本文整理汇总了C++中VertexBufferPtr类的典型用法代码示例。如果您正苦于以下问题:C++ VertexBufferPtr类的具体用法?C++ VertexBufferPtr怎么用?C++ VertexBufferPtr使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了VertexBufferPtr类的15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: _updateRays
void UnderWaterGodRay::_updateRays()
{
Camera * cam = World::Instance()->MainCamera();
const Vec3 * corner = cam->GetCorner();
float FarWidth = (corner[4] - corner[5]).Length();
float RaysLength = cam->GetFarClip();
VertexBufferPtr vb = mRender.vxStream.GetStream(0);
Vec3 * vert = (Vec3*)vb->Lock(0, 0, LOCK_DISCARD);
Vec2 Pos;
float Dis, RayLength;
for(int k = 0; k < mNumberOfRays; k++)
{
Pos = _calculateRayPosition(k);
Dis = mRaysSize * RaysLength;
RayLength = RaysLength * (0.3f + Pos.Length());
Pos *= FarWidth/2;
// 4 Planes, 3 vertices each plane, 12 vertices per ray
// ----> 1/4
// 0
*vert++ = Vec3(0, 0, 0);
// A
*vert++ = Vec3(Pos.x, Pos.y, -RayLength);
// B
*vert++ = Vec3(Pos.x+Dis, Pos.y, -RayLength);
// ----> 2/4
// 0
*vert++ = Vec3(0, 0, 0);
// D
*vert++ = Vec3(Pos.x+Dis, Pos.y+Dis, -RayLength);
// B
*vert++ = Vec3(Pos.x+Dis, Pos.y, -RayLength);
// ----> 3/4
// 0
*vert++ = Vec3(0, 0, 0);
// C
*vert++ = Vec3(Pos.x, Pos.y+Dis, -RayLength);
// D
*vert++ = Vec3(Pos.x+Dis, Pos.y+Dis, -RayLength);
// ----> 4/4
// 0
*vert++ = Vec3(0, 0, 0);
// C
*vert++ = Vec3(Pos.x, Pos.y+Dis, -RayLength);
// A
*vert++ = Vec3(Pos.x, Pos.y, -RayLength);
}
vb->Unlock();
}
示例2: CreateRect2D
i32 CreateRect2D(Resources::CMesh* pMesh, const IInputLayout* pIL, const SRect2DOptions& Opts)
{
Vec3 vecScale( 100 );
Vec2 vecWidth( 0, 100 );
Vec2 vecHeight( 0, 100 );
IndexBufferPtr pIB = pMesh->CreateIndexBuffer();
VertexBufferPtr pVB = pMesh->CreateVertexBuffer();
pVB->SetVertexCount( 4 );
pVB->SetInputLayout( pIL );
pVB->SetTopologyType( TopologyTypes::TRIANGLE_LIST );
pVB->SetUsage( Opts.eUsage );
pIB->SetIndexCount( 6 );
pIB->SetUsage( BufferUsages::STATIC );
pVB->Lock();
CVertexData& VData = pVB->GetVertexData();
if( pIL->IsPosition() )
{
VData.SetPosition( 0, Vec3( 0, 0, 0 ) );
VData.SetPosition( 1, Vec3( vecScale.x, 0, 0 ) );
VData.SetPosition( 2, Vec3( vecScale.x, -vecScale.y, 0 ) );
VData.SetPosition( 3, Vec3( 0, -vecScale.y, 0) );
}
if( pIL->IsColor() )
{
VData.SetColor( 0, Vec4( 1, 1, 1, 1 ) );
VData.SetColor( 1, Vec4( 1, 1, 1, 1 ) );
VData.SetColor( 2, Vec4( 1, 1, 1, 1 ) );
VData.SetColor( 3, Vec4( 1, 1, 1, 1 ) );
}
if( pIL->IsTexCoord0() )
{
VData.SetTexCoord( 0, 0, Vec2( 0, 1 ) );
VData.SetTexCoord( 1, 0, Vec2( 1, 1 ) );
VData.SetTexCoord( 2, 0, Vec2( 0, 1 ) );
VData.SetTexCoord( 3, 0, Vec2( 0, 0 ) );
}
pVB->Unlock();
pVB->Create();
pIB->Lock();
CIndexData& IData = pIB->GetIndexData();
IData.SetTriangle( 0, 0, 2, 3 );
IData.SetTriangle( 1, 1, 2, 0 );
return XST_OK;
}
示例3: sizeof
