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C++ VertexData类代码示例

本文整理汇总了C++中VertexData的典型用法代码示例。如果您正苦于以下问题:C++ VertexData类的具体用法?C++ VertexData怎么用?C++ VertexData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VertexData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: removeBlendData

	//-----------------------------------------------------------------------
	void LightInstanceBatchHW::removeBlendData()
	{
		VertexData *thisVertexData = mRenderOperation.vertexData;

		unsigned short safeSource = 0xFFFF;
		const VertexElement* blendIndexElem = thisVertexData->vertexDeclaration->findElementBySemantic(
																				VES_BLEND_INDICES );
		if( blendIndexElem )
		{
			//save the source in order to prevent the next stage from unbinding it.
			safeSource = blendIndexElem->getSource();
			// Remove buffer reference
			thisVertexData->vertexBufferBinding->unsetBinding( blendIndexElem->getSource() );
		}
		// Remove blend weights
		const VertexElement* blendWeightElem = thisVertexData->vertexDeclaration->findElementBySemantic(
																				VES_BLEND_WEIGHTS );
		if( blendWeightElem && blendWeightElem->getSource() != safeSource )
		{
			// Remove buffer reference
			thisVertexData->vertexBufferBinding->unsetBinding( blendWeightElem->getSource() );
		}

		thisVertexData->vertexDeclaration->removeElement(VES_BLEND_INDICES);
		thisVertexData->vertexDeclaration->removeElement(VES_BLEND_WEIGHTS);
		thisVertexData->closeGapsInBindings();
	}
开发者ID:mavaL,项目名称:MiniCraft,代码行数:28,代码来源:LightInstanceBatchHW.cpp

示例2: progress

/*  Functions extracted out of readFromFile to enhance readability.  */
bool VertexBufferRoot::_constructFromPly( const std::string& filename )
{
    PLYLIBINFO << "Reading PLY file." << std::endl;
    boost::progress_display progress( 12 );

    VertexData data;
    if( _invertFaces )
        data.useInvertedFaces();
    if( !data.readPlyFile( filename ) )
    {
        PLYLIBERROR << "Unable to load PLY file." << std::endl;
        return false;
    }
    ++progress;

    data.calculateNormals();
    data.scale( 2.0f );
    ++progress;

    setupTree( data, progress );
    ++progress;
    if( !writeToFile( filename ))
        PLYLIBWARN << "Unable to write binary representation." << std::endl;

    ++progress;
    return true;
}
开发者ID:Angels-group,项目名称:Equalizer,代码行数:28,代码来源:vertexBufferRoot.cpp

示例3: copyFromVertexData

void HEC_FromFaceList::copyFromVertexData(VertexData& vd) {
	for(int i = 0; i < vd.getNumVertices(); ++i) {
		addVertex(vd.getVertex(i));
	}
	for(int i = 0; i < vd.getNumQuads(); ++i) {
		Quad& q = *vd.getQuadPtr(i);
		addQuad(q.a, q.b, q.c, q.d);
	}
}
开发者ID:arneboon,项目名称:roxlu,代码行数:9,代码来源:HEC_FromFaceList.cpp

示例4: new

NS_CC_BEGIN

VertexData* VertexData::create()
{
    VertexData* result = new (std::nothrow) VertexData();
    if(result)
    {
        result->autorelease();
        return result;
    }

    CC_SAFE_DELETE(result);
    return nullptr;
}
开发者ID:114393824,项目名称:Cocos2dxShader,代码行数:14,代码来源:CCVertexIndexData.cpp

示例5: loadObj

void loadObj(const std::string &filename, VertexData &vd, IndexedFaceMesh &mesh, const Vector3r &scale)
{
	std::vector<OBJLoader::Vec3f> x;
	std::vector<OBJLoader::Vec3f> normals;
	std::vector<OBJLoader::Vec2f> texCoords;
	std::vector<MeshFaceIndices> faces;
	OBJLoader::Vec3f s = { (float)scale[0], (float)scale[1], (float)scale[2] };
	OBJLoader::loadObj(filename, &x, &faces, &normals, &texCoords, s);

