本文整理汇总了C++中VertexBufferPtr::Lock方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexBufferPtr::Lock方法的具体用法?C++ VertexBufferPtr::Lock怎么用?C++ VertexBufferPtr::Lock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VertexBufferPtr
的用法示例。
在下文中一共展示了VertexBufferPtr::Lock方法的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: vecScale
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2: _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: _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6: _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7: 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8: 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9: mRenderColMesh
EntityBound::EntityBound()
: mRenderColMesh(NULL)
{
mRenderAABB = new RenderOp();
int iVertexCount = 8;
int iIndexCount = 12 * 2;
int iPrimCount = 12;
mRenderAABB->vertexDeclarations[0].AddElement(eVertexSemantic::POSITION, eVertexType::FLOAT3);
VertexBufferPtr vb = HWBufferManager::Instance()->NewVertexBuffer(iVertexCount, sizeof(float) * 3);
float * vert = (float *)vb->Lock(eLockFlag::WRITE);
{
const float half_w = 0.5f;
const float half_h = 0.5f;
const float half_d = 0.5f;
Float3 pos;
//front
pos = Float3(-half_w, half_h, -half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Float3(half_w, half_h, -half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Float3(-half_w, -half_h, -half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Float3(half_w, -half_h, -half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
//back
pos = Float3(-half_w, half_h, half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Float3(half_w, half_h, half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Float3(-half_w, -half_h, half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
pos = Float3(half_w, -half_h, half_d);
*vert++ = pos.x;
*vert++ = pos.y;
*vert++ = pos.z;
}
vb->Unlock();
mRenderAABB->vertexBuffers[0] = vb;
IndexBufferPtr ibuffer = HWBufferManager::Instance()->NewIndexBuffer(iIndexCount * sizeof(short));
short * indices = (short *)ibuffer->Lock(eLockFlag::WRITE);
{
*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();
mRenderAABB->indexBuffer = ibuffer;
mRenderAABB->primCount = iPrimCount;
mRenderAABB->primType = ePrimType::LINE_LIST;
Editor::Instance()->E_NodeSelect += new cListener0<EntityBound>(this, &EntityBound::OnShapeSelectedChanged);
World::Instance()->E_RenderSolid += new cListener0<EntityBound>(this, &EntityBound::OnRender);
}
示例10: _Initialize
void SkyDome::_Initialize()
{
int iVertexCount = (mRings + 1) * (mSegments + 1);
int iIndexCount = mRings * mSegments * 6;
int iPrimCount = iIndexCount / 3;
debug_assert(iIndexCount < 65536, "index buffer too large.");
VertexDeclarationPtr decl = VideoBufferManager::Instance().CreateVertexDeclaration();
decl->AddElement(0, 0, DECLTYPE_FLOAT3, DECLMETHOD_DEFAULT, DECLUSAGE_POSITION, 0);
decl->EndDecl();
mVertexStream.SetDeclaration(decl);
VertexBufferPtr buffer = VideoBufferManager::Instance().CreateVertexBuffer(iVertexCount * 12,
USAGE_WRITEONLY,
POOL_MANAGED);
float * verteces;
buffer->Lock(0, 0, (void**)&verteces, LOCK_DISCARD);
{
float fTileRingAngle = (Math::PI_1 / mRings);
float fTileSegAngle = (Math::PI_2 / mSegments);
float r;
short i, j;
Vec3 pos;
for (i = 0; i <= mRings; ++i)
{
r = mRadius * Math::Sin(i * fTileRingAngle);
pos.y = mRadius * Math::Cos(i * fTileRingAngle);
for (j = 0; j <= mSegments; ++j)
{
pos.x = r * Math::Cos(j * fTileSegAngle);
pos.z = r * Math::Sin(j * fTileSegAngle);
*verteces++ = pos.x;
*verteces++ = pos.y;
*verteces++ = pos.z;
}
}
}
buffer->Unlock();
mVertexStream.SetCount(iVertexCount);
