i--) {
vertices.Add(vector3f(
0.f+sinf(DEG2RAD(i*edgeStep))*rad,
0.f+cosf(DEG2RAD(i*edgeStep))*rad,
0.f));
}
SetupVertexBuffer(vertices, r);
}
示例5: RenderCharacter
float TextDraw::RenderCharacter(
const Font & font, char c,
float x, float y, float scalex, float scaley,
VertexArray & output_array)
{
const Font::CharInfo * ci = 0;
if (!font.GetCharInfo(c, ci)) return 0;
float invsize = font.GetInvSize();
float x1 = x + ci->xoffset * invsize * scalex;
float x2 = x1 + ci->width * invsize * scalex;
float y1 = y - ci->yoffset * invsize * scaley;
float y2 = y1 + ci->height * invsize * scaley;
float u1 = ci->x;
float u2 = u1 + ci->width;
float v1 = ci->y;
float v2 = v1 + ci->height;
float v[] = {x1, y1, 0, x2, y1, 0, x2, y2, 0, x1, y2, 0};
float t[] = {u1, v1, u2, v1, u2, v2, u1, v2};
int f[] = {0, 1, 2, 0, 2, 3};
if (output_array.GetTexCoordSets() == 0)
{
output_array.SetFaces(f, 6);
output_array.SetVertices(v, 12);
output_array.SetTexCoordSets(1);
output_array.SetTexCoords(0, t, 8);
}
else
{
float * n = 0;
output_array.Add(0, 0, n, 0, v, 12, f, 6, t, 8);
}
return ci->xadvance * invsize * scalex;
}
示例6: Fill
void Starfield::Fill(unsigned long seed)
{
VertexArray *va = m_model->GetSurface(0)->GetVertices();
va->Clear(); // clear if previously filled
// Slight colour variation to stars based on seed
MTRand rand(seed);
//fill the array
for (int i=0; i<BG_STAR_MAX; i++) {
float col = float(rand.Double(0.2,0.7));
// this is proper random distribution on a sphere's surface
const float theta = float(rand.Double(0.0, 2.0*M_PI));
const float u = float(rand.Double(-1.0, 1.0));
va->Add(vector3f(
1000.0f * sqrt(1.0f - u*u) * cos(theta),
1000.0f * u,
1000.0f * sqrt(1.0f - u*u) * sin(theta)
), Color(col, col, col, 1.f)
);
}
}
示例7: DrawSpike
void Camera::DrawSpike(double rad, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
// draw twinkly star-thing on faraway objects
// XXX this seems like a good case for drawing in 2D - use projected position, then the
// "face the camera dammit" bits can be skipped
if (!m_renderer) return;
const double newdist = m_zNear + 0.5f * (m_zFar - m_zNear);
const double scale = newdist / viewCoords.Length();
matrix4x4d trans = matrix4x4d::Identity();
trans.Translate(scale*viewCoords.x, scale*viewCoords.y, scale*viewCoords.z);
// face the camera dammit
vector3d zaxis = viewCoords.Normalized();
vector3d xaxis = vector3d(0,1,0).Cross(zaxis).Normalized();
vector3d yaxis = zaxis.Cross(xaxis);
matrix4x4d rot = matrix4x4d::MakeInvRotMatrix(xaxis, yaxis, zaxis);
trans = trans * rot;
m_renderer->SetDepthTest(false);
m_renderer->SetBlendMode(BLEND_ALPHA_ONE);
// XXX this is supposed to pick a correct light colour for the object twinkle.
