本文整理汇总了C++中VertexBufferPtr::SetUsage方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexBufferPtr::SetUsage方法的具体用法?C++ VertexBufferPtr::SetUsage怎么用?C++ VertexBufferPtr::SetUsage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::SetUsage方法的4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: 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3: CreatePlane
i32 CreatePlane(Resources::CMesh* pMesh, const IInputLayout* pIL, const SPlaneOptions& Opts)
{
bool bIsNormal = pIL->IsNormal();
u16 ulVVertCount = (u16)Opts.vecVertexCount.x;
u16 ulHVertCount = (u16)Opts.vecVertexCount.y;
ul32 ulVertCount = ulVVertCount * ulHVertCount;
//ul32 ulIndexCount = 36;
VertexBufferPtr pVB = pMesh->CreateVertexBuffer();
pVB->SetInputLayout( pIL );
pVB->SetTopologyType( TopologyTypes::TRIANGLE_STRIP );
pVB->SetUsage( BufferUsages::DEFAULT );
pVB->SetVertexCount( ulVertCount );
pVB->SetInputLayout( pIL );
pVB->Lock();
CVertexData& Data = pVB->GetVertexData();
cf32 fUnit = 1.0f;
ul32 vs = pIL->GetVertexSize();
Vec2 vecTC( Vec2::ZERO );
Vec3 vecTmpPos;
if( pIL->IsPosition() )
{
ul32 ulVertId = 0;
Vec2 vecVertDist( Opts.vecSize.x / ( Opts.vecVertexCount.x - 1 ), Opts.vecSize.y / ( Opts.vecVertexCount.y - 1 ) );
Vec2 vecPos( Vec2::ZERO );
for(ul32 y = 0; y < ulVVertCount; ++y, vecPos.y += vecVertDist.y)
{
for(ul32 x = 0; x < ulHVertCount; ++x, vecPos.x += vecVertDist.x)
{
vecTmpPos = Vec3( vecPos.x, 0, vecPos.y );
Data.SetPosition( ulVertId, vecTmpPos );
if( pIL->IsTexCoord0() )
{
vecTC.x = vecTmpPos.x / Opts.vecSize.x;
vecTC.y = vecTmpPos.z / Opts.vecSize.y;
Data.SetTexCoord0( ulVertId, vecTC );
}
++ulVertId;
}
vecPos.x = 0.0f;
}
}
if( pIL->IsColor() )
{
f32 fc = 0.05f;
for(ul32 i = 0; i < ulVertCount; ++i)
{
Data.SetColor( i, XST::CColor::Random().ToVector4() + Vec4( 0.2f, 0.2f, 0.2f, 0.0f ) );
}
}
if( bIsNormal )
{
for(u32 i = 0; i < ulVertCount; ++i)
{
Data.SetNormal( i, Opts.vecNormal );
}
}
pVB->Unlock();
pVB->Create();
IndexBufferPtr pIB = pMesh->CreateIndexBuffer();
pIB->SetUsage( BufferUsages::DEFAULT );
u16 ulIndexCount = ( ulHVertCount * 2 ) * ( ulVVertCount - 1 ) + ( ulVVertCount - 2 );
pIB->SetIndexCount( ulIndexCount );
pIB->Lock();
CIndexData& IndexData = pIB->GetIndexData();
ul32 ulIndex = 0;
for(u16 z = 0; z < ulVVertCount - 1; ++z)
{
if( z % 2 == 0 )
{
i16 x;
for(x = 0; x < ulHVertCount; ++x )
{
IndexData.SetIndex( ulIndex++, x + ( z * ulHVertCount ) );
IndexData.SetIndex( ulIndex++, x + ( z * ulHVertCount ) + ulHVertCount );
}
if( z != ulVVertCount - 2 )
{
IndexData.SetIndex( ulIndex++, --x + ( z * ulHVertCount ) );
}
}
else
{
i16 x;
for(x = ulHVertCount - 1; x >= 0; --x )
//.........这里部分代码省略.........