mVertexStream.Bind(0, buffer, 16);
//index stream
IndexBufferPtr ibuffer = VideoBufferManager::Instance().CreateIndexBuffer(iIndexCount * sizeof(short),
USAGE_WRITEONLY,
POOL_MANAGED,
FMT_INDEX16);
short * indices;
ibuffer->Lock(0, 0, (void**)&indices, LOCK_DISCARD);
{
short row = 0, row_n = 0;
short i, j;
short iRings = (short)mRings;
short iSegments = (short)mSegments;
for (i = 0; i < iRings; ++i)
{
row_n = row + iSegments + 1;
for (j = 0; j < iSegments; ++j)
{
*indices++ = row + j;
*indices++ = row + j + 1;
*indices++ = row_n + j;
*indices++ = row_n + j;
*indices++ = row + j + 1;
*indices++ = row_n + j + 1;
}
row += iSegments + 1;
}
}
ibuffer->Unlock();
mIndexStream.SetCount(iIndexCount);
mIndexStream.Bind(ibuffer, 0);
SetPrimitiveCount(iPrimCount);
SetPrimitiveType(PRIM_TRIANGLELIST);
}
示例11: _init
void MActorRes::_init()
{
_initMat();
int iVertexCount = 0, iIndexCount = 0;
mAabb = Aabb::Zero;
//int numBoneForPrim = (DeviceCaps::Instance()->MaxVertexShaderConst() - K_NumNoSkinShaderConst) / 3;
int numBoneForPrim = 50;
MCore::Array<EMotionFX::HwShaderBuffer> hwShaderBufferArray;
mActor->GenerateHardwareShaderBuffers(hwShaderBufferArray, 0, numBoneForPrim);
mMeshCount = hwShaderBufferArray.Size();
mMeshes = new SMesh[mMeshCount];
for (int i = 0; i < mMeshCount; ++i)
{
EMotionFX::HwShaderBuffer & buffer = hwShaderBufferArray[i];
int iVertexCount = buffer.GetNumVertices();
bool skined = buffer.GetNumInfluences() > 0;
int iStride = skined ? sizeof(VertexSkined) : sizeof(Vertex);
VertexBufferPtr vb = VideoBufferManager::Instance()->CreateVertexBuffer(iStride * iVertexCount, iStride);
void * vert = vb->Lock(0, 0, LOCK_DISCARD);
if (skined)
_fillVertexSkined(vert, buffer);
else
_fillVertexNoSkined(vert, buffer);
vb->Unlock();
int iIndexCount = buffer.GetNumIndices();
d_assert(iIndexCount <= 65535);
IndexBufferPtr ib = VideoBufferManager::Instance()->CreateIndexBuffer(sizeof(short) * iIndexCount);
unsigned short * idx = (unsigned short *)ib->Lock(0, 0, LOCK_DISCARD);
for (int k = 0; k < iIndexCount; ++k)
{
*idx++ = (unsigned short)buffer.GetIndex(k);
}
ib->Unlock();
SMesh * smesh = &mMeshes[i];
for (int b = 0; b < buffer.GetNumBones(); ++b)
{
smesh->BoneArray.PushBack(buffer.GetBone(b));
}
// update aabb
for (int v = 0; v < iVertexCount; ++v)
{
EMotionFX::HwShaderVertex & vtx = buffer.GetVertex(v);
EMotionFX::Mesh * mesh = vtx.GetMesh();
MCore::Vector3 * pPosAr = mesh->GetPositions();
const int vtxNr = vtx.GetVertexNumber();
mAabb.Merge(Vec3(pPosAr[vtxNr].x, pPosAr[vtxNr].y, pPosAr[vtxNr].z));
}
const int numPrimitives = buffer.GetNumPrimitives();
smesh->PrimCount = numPrimitives;
smesh->Primitives = new SPrim[numPrimitives];
for (int p=0; p<numPrimitives; ++p)
{
const EMotionFX::HwShaderPrimitive & bufferPrim = buffer.GetPrimitive(p);
SPrim & prim = smesh->Primitives[p];
int StartVertex = bufferPrim.GetStartVertex();
int NumVertices = bufferPrim.GetNumVertices();
int StartIndex = bufferPrim.GetStartIndex();
int NumTriangles = bufferPrim.GetNumTriangles();
prim.NodeId = bufferPrim.GetNode()->GetID();
prim.MaterialId = bufferPrim.GetMaterialNr();
prim.Rop.vxStream.SetDeclaration(MActorManager::Instance()->GetVertexDeclaration(skined));
prim.Rop.vxStream.Bind(0, vb, iStride);
prim.Rop.vxStream.SetStart(StartVertex);
prim.Rop.vxStream.SetCount(NumVertices);
prim.Rop.ixStream.Bind(ib, 0);
prim.Rop.ixStream.SetStart(StartIndex);
prim.Rop.ixStream.SetCount(iIndexCount);
prim.Rop.iPrimCount = NumTriangles;
prim.Rop.ePrimType = PRIM_TRIANGLELIST;
SMtl * mtl = GetMaterial(prim.MaterialId);
if (mtl->DoubleSide)
prim.Rop.rState.cullMode = CULL_NONE;
//.........这里部分代码省略.........