// Not quite correct, since it always uses the first light
GLfloat col[4];
glGetLightfv(GL_LIGHT0, GL_DIFFUSE, col);
col[3] = 1.f;
static VertexArray va(ATTRIB_POSITION | ATTRIB_DIFFUSE);
va.Clear();
const Color center(col[0], col[1], col[2], col[2]);
const Color edges(col[0], col[1], col[2], 0.f);
//center
va.Add(vector3f(0.f), center);
const float spikerad = float(scale*rad);
// bezier with (0,0,0) control points
{
const vector3f p0(0,spikerad,0), p1(spikerad,0,0);
float t=0.1f; for (int i=1; i<10; i++, t+= 0.1f) {
const vector3f p = (1-t)*(1-t)*p0 + t*t*p1;
va.Add(p, edges);
}
}
{
const vector3f p0(spikerad,0,0), p1(0,-spikerad,0);
float t=0.1f; for (int i=1; i<10; i++, t+= 0.1f) {
const vector3f p = (1-t)*(1-t)*p0 + t*t*p1;
va.Add(p, edges);
}
}
{
const vector3f p0(0,-spikerad,0), p1(-spikerad,0,0);
float t=0.1f; for (int i=1; i<10; i++, t+= 0.1f) {
const vector3f p = (1-t)*(1-t)*p0 + t*t*p1;
va.Add(p, edges);
}
}
{
const vector3f p0(-spikerad,0,0), p1(0,spikerad,0);
float t=0.1f; for (int i=1; i<10; i++, t+= 0.1f) {
const vector3f p = (1-t)*(1-t)*p0 + t*t*p1;
va.Add(p, edges);
}
}
glPushMatrix();
m_renderer->SetTransform(trans);
m_renderer->DrawTriangles(&va, Graphics::vtxColorMaterial, TRIANGLE_FAN);
m_renderer->SetBlendMode(BLEND_SOLID);
m_renderer->SetDepthTest(true);
glPopMatrix();
}
示例8: Set
void HudGauge::Set(
SceneNode & parent,
const std::tr1::shared_ptr<Texture> & texture,
const Font & font,
float hwratio,
float centerx,
float centery,
float radius,
float startangle,
float endangle,
float startvalue,
float endvalue,
float valuedelta)
{
assert(texture);
// calculate number of segments (max 9)
float segments = (endvalue - startvalue) / valuedelta;
float factor = ceil(segments / 9.0f);
segments = ceil(segments / factor);
valuedelta = valuedelta * factor;
endvalue = startvalue + segments * valuedelta;
this->texture = texture;
this->centerx = centerx;
this->centery = centery;
this->scalex = radius * hwratio;
this->scaley = radius;
this->startangle = startangle;
this->endangle = endangle;
this->scale = (endangle - startangle) / (endvalue - startvalue);
// reset
EraseTextDrawable(parent, dialnum_draw);
EraseDrawable(parent, pointer_draw);
EraseDrawable(parent, dial_draw);
pointer_rotated.Clear();
pointer.Clear();
dial_label.Clear();
dial_marks.Clear();
// dial marks
{
// big marker
float pb[] = {-0.02, 1, 0, 0.02, 1, 0, 0.02, 0.92, 0, -0.02, 0.92, 0};
float t[] = {0, 0, 1, 0, 1, 1, 0, 1};
unsigned int f[] = {0, 2, 1, 0, 3, 2};
VertexArray bm;
bm.Add(f, 6, pb, 12, t, 8);
// small marker
float ps[] = {-0.01, 1, 0, 0.01, 1, 0, 0.01, 0.95, 0, -0.01, 0.95, 0};
VertexArray sm;
sm.Add(f, 6, ps, 12, t, 8);
float delta = (endangle - startangle) / (3.0 * segments);
float angle = startangle;
for (int i = 0; i <= 3 * segments; ++i)
{
VertexArray temp = (i % 3) ? sm : bm;
temp.Rotate(angle, 0, 0, -1);
dial_marks = dial_marks + temp;
angle = angle + delta;
}
dial_marks.Scale(radius * hwratio, radius, 1);
dial_marks.Translate(centerx, centery, 0.0);
dial_draw = AddDrawable(parent);
Drawable & drawref = GetDrawable(parent, dial_draw);
drawref.SetTextures(texture->GetId());
drawref.SetVertArray(&dial_marks);
drawref.SetCull(false);
//drawref.SetColor(1, 1, 1, 0.5);
drawref.SetDrawOrder(1);
}
// dial label
{
VertexArray temp;
float w = 0.25 * radius * hwratio;
float h = 0.25 * radius;
float angle = startangle;
float angle_delta = (endangle - startangle) / segments;
float value = startvalue;
float value_delta = (endvalue - startvalue) / segments;
for (int i = 0; i <= segments; ++i)
{
std::ostringstream s;
s << value;
float x = centerx + 0.75 * sin(angle) * radius * hwratio;
float y = centery + 0.75 * cos(angle) * radius;
float xn = TextDraw::RenderText(font, s.str(), x, y, w, h, temp);
temp.Translate((x - xn) * 0.5, 0, 0);
dial_label = dial_label + temp;
angle += angle_delta;
value += value_delta;
}
dialnum_draw = AddTextDrawable(parent);
Drawable & drawref = GetTextDrawable(parent, dialnum_draw);
//.........这里部分代码省略.........