本文整理汇总了C++中VertexDeclaration::getElementCount方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexDeclaration::getElementCount方法的具体用法?C++ VertexDeclaration::getElementCount怎么用?C++ VertexDeclaration::getElementCount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VertexDeclaration
的用法示例。
在下文中一共展示了VertexDeclaration::getElementCount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: logObjectInfo
//-----------------------------------------------------------------------------
void GL3PlusRenderToVertexBuffer::bindVerticesOutput(Pass* pass)
{
VertexDeclaration* declaration = mVertexData->vertexDeclaration;
size_t elemCount = declaration->getElementCount();
if (elemCount > 0)
{
GLuint linkProgramId = 0;
// Have GLSL shaders, using varying attributes
if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
{
GLSLProgramPipeline* programPipeline =
GLSLProgramPipelineManager::getSingleton().getActiveProgramPipeline();
linkProgramId = programPipeline->getGLProgramPipelineHandle();
}
else
{
GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram();
linkProgramId = linkProgram->getGLProgramHandle();
}
// Note: 64 is the minimum number of interleaved attributes allowed by GL_EXT_transform_feedback
// So we are using it. Otherwise we could query during rendersystem initialisation and use a dynamic sized array.
// But that would require C99.
// const GLchar *names[64];
const GLchar *names[1] = {"gl_Position"};//, "oUv0", "oUv1", "oUv2" };
// vector<const GLchar*>::type names;
// for (unsigned short e = 0; e < elemCount; e++)
// {
// const VertexElement* element = declaration->getElement(e);
// String varyingName = getSemanticVaryingName(element->getSemantic(), element->getIndex());
// names[e] = varyingName.c_str();
//// names.push_back(varyingName.c_str());
// }
OGRE_CHECK_GL_ERROR(glTransformFeedbackVaryings(linkProgramId, elemCount, names, GL_INTERLEAVED_ATTRIBS));
OGRE_CHECK_GL_ERROR(glLinkProgram(linkProgramId));
GLint didLink = 0;
OGRE_CHECK_GL_ERROR(glGetProgramiv( linkProgramId, GL_LINK_STATUS, &didLink ));
logObjectInfo( String("RVB GLSL link result : "), linkProgramId );
if(glIsProgram(linkProgramId))
{
glValidateProgram(linkProgramId);
}
logObjectInfo( String("RVB GLSL validation result : "), linkProgramId );
}
}
示例2: getSemanticVaryingName
//-----------------------------------------------------------------------------
void GLES2RenderToVertexBuffer::bindVerticesOutput(Pass* pass)
{
VertexDeclaration* declaration = mVertexData->vertexDeclaration;
size_t elemCount = declaration->getElementCount();
if (elemCount > 0)
{
GLuint linkProgramId = 0;
// Have GLSL shaders, using varying attributes
if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
{
GLSLESProgramPipeline* programPipeline =
GLSLESProgramPipelineManager::getSingleton().getActiveProgramPipeline();
linkProgramId = programPipeline->getGLProgramPipelineHandle();
}
else
{
GLSLESLinkProgram* linkProgram = GLSLESLinkProgramManager::getSingleton().getActiveLinkProgram();
linkProgramId = linkProgram->getGLProgramHandle();
}
// Note: 64 is the minimum number of interleaved attributes allowed by GL_EXT_transform_feedback
// So we are using it. Otherwise we could query during rendersystem initialisation and use a dynamic sized array.
// But that would require C99.
const GLchar *names[64];
for (unsigned short e = 0; e < elemCount; e++)
{
const VertexElement* element = declaration->getElement(e);
String varyingName = getSemanticVaryingName(element->getSemantic(), element->getIndex());
names[e] = varyingName.c_str();
}
OGRE_CHECK_GL_ERROR(glTransformFeedbackVaryings(linkProgramId, elemCount, names, GL_INTERLEAVED_ATTRIBS));
OGRE_CHECK_GL_ERROR(glLinkProgram(linkProgramId));
}
}
示例3: bindVerticesOutput
//-----------------------------------------------------------------------------
void GLRenderToVertexBuffer::bindVerticesOutput(Pass* pass)
{
VertexDeclaration* declaration = mVertexData->vertexDeclaration;
bool useVaryingAttributes = false;
//Check if we are FixedFunc/ASM shaders (Static attributes) or GLSL (Varying attributes)
//We assume that there isn't a mix of GLSL and ASM as this is illegal
GpuProgram* sampleProgram = 0;
if (pass->hasVertexProgram())
{
sampleProgram = pass->getVertexProgram().getPointer();
}
else if (pass->hasGeometryProgram())
{
sampleProgram = pass->getGeometryProgram().getPointer();
}
if ((sampleProgram != 0) && (sampleProgram->getLanguage() == "glsl"))
{
useVaryingAttributes = true;
}
if (useVaryingAttributes)
{
//Have GLSL shaders, using varying attributes
GLSLLinkProgram* linkProgram = GLSLLinkProgramManager::getSingleton().getActiveLinkProgram();
GLhandleARB linkProgramId = linkProgram->getGLHandle();
vector<GLint>::type locations;
for (unsigned short e=0; e < declaration->getElementCount(); e++)
{
const VertexElement* element =declaration->getElement(e);
String varyingName = getSemanticVaryingName(element->getSemantic(), element->getIndex());
GLint location = glGetVaryingLocationNV(linkProgramId, varyingName.c_str());
if (location < 0)
{
OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
"GLSL link program does not output " + varyingName +
" so it cannot fill the requested vertex buffer",
"OgreGLRenderToVertexBuffer::bindVerticesOutput");
}
locations.push_back(location);
}
glTransformFeedbackVaryingsNV(
linkProgramId, static_cast<GLsizei>(locations.size()),
&locations[0], GL_INTERLEAVED_ATTRIBS_NV);
}
else
{
//Either fixed function or assembly (CG = assembly) shaders
vector<GLint>::type attribs;
for (unsigned short e=0; e < declaration->getElementCount(); e++)
{
const VertexElement* element = declaration->getElement(e);
//Type
attribs.push_back(getGLSemanticType(element->getSemantic()));
//Number of components
attribs.push_back(VertexElement::getTypeCount(element->getType()));
//Index
attribs.push_back(element->getIndex());
}
glTransformFeedbackAttribsNV(
static_cast<GLuint>(declaration->getElementCount()),
&attribs[0], GL_INTERLEAVED_ATTRIBS_NV);
}
checkGLError(true, true, "GLRenderToVertexBuffer::bindVerticesOutput");
}
示例4: Length
void GL3PlusRenderToVertexBuffer::bindVerticesOutput(Pass* pass)
{
VertexDeclaration* declaration = mVertexData->vertexDeclaration;
size_t elemCount = declaration->getElementCount();
if (elemCount == 0)
return;
// Get program object ID.
