本文整理汇总了C++中VertexBufferState::stopRendering方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexBufferState::stopRendering方法的具体用法?C++ VertexBufferState::stopRendering怎么用?C++ VertexBufferState::stopRendering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VertexBufferState
的用法示例。
在下文中一共展示了VertexBufferState::stopRendering方法的3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: draw
/* Draw the node by rendering the children. */
void VertexBufferNode::draw( VertexBufferState& state ) const
{
if ( state.stopRendering( ))
return;
_left->draw( state );
_right->draw( state );
}
示例2: draw
/* Draw the leaf. */
void VertexBufferLeaf::draw( VertexBufferState& state ) const
{
if ( state.stopRendering( ))
return;
switch( state.getRenderMode() )
{
case RENDER_MODE_IMMEDIATE:
renderImmediate( state );
return;
case RENDER_MODE_BUFFER_OBJECT:
renderBufferObject( state );
return;
case RENDER_MODE_DISPLAY_LIST:
default:
renderDisplayList( state );
return;
}
}
示例3: cullDraw
// #define LOGCULL
void VertexBufferRoot::cullDraw( VertexBufferState& state ) const
{
_beginRendering( state );
#ifdef LOGCULL
size_t verticesRendered = 0;
size_t verticesOverlap = 0;
#endif
const Range& range = state.getRange();
FrustumCuller culler;
culler.setup( state.getProjectionModelViewMatrix( ));
// start with root node
std::vector< const mesh::VertexBufferBase* > candidates;
candidates.push_back( this );
while( !candidates.empty() )
{
if( state.stopRendering( ))
return;
const mesh::VertexBufferBase* treeNode = candidates.back();
candidates.pop_back();
// completely out of range check
if( treeNode->getRange()[0] >= range[1] ||
treeNode->getRange()[1] < range[0] )
{
continue;
}
// bounding sphere view frustum culling
const vmml::Visibility visibility = state.useFrustumCulling() ?
culler.test_sphere( treeNode->getBoundingSphere( )) :
vmml::VISIBILITY_FULL;
switch( visibility )
{
case vmml::VISIBILITY_FULL:
// if fully visible and fully in range, render it
if( treeNode->getRange()[0] >= range[0] &&
treeNode->getRange()[1] < range[1] )
{
treeNode->draw( state );
//treeNode->drawBoundingSphere( state );
#ifdef LOGCULL
verticesRendered += treeNode->getNumberOfVertices();
#endif
break;
}
// partial range, fall through to partial visibility
case vmml::VISIBILITY_PARTIAL:
{
const mesh::VertexBufferBase* left = treeNode->getLeft();
const mesh::VertexBufferBase* right = treeNode->getRight();
if( !left && !right )
{
if( treeNode->getRange()[0] >= range[0] )
{
treeNode->draw( state );
//treeNode->drawBoundingSphere( state );
#ifdef LOGCULL
verticesRendered += treeNode->getNumberOfVertices();
if( visibility == vmml::VISIBILITY_PARTIAL )
verticesOverlap += treeNode->getNumberOfVertices();
#endif
}
// else drop, to be drawn by 'previous' channel
}
else
{
if( left )
candidates.push_back( left );
if( right )
candidates.push_back( right );
}
break;
}
case vmml::VISIBILITY_NONE:
// do nothing
break;
}
}
_endRendering( state );
#ifdef LOGCULL
const size_t verticesTotal = model->getNumberOfVertices();
MESHINFO
<< getName() << " rendered " << verticesRendered * 100 / verticesTotal
<< "% of model, overlap <= " << verticesOverlap * 100 / verticesTotal
<< "%" << std::endl;
#endif
}