	mesh.release();
	const unsigned int nPoints = (unsigned int)x.size();
	const unsigned int nFaces = (unsigned int)faces.size();
	const unsigned int nTexCoords = (unsigned int)texCoords.size();
	mesh.initMesh(nPoints, nFaces * 2, nFaces);
	vd.reserve(nPoints);
	for (unsigned int i = 0; i < nPoints; i++)
	{
		vd.addVertex(Vector3r(x[i][0], x[i][1], x[i][2]));
	}
	for (unsigned int i = 0; i < nTexCoords; i++)
	{
		mesh.addUV(texCoords[i][0], texCoords[i][1]);
	}
	for (unsigned int i = 0; i < nFaces; i++)
	{
		// Reduce the indices by one
		int posIndices[3];
		int texIndices[3];
		for (int j = 0; j < 3; j++)
		{
			posIndices[j] = faces[i].posIndices[j] - 1;
			if (nTexCoords > 0)
			{
				texIndices[j] = faces[i].texIndices[j] - 1;
				mesh.addUVIndex(texIndices[j]);
			}
		}

		mesh.addFace(&posIndices[0]);
	}
	mesh.buildNeighbors();

	mesh.updateNormals(vd, 0);
	mesh.updateVertexNormals(vd);

	LOG_INFO << "Number of triangles: " << nFaces;
	LOG_INFO << "Number of vertices: " << nPoints;
}
开发者ID:InteractiveComputerGraphics,项目名称:PositionBasedDynamics,代码行数:48,代码来源:RigidBodyCollisionDemo.cpp

示例6: setupTree

/*  Begin kd-tree setup, go through full range starting with x axis.  */
void VertexBufferRoot::setupTree( VertexData& data )
{
    // data is VertexData, _data is VertexBufferData
    _data.clear();

    const Axis axis = data.getLongestAxis( 0, data.triangles.size() );

    VertexBufferNode::setupTree( data, 0, data.triangles.size(), 
                                 axis, 0, _data );
    VertexBufferNode::updateBoundingSphere();
    VertexBufferNode::updateRange();

#if 0
    // re-test all points to be in the bounding sphere
    Vertex center( _boundingSphere.array );
    float  radius        = _boundingSphere.w();
    float  radiusSquared =  radius * radius;
    for( size_t offset = 0; offset < _data.vertices.size(); ++offset )
    {
        const Vertex& vertex = _data.vertices[ offset ];
        
        const Vertex centerToPoint   = vertex - center;
        const float  distanceSquared = centerToPoint.squared_length();
        EQASSERTINFO( distanceSquared <= radiusSquared,
                      distanceSquared << " > " << radiusSquared );
    }
#endif
}
开发者ID:oliver-e,项目名称:Equalizer,代码行数:29,代码来源:vertexBufferRoot.cpp

示例7: send_attribute

void send_attribute(ShaderAvailableAttributes attr,
                    const VertexData& data,
                    EnabledMethod exists_on_data_predicate,
                    OffsetMethod offset_func) {

    int32_t loc = (int32_t) attr;

    auto get_has_attribute = std::bind(exists_on_data_predicate, std::reference_wrapper<const VertexData>(data));

    if(get_has_attribute()) {
        auto get_offset = std::bind(offset_func, std::reference_wrapper<const VertexData>(data));

        GLCheck(glEnableVertexAttribArray, loc);
        GLCheck(glVertexAttribPointer,
            loc,
            SHADER_ATTRIBUTE_SIZES.find(attr)->second,
            GL_FLOAT,
            GL_FALSE,
            data.stride(),
            BUFFER_OFFSET(get_offset())
        );
    } else {
        //L_WARN_ONCE(_u("Couldn't locate attribute on the mesh: {0}").format(attr));
    }
}
开发者ID:aonorin,项目名称:KGLT,代码行数:25,代码来源:generic_renderer.cpp

示例8: setupTree

/*  Continue kd-tree setup, create intermediary or leaf nodes as required.  */
void VertexBufferNode::setupTree( VertexData& data, const Index start,
                                  const Index length, const Axis axis,
                                  const size_t depth,
                                  VertexBufferData& globalData,
                                  boost::progress_display& progress )
{
    data.sort( start, length, axis );
    const Index median = start + ( length / 2 );

    // left child will include elements smaller than the median
    const Index leftLength    = length / 2;
    const bool  subdivideLeft = _subdivide( leftLength, depth );

    if( subdivideLeft )
        _left = new VertexBufferNode;
    else
        _left = new VertexBufferLeaf( globalData );

