本文整理汇总了C++中VertexFormat::SetElement方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexFormat::SetElement方法的具体用法?C++ VertexFormat::SetElement怎么用?C++ VertexFormat::SetElement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VertexFormat
的用法示例。
在下文中一共展示了VertexFormat::SetElement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: CreateQuad
void DefferedShadingDemo::CreateQuad()
{
using namespace engine;
struct Vertex
{
math::Vector3 pos;
math::Vector2 uv;
};
Vertex verts[] =
{
{ math::Vector3(-1, 1, 0), math::Vector2(0, 0),},
{ math::Vector3(1, 1, 0), math::Vector2(1, 0),},
{ math::Vector3(1, -1, 0), math::Vector2(1, 1),},
{ math::Vector3(-1, 1, 0), math::Vector2(0, 0),},
{ math::Vector3(1, -1, 0), math::Vector2(1, 1),},
{ math::Vector3(-1, -1, 0), math::Vector2(0, 1),},
};
m_pQuadVB = m_pCore->GetSysGraphics()->CreateBuffer(BT_VERTEX_BUFFER, sizeof(Vertex) * 6, verts, true);
m_pQuadMaterial = m_pCore->GetSysGraphics()->CreateMaterialFromFile("./assets/standard/material/ds2.fx");
VertexElement vf[] =
{
VertexElement(0, VertexElement::POSITION,G_FORMAT_R32G32B32_FLOAT),
VertexElement(0, VertexElement::TEXCOORD,G_FORMAT_R32G32_FLOAT),
};
VertexFormat format;
format.SetElement(vf, 2);
m_pQuadMaterial->SetVertexFormat(format);
}
示例2: Initialize
bool PostEffect_SSAO::Initialize(RenderSystemPtr pRS)
{
m_pMaterial = pRS->CreateMaterialFromFile("./assets/standard/material/dr_render_ssao.fx");
VertexElement vf[] =
{
VertexElement(0, VertexElement::POSITION,G_FORMAT_R32G32B32_FLOAT),
};
VertexFormat format;
format.SetElement(vf, 1);
m_pMaterial->SetVertexFormat(format);
m_pSSAORandomTex = pRS->CreateTextureFromFile("./assets/standard/texture/ssao_rand.jpg");
m_pMaterial->SetTextureByName("tex_ssao_rand", m_pSSAORandomTex);
int w = pRS->GetFrameBufferWidth();
int h = pRS->GetFrameBufferHeight();
G_FORMAT rt_format[1] = {G_FORMAT_R8G8B8A8_UNORM,};
m_pGBlurTarget = pRS->CreateRenderTarget(1, w , h , rt_format);
if(m_pGBlurTarget == nullptr)
{
return false;
}
m_pGBlurMaterial = pRS->CreateMaterialFromFile("./assets/standard/material/dr_render_BBlur.fx");
if(m_pGBlurMaterial == nullptr)
{
return false;
}
m_pGBlurMaterial->SetVertexFormat(format);
return true;
}
示例3: Initialize
bool PostEffect_GaussianBlur::Initialize(RenderSystemPtr pRS)
{
m_pRS = pRS;
m_pMaterial = pRS->CreateMaterialFromFile("./assets/standard/material/dr_render_GBlur.fx");
if(m_pMaterial == nullptr)
{
return false;
}
VertexElement vf[] =
{
VertexElement(0, VertexElement::POSITION,G_FORMAT_R32G32B32_FLOAT),
};
VertexFormat format;
format.SetElement(vf, 1);
m_pMaterial->SetVertexFormat(format);
return true;
}