GLuint programId = 0;
if (Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
{
GLSLSeparableProgram* separableProgram =
GLSLSeparableProgramManager::getSingleton().getCurrentSeparableProgram();
GLSLShader* glslGpuProgram = 0;
if ((glslGpuProgram = separableProgram->getGeometryShader()))
programId = glslGpuProgram->getGLProgramHandle();
//TODO include tessellation stages
else // vertex program
programId = separableProgram->getVertexShader()->getGLProgramHandle();
}
else
{
GLSLMonolithicProgram* monolithicProgram = GLSLMonolithicProgramManager::getSingleton().getActiveMonolithicProgram();
programId = monolithicProgram->getGLProgramHandle();
}
// Store the output in a buffer. The buffer has the same
// structure as the shader output vertex data.
// Note: 64 is the minimum number of interleaved
// attributes allowed by GL_EXT_transform_feedback so we
// are using it. Otherwise we could query during
// rendersystem initialisation and use a dynamic sized
// array. But that would require C99.
size_t sourceBufferIndex = mTargetBufferIndex == 0 ? 1 : 0;
// Bind and fill vertex arrays + buffers.
reallocateBuffer(sourceBufferIndex);
reallocateBuffer(mTargetBufferIndex);
// GL3PlusHardwareVertexBuffer* sourceVertexBuffer = static_cast<GL3PlusHardwareVertexBuffer*>(mVertexBuffers[mSourceBufferIndex].getPointer());
// GL3PlusHardwareVertexBuffer* targetVertexBuffer = static_cast<GL3PlusHardwareVertexBuffer*>(mVertexBuffers[mTargetBufferIndex].getPointer());
//TODO GL4+ glBindTransformFeedback
// Dynamically determine shader output variable names.
std::vector<String> nameStrings;
std::vector<const GLchar*> names;
for (uint e = 0; e < elemCount; e++)
{
const VertexElement* element = declaration->getElement(e);
String name = getSemanticVaryingName(element->getSemantic(), element->getIndex());
nameStrings.push_back(name);
}
// Convert to const char * for GL
for (uint e = 0; e < elemCount; e++)
{
names.push_back(nameStrings[e].c_str());
}
//TODO replace glTransformFeedbackVaryings with in-shader specification (GL 4.4)
OGRE_CHECK_GL_ERROR(glTransformFeedbackVaryings(programId, elemCount, &names[0], GL_INTERLEAVED_ATTRIBS));
if (Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
{
GLSLSeparableProgram* separableProgram =
GLSLSeparableProgramManager::getSingleton().getCurrentSeparableProgram();
separableProgram->activate();
}
else
{
OGRE_CHECK_GL_ERROR(glLinkProgram(programId));
}
#if OGRE_DEBUG_MODE
// Check if program linking was successful.
GLint didLink = 0;
OGRE_CHECK_GL_ERROR(glGetProgramiv(programId, GL_LINK_STATUS, &didLink));
logObjectInfo(String("RVB GLSL link result : "), programId);
if (glIsProgram(programId))
{
glValidateProgram(programId);
}
logObjectInfo(String("RVB GLSL validation result : "), programId);
// Check if varyings were successfully set.
GLchar Name[64];
GLsizei Length(0);
GLsizei Size(0);
GLenum Type(0);
// bool Validated = false;
for (size_t i = 0; i < elemCount; i++)
{
OGRE_CHECK_GL_ERROR(glGetTransformFeedbackVarying(
programId, i, 64, &Length, &Size, &Type, Name
));
std::cout << "Varying " << i << ": " << Name <<" "<< Length <<" "<< Size <<" "<< Type << std::endl;
// Validated = (Size == 1) && (Type == GL_FLOAT_VEC3);
// std::cout << Validated << " " << GL_FLOAT_VEC3 << std::endl;
}
//.........这里部分代码省略.........