void MeshLoader_v0::ReadVertexStream(VertexBufferPtr & vb, int & stride, int count, DataStreamPtr & stream)
{
EXCEPTION_DEBUG(vb.IsNull(), "model file error.");
stream->Read(&stride, sizeof(int));
vb = VideoBufferManager::Instance()->CreateVertexBuffer(stride * count, stride);
void * data = vb->Lock(0, 0, LOCK_DISCARD);
stream->Read(data, stride * count);
vb->Unlock();
}
示例4: _createGodRays
void UnderWaterGodRay::_createGodRays()
{
VertexStream * vxStream = &mRender.vxStream;
IndexStream * ixStream = &mRender.ixStream;
int iVertexCount = mNumberOfRays * 12;
int iIndexCount = mNumberOfRays * 12;
int iPrimCount = iIndexCount / 3;
int iStride = 12;
VertexDeclarationPtr decl = VideoBufferManager::Instance()->CreateVertexDeclaration();
decl->AddElement(0, 0, DT_FLOAT3, DU_POSITION, 0);
decl->Init();
vxStream->SetDeclaration(decl);
VertexBufferPtr vb = VideoBufferManager::Instance()->CreateVertexBuffer(iVertexCount * 20, 20, USAGE_DYNAMIC);
IndexBufferPtr ib = VideoBufferManager::Instance()->CreateIndexBuffer(iIndexCount * sizeof(short));
float * vert = (float *)vb->Lock(0, 0, LOCK_NORMAL);
short * idx = (short *)ib->Lock(0, 0, LOCK_NORMAL);
int index = 0;
for (int j = 0; j < mNumberOfRays; ++j)
{
for (int i = 0; i < 12; ++i)
{
*vert++ = 0; *vert++ = 0; *vert++ = 0;
*idx++ = index++;
}
}
vb->Unlock();
ib->Unlock();
vxStream->Bind(0,vb, iStride);
vxStream->SetCount(iVertexCount);
ixStream->Bind(ib, 0);
ixStream->SetCount(iIndexCount);
mRender.iPrimCount = iPrimCount;
mRender.ePrimType = PRIM_TRIANGLELIST;
mRender.rState.blendMode = BM_ADD;
mRender.rState.cullMode = CULL_NONE;
mRender.rState.fillMode = FILL_SOLID;
mRender.rState.depthWrite = false;
mRender.rState.depthCheck = DCM_NONE;
}
示例5: createVertexArray
VertexArrayPtr RenderContext::createVertexArray(VertexDescription description, VertexBufferPtr buffer) {
VertexArrayPtr vao = VertexArrayPtr(new VertexArray());
vao->bind();
buffer->bind();
int offset = 0;
for(VertexDescriptionElement e : description) {
if(e.shaderAttribLocation() != -1) {
glVertexAttribPointer(e.shaderAttribLocation(), e.numberOfComponents(), (int)e.type(), GL_FALSE, description.sizeInBytes(), (char*)nullptr + offset);
glEnableVertexAttribArray(e.shaderAttribLocation());
}
offset += e.sizeInBytes();
}
buffer->release();
vao->release();
return vao;
}
示例6: _geometry
void Moon::_geometry()
{
VertexStream * vxStream = &mRender.vxStream;
IndexStream * ixStream = &mRender.ixStream;
int iVertexCount = 4;
int iPrimCount = 2;
VertexDeclarationPtr decl = VideoBufferManager::Instance()->CreateVertexDeclaration();
decl->AddElement(0, 0, DT_FLOAT3, DU_POSITION, 0);
decl->AddElement(0, 12, DT_FLOAT2, DU_TEXCOORD, 0);
decl->Init();
vxStream->SetDeclaration(decl);
VertexBufferPtr vb = VideoBufferManager::Instance()->CreateVertexBuffer(iVertexCount * 20, 20);
float * vert = (float *)vb->Lock(0, 0, LOCK_DISCARD);