示例12:
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.........
示例13: BuildMesh
void MeshExporter::BuildMesh()
{
for (int i = 0; i < mMMPairs.Size(); ++i)
{
MeshBuffer * mb = mMeshSource->NewMeshBuffer();
RenderOp * rop = mb->GetRenderOp();
int vertexCount = mMMPairs[i].mesh->mVertexList.Size();
int indexCount = mMMPairs[i].mesh->mIndexList.Size();
int vertexElems = mMMPairs[i].mesh->mVertexElems;
if (vertexElems & MeshSerializer::VE_POSITION)
rop->vertexDeclarations[0].AddElement(eVertexSemantic::POSITION, eVertexType::FLOAT3);
if (vertexElems & MeshSerializer::VE_NORMAL)
rop->vertexDeclarations[0].AddElement(eVertexSemantic::NORMAL, eVertexType::FLOAT3);
if (vertexElems & MeshSerializer::VE_COLOR)
rop->vertexDeclarations[0].AddElement(eVertexSemantic::COLOR, eVertexType::UBYTE4);
if (vertexElems & MeshSerializer::VE_TANGENT)
d_assert (0);
if (vertexElems & MeshSerializer::VE_TEXCOORD)
rop->vertexDeclarations[0].AddElement(eVertexSemantic::TEXCOORD0, eVertexType::FLOAT2);
if (vertexElems & MeshSerializer::VE_LIGHTMAPUV)
rop->vertexDeclarations[0].AddElement(eVertexSemantic::TEXCOORD1, eVertexType::FLOAT2);
if (vertexElems & MeshSerializer::VE_BONEINDEX)
rop->vertexDeclarations[0].AddElement(eVertexSemantic::BONE_INDEX, eVertexType::UBYTE4);
if (vertexElems & MeshSerializer::VE_BONEWEIGHT)
rop->vertexDeclarations[0].AddElement(eVertexSemantic::BONE_WEIGHT, eVertexType::FLOAT4);
int stride = rop->vertexDeclarations[0].GetVertexSize();
VertexBufferPtr vb = HWBufferManager::Instance()->NewVertexBuffer(stride, vertexCount);
char * vdata = (char *)vb->Lock(eLockFlag::WRITE);
for (int k = 0; k < vertexCount; ++k)
{
const Exporter::Vertex & v = mMMPairs[i].mesh->mVertexList.GetVertex(k);
if (vertexElems & MeshSerializer::VE_POSITION)
__vdata(vdata, &v.mPosition, sizeof(Float3));
if (vertexElems & MeshSerializer::VE_NORMAL)
__vdata(vdata, &v.mNormal, sizeof(Float3));
if (vertexElems & MeshSerializer::VE_COLOR)
__vdata(vdata, &v.mColor, sizeof(Float4));
if (vertexElems & MeshSerializer::VE_TANGENT)
__vdata(vdata, &v.mTangent, sizeof(Float3));
if (vertexElems & MeshSerializer::VE_TEXCOORD)
__vdata(vdata, &v.mTexcoord, sizeof(Float2));
if (vertexElems & MeshSerializer::VE_LIGHTMAPUV)
__vdata(vdata, &v.mLightmapUV, sizeof(Float2));
if (vertexElems & MeshSerializer::VE_BONEINDEX)
__vdata(vdata, &v.mBlendIndex, sizeof(Exporter::BlendIndex));
if (vertexElems & MeshSerializer::VE_BONEWEIGHT)
__vdata(vdata, &v.mBlendWeight, sizeof(Exporter::BlendWeight));
}
vb->Unlock();
mb->GetBoneIdMap() = mMMPairs[i].mesh->mBoneIdMap;
IndexBufferPtr ib = HWBufferManager::Instance()->NewIndexBuffer(indexCount);
unsigned short * idata = (unsigned short *)ib->Lock(eLockFlag::WRITE);