    // right child will include elements equal to or greater than the median
    const Index rightLength    = ( length + 1 ) / 2;
    const bool  subdivideRight = _subdivide( rightLength, depth );

    if( subdivideRight )
        _right = new VertexBufferNode;
    else
        _right = new VertexBufferLeaf( globalData );

    // move to next axis and continue contruction in the child nodes
    const Axis newAxisLeft  = subdivideLeft ?
                        data.getLongestAxis( start , leftLength  ) : AXIS_X;

    const Axis newAxisRight = subdivideRight ?
                        data.getLongestAxis( median, rightLength ) : AXIS_X;

    static_cast< VertexBufferNode* >
            ( _left )->setupTree( data, start, leftLength, newAxisLeft, depth+1,
                                  globalData, progress );
    static_cast< VertexBufferNode* >
        ( _right )->setupTree( data, median, rightLength, newAxisRight, depth+1,
                               globalData, progress );
    if( depth == 3 )
        ++progress;
}
开发者ID:weetgo,项目名称:Equalizer,代码行数:44,代码来源:vertexBufferNode.cpp

示例9: setPrimitiveType

Sphere::Sphere( bool fullSphere, byte numSubDiv, float dim )
{
	setPrimitiveType( PrimitiveType::Triangles );
	
	VertexData position;
	buildGeometry( fullSphere, numSubDiv, position, dim );
	
	// Build Texture Coordinates.
	BoundingBox box;
	
	for( size_t i = 0; i < position.size(); i++ )
	{
		const Vector3& v = position[i];
		box.add(v);
	}

	Vector3 center = box.getCenter();

	std::vector<Vector3> texCoords;

	for( size_t i = 0; i < position.size(); i++ )
	{
		const Vector3& vert = position[i];
		Vector3 d = vert-center;
		d.normalize();

		// Conveert to spherical coordinates.
		//float t = d.z / sqrt(d.x*d.x+d.y*d.y+d.z*d.z);
		//float delta = acos(t);
		//float phi = atan2(d.y, d.x);

		//float u = delta / Math::PI;
		//float v = phi / 2*Math::PI;
		float u = std::asin(d.x) / PI + 0.5f;
		float v = std::asin(d.y) / PI + 0.5f;

		texCoords.push_back( Vector2(u, v) );
	}

	gb->set( VertexAttribute::Position, position );
	gb->set( VertexAttribute::TexCoord0, texCoords );
}
开发者ID:,项目名称:,代码行数:42,代码来源:

示例10: _constructFromPly

/*  Functions extracted out of readFromFile to enhance readability.  */
bool VertexBufferRoot::_constructFromPly( const std::string& filename )
{
    MESHINFO << "Constructing new from PLY file." << std::endl;
    
    VertexData data;
    if( _invertFaces )
        data.useInvertedFaces();
    if( !data.readPlyFile( filename ) )
    {
        MESHERROR << "Unable to load PLY file." << std::endl;
        return false;
    }

    data.calculateNormals();
    data.scale( 2.0f );
    setupTree( data );
    if( !writeToFile( filename ))
        MESHWARN << "Unable to write binary representation." << std::endl;
    
    return true;
}
开发者ID:oliver-e,项目名称:Equalizer,代码行数:22,代码来源:vertexBufferRoot.cpp

示例11: subdivide

void Sphere::subdivide(const Vector3& v1, const Vector3& v2, 
					   const Vector3& v3, byte depth, VertexData& pos)
{
	if (depth == 0)
	{
		pos.push_back( v1 );
		pos.push_back( v2 );
		pos.push_back( v3 );
		
		return;
	}

	Vector3 v12 = (v1+v2).normalize();
	Vector3 v23 = (v2+v3).normalize();
	Vector3 v31 = (v3+v1).normalize();

	subdivide(v1, v12, v31, depth-1, pos);
	subdivide(v2, v23, v12, depth-1, pos);
	subdivide(v3, v31, v23, depth-1, pos);
	subdivide(v12, v23, v31, depth-1, pos);
}
开发者ID:,项目名称:,代码行数:21,代码来源:

示例12: setupTree

/*  Begin kd-tree setup, go through full range starting with x axis.  */
void VertexBufferRoot::setupTree( VertexData& data,
                                  boost::progress_display& progress )
{
    // data is VertexData, _data is VertexBufferData
    _data.clear();

    const Axis axis = data.getLongestAxis( 0, data.triangles.size() );