{
float x = 0, y = 0, z = 0;
*vert++ = x; *vert++ = y; *vert++ = z;
*vert++ = 0; *vert++ = 0;
*vert++ = x; *vert++ = y; *vert++ = z;
*vert++ = 1; *vert++ = 0;
*vert++ = x; *vert++ = y; *vert++ = z;
*vert++ = 0; *vert++ = 1;
*vert++ = x; *vert++ = y; *vert++ = z;
*vert++ = 1; *vert++ = 1;
}
vb->Unlock();
vxStream->Bind(0, vb, 20);
vxStream->SetCount(iVertexCount);
mRender.iPrimCount = iPrimCount;
mRender.ePrimType = PRIM_TRIANGLESTRIP;
mRender.rState.blendMode = BM_ALPHA_BLEND;
mRender.rState.depthWrite = false;
mRender.rState.depthCheck = DCM_LESS_EQUAL;
}
示例7: _geom
void UnderWaterBubble::_geom()
{
VertexStream * vxStream = &mRender.vxStream;
VertexBufferPtr vb = vxStream->GetStream(0);
float * v = (float *)vb->Lock(0, 0, LOCK_DISCARD);
{
List<Bubble>::Iterator whr = mBubbles.Begin();
List<Bubble>::Iterator end = mBubbles.End();
while (whr != end)
{
const Bubble & b = *whr;
*v++ = b.position.x;
*v++ = b.position.y;
*v++ = b.position.z;
*v++ = b.size;
*v++ = b.alpha;
*v++ = b.position.x;
*v++ = b.position.y;
*v++ = b.position.z;
*v++ = b.size;
*v++ = b.alpha;
*v++ = b.position.x;
*v++ = b.position.y;
*v++ = b.position.z;
*v++ = b.size;
*v++ = b.alpha;
*v++ = b.position.x;
*v++ = b.position.y;
*v++ = b.position.z;
*v++ = b.size;
*v++ = b.alpha;
++whr;
}
}
vb->Unlock();
mRender.iPrimCount = mBubbles.Size() * 2;
}
示例8: updateGeometryData
//-------------------------------------------------------------------------------//
void OverlayPanelElement::updateGeometryData()
{
/*
0-----2
| /|
| / |
|/ |
1-----3
*/
Renderer* renderer = Root::getSingleton().getActiveRenderer();
float offsetLeft = mLeft + renderer->getHorizontalTexelOffset() / OverlayMgr::getSingleton().getViewportWidth();
float offsetTop = mTop + renderer->getVerticalTexelOffset() / OverlayMgr::getSingleton().getViewportHeight();
float left, right, top, bottom;
left = offsetLeft * 2 - 1;
right = left + mWidth * 2;
top = -((offsetTop * 2) - 1);
bottom = top - mHeight * 2;
VertexBufferPtr vbuf = mRenderData.vertexData->vertexBufferBinding->getBuffer(0);
float* pPos = static_cast<float*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
float zValue = Root::getSingleton().getActiveRenderer()->getMaxDepthValue();
*pPos++ = left;
*pPos++ = top;
*pPos++ = zValue;
*pPos++ = left;
*pPos++ = bottom;
*pPos++ = zValue;
*pPos++ = right;
*pPos++ = top;
*pPos++ = zValue;
*pPos++ = right;
*pPos++ = bottom;
*pPos++ = zValue;
vbuf->unlock();
}
示例9: updateTexData
//-------------------------------------------------------------------------------//
void OverlayPanelElement::updateTexData()
{
if(!mTexture.isNull() &&mIsInitialised)
{
VertexDeclaration* decl = mRenderData.vertexData->vertexDecl;
if(mTexCoordNum == 0)
{
decl->addElement(1, 0,VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