示例4: CreateBox
i32 CreateBox(Resources::CMesh* pMesh, const IInputLayout* pIL, const SLineBoxOptions& Options)
{
ul32 ulVertCount = 8;
ul32 ulIndexCount = 24; //8 * 2 + 2 * 4; 8 per front/back, 4 per left, right
VertexBufferPtr pVB = pMesh->CreateVertexBuffer();
pVB->SetTopologyType( TopologyTypes::LINE_LIST );
pVB->SetUsage( BufferUsages::DEFAULT );
pVB->SetVertexCount( ulVertCount );
pVB->SetInputLayout( pIL );
if( XST_FAILED( pVB->Lock() ) )
{
return XST_FAIL;
}
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 );
Vec3 aCorners[ Resources::BoxCorners::_ENUM_COUNT ];
aCorners[ Resources::BoxCorners::LEFT_BOTTOM_BACK ] = Vec3( -vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos;
aCorners[ Resources::BoxCorners::LEFT_BOTTOM_FRONT ] = Vec3( -vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos;
aCorners[ Resources::BoxCorners::LEFT_TOP_BACK ] = Vec3( -vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos;
aCorners[ Resources::BoxCorners::LEFT_TOP_FRONT ] = Vec3( -vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos;
aCorners[ Resources::BoxCorners::RIGHT_BOTTOM_BACK ] = Vec3( vecSize.x, -vecSize.y, -vecSize.z ) + Options.vecPos;
aCorners[ Resources::BoxCorners::RIGHT_BOTTOM_FRONT ] = Vec3( vecSize.x, -vecSize.y, vecSize.z ) + Options.vecPos;
aCorners[ Resources::BoxCorners::RIGHT_TOP_FRONT ] = Vec3( vecSize.x, vecSize.y, vecSize.z ) + Options.vecPos;
aCorners[ Resources::BoxCorners::RIGHT_TOP_BACK ] = Vec3( vecSize.x, vecSize.y, -vecSize.z ) + Options.vecPos;
/*for(i32 i = 0; i < BoxCorners::_ENUM_COUNT; ++i)
{
XST::CDebug::PrintDebugLN( XST::ToStr() << XST_GET_DBG_NAME( pMesh ) << (BOX_CORNER)i << aCorners[ i ] );
}*/
if( pIL->IsPosition() )
{
for(u32 i = 0; i < Resources::BoxCorners::_ENUM_COUNT; ++i)
{
Data.SetPosition( i, aCorners[ i ] );
}
}
if( pIL->IsColor() )
{
f32 fc = 0.05f;
for(ul32 i = 0; i < ulVertCount; ++i)
{
Data.SetColor( i, Options.colColor.ToVector4() );
}
}
if( XST_FAILED( pVB->Unlock() ) )
{
return XST_FAIL;
}
IndexBufferPtr pIB = pMesh->CreateIndexBuffer();
pIB->SetUsage( BufferUsages::DEFAULT );
pIB->SetIndexCount( ulIndexCount );
if( XST_FAILED( pIB->Lock() ) )
{
return XST_FAIL;
}
CIndexData& IData = pIB->GetIndexData();
//Front
IData.SetIndex( 0, Resources::BoxCorners::LEFT_BOTTOM_FRONT );
IData.SetIndex( 1, Resources::BoxCorners::LEFT_TOP_FRONT );
IData.SetIndex( 2, Resources::BoxCorners::LEFT_TOP_FRONT );
IData.SetIndex( 3, Resources::BoxCorners::RIGHT_TOP_FRONT );
IData.SetIndex( 4, Resources::BoxCorners::RIGHT_TOP_FRONT );
IData.SetIndex( 5, Resources::BoxCorners::RIGHT_BOTTOM_FRONT );
IData.SetIndex( 6, Resources::BoxCorners::RIGHT_BOTTOM_FRONT );
IData.SetIndex( 7, Resources::BoxCorners::LEFT_BOTTOM_FRONT );
//Back
IData.SetIndex( 8, Resources::BoxCorners::LEFT_BOTTOM_BACK );
IData.SetIndex( 9, Resources::BoxCorners::LEFT_TOP_BACK );
IData.SetIndex( 10, Resources::BoxCorners::LEFT_TOP_BACK );
IData.SetIndex( 11, Resources::BoxCorners::RIGHT_TOP_BACK );
IData.SetIndex( 12, Resources::BoxCorners::RIGHT_TOP_BACK );
IData.SetIndex( 13, Resources::BoxCorners::RIGHT_BOTTOM_BACK );
IData.SetIndex( 14, Resources::BoxCorners::RIGHT_BOTTOM_BACK );
IData.SetIndex( 15, Resources::BoxCorners::LEFT_BOTTOM_BACK );
//Left
IData.SetIndex( 16, Resources::BoxCorners::LEFT_BOTTOM_FRONT );
//.........这里部分代码省略.........