    VertexBufferNode::setupTree( data, 0, data.triangles.size(),
                                 axis, 0, _data, progress );
    VertexBufferNode::updateBoundingSphere();
    VertexBufferNode::updateRange();
}
开发者ID:Angels-group,项目名称:Equalizer,代码行数:14,代码来源:vertexBufferRoot.cpp

示例13: buildGeometry

void Sphere::buildGeometry( bool fullSphere, byte numSubDiv, 
							VertexData& pos, float dim)
{
	GeometryBufferPtr gb = AllocateThis(GeometryBuffer);
	setGeometryBuffer(gb);

	// Rotate the vertices, else the sphere is not properly aligned.
	Matrix4x3 rot = Matrix4x3::createRotation( EulerAngles(-60, 0, 0) );

	for( size_t i = 0; i < ARRAY_SIZE(IcoDomeIndices); i++ )
	{
		const byte* p = IcoDomeIndices[i];
	
		Vector3 v1( IcoVertices[p[0]][0], IcoVertices[p[0]][2], IcoVertices[p[0]][1] );
		Vector3 v2( IcoVertices[p[1]][0], IcoVertices[p[1]][2], IcoVertices[p[1]][1] );
		Vector3 v3( IcoVertices[p[2]][0], IcoVertices[p[2]][2], IcoVertices[p[2]][1] );

		subdivide( rot*v1, rot*v2, rot*v3, numSubDiv, pos );
	}

	// If we don't want a full sphere, we return here.
	if( fullSphere )
	{
		// These indices are the bottom of the sphere.
		for( size_t i = 0; i < ARRAY_SIZE(IcoSphereIndices); i++ )
		{
			const byte* p = IcoSphereIndices[i];
			Vector3 v1( IcoVertices[p[0]][0], IcoVertices[p[0]][2], IcoVertices[p[0]][1] );
			Vector3 v2( IcoVertices[p[1]][0], IcoVertices[p[1]][2], IcoVertices[p[1]][1] );
			Vector3 v3( IcoVertices[p[2]][0], IcoVertices[p[2]][2], IcoVertices[p[2]][1] );

			subdivide( rot*v1, rot*v2, rot*v3, numSubDiv, pos );
		}
	}

	// Scale all the vertices.
	for( size_t i = 0; i < pos.size(); i++ )
	{
		Vector3& vec = pos[i];	
		vec *= dim;
	}
}
开发者ID:,项目名称:,代码行数:42,代码来源:

示例14: setupTree

/*  Finish partial setup - sort, reindex and merge into global data.  */
void VertexBufferLeaf::setupTree( VertexData& data, const Index start,
                                  const Index length, const Axis axis,
                                  const size_t depth,
                                  VertexBufferData& globalData )
{
    data.sort( start, length, axis );
    _vertexStart = globalData.vertices.size();
    _vertexLength = 0;
    _indexStart = globalData.indices.size();
    _indexLength = 0;
    
    const bool hasColors = ( data.colors.size() > 0 ); 
    
    // stores the new indices (relative to _start)
    map< Index, ShortIndex > newIndex;
    
    for( Index t = 0; t < length; ++t )
    {
        for( Index v = 0; v < 3; ++v )
        {
            Index i = data.triangles[start + t][v];
            if( newIndex.find( i ) == newIndex.end() )
            {
                newIndex[i] = _vertexLength++;
                // assert number of vertices does not exceed SmallIndex range
                MESHASSERT( _vertexLength );
                globalData.vertices.push_back( data.vertices[i] );
                if( hasColors )
                    globalData.colors.push_back( data.colors[i] );
                globalData.normals.push_back( data.normals[i] );
            }
            globalData.indices.push_back( newIndex[i] );
            ++_indexLength; 
        }
    }
    
#ifndef NDEBUG
    MESHINFO << "VertexBufferLeaf::setupTree"
             << "( " << _indexStart << ", " << _indexLength << "; start " 
             << _vertexStart << ", " << _vertexLength << " vertices)." << endl;
#endif
}
开发者ID:MichaelVlad,项目名称:Equalizer,代码行数:43,代码来源:vertexBufferLeaf.cpp

示例15: alloc

void VertexBuffer::alloc(const VertexData &data, GpuBufferUsageType usage)
{
    assert(data.getFormat() == m_format);

    alloc(data.getVerticesCount(), data.getRawData(), usage);
}
开发者ID:selony,项目名称:libdf3d,代码行数:6,代码来源:VertexIndexBuffer.cpp


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