VertexBufferPtr vbuf = HardwareBufferMgr::getSingletonPtr()->createVertexBuffer(decl->getVertexSize(1), mRenderData.vertexData->vertexCount,
HardwareBuffer::HBU_STATIC_WRITE_ONLY, false);
mRenderData.vertexData->vertexBufferBinding->setBinding(1,vbuf);
mTexCoordNum = 1;
}
if(mTexCoordNum)
{
VertexBufferPtr buf = mRenderData.vertexData->vertexBufferBinding->getBuffer(1);
float* pVBStart = static_cast<float*>(buf->lock(HardwareBuffer::HBL_DISCARD));
size_t uvSize = VertexElement::getTypeSize(VET_FLOAT2) / sizeof(float);
size_t vertexSize = decl->getVertexSize(1) / sizeof(float);
float* pTex = pVBStart;
pTex[0] = mU1; pTex[1] = mV1;
pTex += vertexSize;
pTex[0] = mU1; pTex[1] = mV2;
pTex += vertexSize;
pTex[0] = mU2; pTex[1] = mV1;
pTex += vertexSize;
pTex[0] = mU2; pTex[1] = mV2;
buf->unlock();
}
}
}
示例10: unpack
std::shared_ptr<render::VertexBuffer>
GeometryParser::deserializeVertexBuffer(std::string& serializedVertexBuffer,
std::shared_ptr<render::AbstractContext> context)
{
msgpack::type::tuple<std::string, std::vector<SerializeAttribute>> deserializedVertex;
unpack(deserializedVertex, serializedVertexBuffer.data(), serializedVertexBuffer.size());
std::vector<float> vector = deserialize::TypeDeserializer::deserializeVector<float>(deserializedVertex.get<0>());
VertexBufferPtr vertexBuffer = render::VertexBuffer::create(context, vector);
uint numAttributes = deserializedVertex.get<1>().size();
for (unsigned int attributesIndex = 0; attributesIndex < numAttributes; ++attributesIndex)
vertexBuffer->addAttribute(
deserializedVertex.get<1>()[attributesIndex].get<0>(),
deserializedVertex.get<1>()[attributesIndex].get<1>(),
deserializedVertex.get<1>()[attributesIndex].get<2>());
return vertexBuffer;
}
示例11: OnRender
SkinRenderer::SkinRenderer()
: OnRender(RenderEvent::OnRenderGUI2, this, &SkinRenderer::Render)
{
msInstance = this;
mEnable = false;
mRenderOp = new RenderOp;
VertexDeclarationPtr vdecl = VideoBufferManager::Instance()->CreateVertexDeclaration();
vdecl->AddElement(0, 0, DT_FLOAT2, DU_POSITION, 0);
vdecl->Init();
mRenderOp->vxStream.SetDeclaration(vdecl);
VertexBufferPtr vb = VideoBufferManager::Instance()->CreateVertexBuffer(8 * 4, 8);
float * vert = (float *)vb->Lock(0, 0, LOCK_NORMAL);
{
*vert++ = 0; *vert++ = 0;
*vert++ = 1; *vert++ = 0;
*vert++ = 0; *vert++ = 1;
*vert++ = 1; *vert++ = 1;
}
vb->Unlock();
mRenderOp->vxStream.Bind(0, vb);
mRenderOp->vxStream.SetCount(4);
mRenderOp->rState.depthCheck = DCM_NONE;
mRenderOp->rState.depthWrite = false;
mRenderOp->ePrimType = PRIM_TRIANGLESTRIP;
mRenderOp->iPrimCount = 2;
mTech = App::Instance()->GetShaderLib()->GetTechnique("SkinRenderer");
d_assert (mTech != NULL);
mBackTexture = VideoBufferManager::Instance()->Load2DTexture("BackgroundTile.png", "BackgroundTile.png");
}
示例12: CreateCircle