for (int k = 0; k < indexCount; ++k)
{
idata[k] = mMMPairs[i].mesh->mIndexList[k];
}
ib->Unlock();
mb->GetRenderOp()->vertexBuffers[0] = vb;
mb->GetRenderOp()->indexBuffer = ib;
mb->GetRenderOp()->primCount = mMMPairs[i].mesh->mIndexList.Size() / 3;
mb->GetRenderOp()->primType = ePrimType::TRIANGLE_LIST;
if (mMMPairs[i].mtl != NULL)
{
_dumpMaterial(mb->GetMaterial(), mMMPairs[i].mtl);
}
}
mMeshSource->GenAabbFromRenderMesh();
for (int i = 0; i < mMMPairs.Size(); ++i)
{
delete mMMPairs[i].mesh;
}
mMMPairs.Clear();
}
示例14: UpdateGeomtry
void SimpleObj::UpdateGeomtry()
{
int decl_flag = _DECL_POSITION;
if (m_normals.Size())
{
debug_assert(m_normals.Size() == mositions.Size(), "normal size != position size.");
decl_flag |= _DECL_NORMAL;
}
if (m_colors.Size())
{
debug_assert(m_colors.Size() == mositions.Size(), "color size != position size.");
decl_flag |= _DECL_COLOR;
}
if (m_texcoords.Size())
{
debug_assert(m_texcoords.Size() == mositions.Size(), "texcoord size != position size.");
decl_flag |= _DECL_TEXCOORD;
}
int stride = 0;
if (decl_flag != m_decl_flag)
{
VertexDeclarationPtr decl = VideoBufferManager::Instance().CreateVertexDeclaration();
decl->AddElement(0, 0, DECLTYPE_FLOAT3, DECLMETHOD_DEFAULT, DECLUSAGE_POSITION, 0);
stride += 12;
if (decl_flag & _DECL_NORMAL)
{
decl->AddElement(0, stride, DECLTYPE_FLOAT3, DECLMETHOD_DEFAULT, DECLUSAGE_NORMAL, 0);
stride += 12;
}
if (decl_flag & _DECL_COLOR)
{
decl->AddElement(0, stride, DECLTYPE_FLOAT4, DECLMETHOD_DEFAULT, DECLUSAGE_COLOR, 0);
stride += 16;
}
if (decl_flag & _DECL_TEXCOORD)
{
decl->AddElement(0, stride, DECLTYPE_FLOAT2, DECLMETHOD_DEFAULT, DECLUSAGE_TEXCOORD, 0);
stride += 8;
}
decl->EndDecl();
m_decl_flag = decl_flag;
mVertexStream.SetDeclaration(decl);
}
stride = mVertexStream.GetDeclaration()->GetStreamSize(0);
int size = stride * mositions.Size();
VertexBufferPtr buffer = mVertexStream.GetStream(0);
if (buffer.IsNull() || buffer->GetSize() < size)
{
buffer = VideoBufferManager::Instance().CreateVertexBuffer(size, USAGE_WRITEONLY, POOL_MANAGED);
}
//Update Geomtry;
Vector<Vec3>::Iterator pi;
Vector<Vec3>::Iterator pe;
Vector<Vec3>::Iterator ni;
Vector<Vec3>::Iterator ne;
Vector<Color4>::Iterator ci;
Vector<Color4>::Iterator ce;
Vector<Vec2>::Iterator ti;
Vector<Vec2>::Iterator te;
pi = mositions.Begin();
pe = mositions.End();
ni = m_normals.Begin();
ne = m_normals.End();
ci = m_colors.Begin();
ce = m_colors.End();
ti = m_texcoords.Begin();
te = m_texcoords.End();
char * verteces;
buffer->Lock(0, 0, (void**)&verteces, LOCK_DISCARD);
while (pi != pe)
{
int offset = 0;
if (m_decl_flag & _DECL_POSITION)
{
float * position = (float*)(verteces + offset);
if (pi != pe)
//.........这里部分代码省略.........