i32 CreateCircle( Resources::CMesh* pMesh, const IInputLayout* pIL, const SCircleOptions& Options )
{
xst_vector< Vec3 > vPoints;
f32 fAngle = 0.0f;
for( u32 i = 0; i <= 360; i += Options.uStep )
{
fAngle = XST::Math::DegreesToRadians( (f32)i );
vPoints.push_back( Vec3( XST::Math::Cos( fAngle ) * Options.fRadius, XST::Math::Sin( fAngle ) * Options.fRadius, 0.0f ) );
}
bool bIsNormal = pIL->IsNormal();
ul32 ulVertCount = vPoints.size();
VertexBufferPtr pVB = pMesh->CreateVertexBuffer();
pVB->SetTopologyType( TopologyTypes::LINE_STRIP );
pVB->SetUsage( BufferUsages::DEFAULT );
pVB->SetVertexCount( ulVertCount );
pVB->SetInputLayout( pIL );
if( XST_FAILED( pVB->Lock() ) )
{
return XST_FAIL;
}
CVertexData& Data = pVB->GetVertexData();
ul32 vs = pIL->GetVertexSize();
for( u32 i = 0; i < vPoints.size(); ++i )
{
if( pIL->IsPosition() )
{
Data.SetPosition( i, vPoints[ i ] + Options.vecPos );
}
}
if( XST_FAILED( pVB->Unlock() ) || XST_FAILED( pVB->Create() ) )
{
return XST_FAIL;
}
return XST_OK;
}
示例13: bindAttribWithVertexBuffer
bool Model::bindAttribWithVertexBuffer(const char *name, VertexBufferPtr &vertices, bool overWrite)
{
int location;
std::map<std::string, int>::iterator it = _locations.find(name);
if (it != _locations.end())
{
location = it->second;
}else{
location = _shaderProgram->getAttribLocation(name);
if (location < 1)
{
printf("can't find attrib : %s", name);
return false;
}
_locations.insert(std::map<std::string, int>::value_type(name, location));
}
vertices->bindToAttribLocation(location);
_attribs.push_back(vertices);
_isDirty = true;
return true;
}
示例14: RenderOp
void xObjBound::Init(Event * sender)
{
mRenderAABB = new RenderOp();
VertexStream * vxStream = &mRenderAABB->vxStream;
IndexStream * ixStream = &mRenderAABB->ixStream;
int iVertexCount = 8;
int iIndexCount = 12 * 2;
int iPrimCount = 12;
VertexDeclarationPtr decl = VideoBufferManager::Instance()->CreateVertexDeclaration();
decl->AddElement(0, 0, DT_FLOAT3, DU_POSITION, 0);
decl->Init();
vxStream->SetDeclaration(decl);
VertexBufferPtr vb = VideoBufferManager::Instance()->CreateVertexBuffer(iVertexCount * 12, 12);
float * vert = (float *)vb->Lock(0, 0, LOCK_DISCARD);
{
const float half_w = 0.5f;
const float half_h = 0.5f;
const float half_d = 0.5f;
Vec3 pos;
//front
pos = Vec3(-half_w, half_h, -half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Vec3(half_w, half_h, -half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Vec3(-half_w, -half_h, -half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Vec3(half_w, -half_h, -half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
//back
pos = Vec3(-half_w, half_h, half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Vec3(half_w, half_h, half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Vec3(-half_w, -half_h, half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Vec3(half_w, -half_h, half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
}
vb->Unlock();
vxStream->Bind(0, vb, 12);
vxStream->SetCount(iVertexCount);
IndexBufferPtr ibuffer = VideoBufferManager::Instance()->CreateIndexBuffer(iIndexCount * sizeof(short));
short * indices = (short *)ibuffer->Lock(0, 0, LOCK_DISCARD);
{
*indices++ = 0, *indices++ = 1;
*indices++ = 2, *indices++ = 3;
*indices++ = 0, *indices++ = 2;
*indices++ = 1, *indices++ = 3;
*indices++ = 4, *indices++ = 5;
*indices++ = 6, *indices++ = 7;
*indices++ = 4, *indices++ = 6;
*indices++ = 5, *indices++ = 7;
*indices++ = 0, *indices++ = 4;
*indices++ = 1, *indices++ = 5;
*indices++ = 2, *indices++ = 6;
*indices++ = 3, *indices++ = 7;
}
ibuffer->Unlock();
ixStream->SetCount(iIndexCount);
ixStream->Bind(ibuffer, 0);
mRenderAABB->iPrimCount = iPrimCount;
mRenderAABB->ePrimType = PRIM_LINELIST;
mRenderAABB->rState.cullMode = CULL_NONE;
//.........这里部分代码省略.........
示例15: d_assert
Mesh * PS_MeshSet::_createCone(bool up)
{
Float3 offset = mCenter;
int rings = (mRings + 3) / 4;
int segments = mSegments;
float radius = mRadius;
float height = mHeight;
if (rings < 1)
return NULL;
Mesh * pMesh = new Mesh;
SubMesh * sm = pMesh->NewSubMesh();
float h1 = up ? 0 : height;
float h2 = up ? height : 0;
int iVertexCount = 1 + (rings * 4 + 1);
int iIndexCount = rings * 4 * 3;
int iPrimCount = iIndexCount / 3;
d_assert(iIndexCount < 65536);
sm->GetRenderOp()->vertexDeclarations[0].AddElement(eVertexSemantic::POSITION, eVertexType::FLOAT3);
sm->GetRenderOp()->vertexDeclarations[0].AddElement(eVertexSemantic::TEXCOORD0, eVertexType::FLOAT2);
VertexBufferPtr buffer = HWBufferManager::Instance()->NewVertexBuffer(20, iVertexCount);
float * vert = (float *)buffer->Lock(eLockFlag::WRITE);
{
float r_step = (PI2 / (rings * 4));
float d_step = (radius * 2 / rings);
float u_step = 1 / (float)rings;
float v_step = u_step;
float x, z;
float rads = -PI * 0.25f;
*vert++ = 0 + offset.x;
*vert++ = h1 + offset.x;
*vert++ = 0 + offset.z;
*vert++ = 0.5f;
*vert++ = 0.5f;
// top
for (int i = 0; i <= rings; ++i)
{
Math::SinCos(rads, z, x);
x *= radius;
z *= radius;
*vert++ = x + offset.x;
*vert++ = h2 + offset.y;
*vert++ = z + offset.z;
*vert++ = i * u_step;
*vert++ = 0;
rads += r_step;
}
// right
for (int i = 1; i <= rings; ++i)
{
Math::SinCos(rads, z, x);
x *= radius;
z *= radius;
*vert++ = x + offset.x;
*vert++ = h2 + offset.y;
*vert++ = z + offset.z;
*vert++ = 1;
*vert++ = i * v_step;
rads += r_step;
}
// bottom
for (int i = 1; i <= rings; ++i)
{
Math::SinCos(rads, z, x);
x *= radius;
z *= radius;
*vert++ = x + offset.x;
*vert++ = h2 + offset.y;
*vert++ = z + offset.z;
*vert++ = 1 - i * u_step;
*vert++ = 1;
rads += r_step;
}
// left
for (int i = 1; i <= rings; ++i)
{
Math::SinCos(rads, z, x);
x *= radius;
//.........这里部分代码省略.........