示例15: CreateBox
i32 CreateBox(Resources::CMesh* pMesh, const IInputLayout* pIL, const SBoxOptions& Options)
{
bool bIsNormal = pIL->IsNormal();
ul32 ulVertCount = ( bIsNormal )? 24 : 8; //if there are normals use more vertices
ul32 ulIndexCount = 36;
VertexBufferPtr pVB = pMesh->CreateVertexBuffer();
pVB->SetTopologyType( TopologyTypes::TRIANGLE_LIST );
pVB->SetUsage( BufferUsages::DEFAULT );
pVB->SetVertexCount( ulVertCount );
pVB->SetInputLayout( pIL );
pVB->Lock();
CVertexData& Data = pVB->GetVertexData();
cf32 fUnit = 1.0f;
ul32 vs = pIL->GetVertexSize();
const Vec3 vecSize( Options.vecSize * 0.5f );
const Vec3 vecPos( vecSize + Options.vecPos );
if( pIL->IsPosition() )
{
if( bIsNormal )
{
Data.SetPosition( 0, Vec3( -vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 1, Vec3( vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 2, Vec3( vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 3, Vec3( -vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 4, Vec3( -vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 5, Vec3( -vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 6, Vec3( -vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 7, Vec3( -vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 8, Vec3( vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 9, Vec3( vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 10, Vec3( vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 11, Vec3( vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 12, Vec3( -vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 13, Vec3( vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 14, Vec3( vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 15, Vec3( -vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 16, Vec3( -vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 17, Vec3( vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 18, Vec3( vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 19, Vec3( -vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 20, Vec3( -vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 21, Vec3( vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 22, Vec3( vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 23, Vec3( -vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos );
}
else
{
Data.SetPosition( 0, Vec3( -vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 1, Vec3( vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 2, Vec3( vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 3, Vec3( -vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 4, Vec3( -vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 5, Vec3( vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos );
Data.SetPosition( 6, Vec3( vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos );
Data.SetPosition( 7, Vec3( -vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos );
}
}
if( pIL->IsColor() )
{
f32 fc = 0.05f;
for(ul32 i = 0; i < ulVertCount; ++i)
{
/*Data.SetColor( 0, Vec4( 1, 0, 0, 1 ) );
Data.SetColor( 1, Vec4( 1, 1, 1, 1 ) );
Data.SetColor( 2, Vec4( 0, 1, 0, 1 ) );
Data.SetColor( 3, Vec4( 0.5, 0.3, 1, 1 ) ); */
Data.SetColor( i, Options.colColor.ToVector4() );
}
}
if( bIsNormal )
{
Data.SetNormal( 0, Vec3( -1, 1, -1 ) );
Data.SetNormal( 1, Vec3( 1, 1, -1 ) );
Data.SetNormal( 2, Vec3( 1, 1, 1 ) );
Data.SetNormal( 3, Vec3( -1, 1, 1 ) );
Data.SetNormal( 4, Vec3( -1, -1, -1 ) );
Data.SetNormal( 5, Vec3( 1, -1, -1 ) );
Data.SetNormal( 6, Vec3( 1, -1, 1 ) );
Data.SetNormal( 7, Vec3( -1, -1, 1 ) );
}
pVB->Unlock();
pVB->Create();
IndexBufferPtr pIB = pMesh->CreateIndexBuffer();
pIB->SetUsage( BufferUsages::DEFAULT );
pIB->SetIndexCount( ulIndexCount );
//.........这里部分代码省略.........