本文整理汇总了C++中VertexFormat::asString方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexFormat::asString方法的具体用法?C++ VertexFormat::asString怎么用?C++ VertexFormat::asString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::asString方法的2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: setAttributes
void Program::setAttributes( const VertexFormat& reference )
{
int attributeCount = reference.attributeCount();
std::set<std::string> referenceAttributes;
// Attribute der Referenz in eine Map schreiben (schneller zugriff über Name)
for(int i = 0; i < attributeCount; ++i)
{
referenceAttributes.insert(reference.attribute(i).name());
}
// Schauen welche Atribute es im Shader, aber nicht in der Referenz gibt
for(std::map<std::string, int>::const_iterator i = m_AttributeSizes.begin(); i != m_AttributeSizes.end(); ++i)
{
if(referenceAttributes.count(i->first) == 0)
{
// i ist nicht in reference enthalten!
// Das IST schlimm!
LogError("Shader %s needs the vertex attribute %s, which the format does not provide.",
toString().c_str(),
i->first.c_str()
);
return;
}
}
for(int i = 0; i < attributeCount; ++i)
{
const VertexAttribute& attribute = reference.attribute(i);
std::map<std::string, int>::const_iterator targetSizeIter = m_AttributeSizes.find(attribute.name());
if(targetSizeIter == m_AttributeSizes.end())
{
Log("Vertex format %s has overhead to %s, because %s is not present in the shader.",
reference.asString().c_str(),
toString().c_str(),
attribute.name()
);
continue;
}
// Sind sie vielleicht unterschiedlich groß?
if(attribute.dataType().componentCount() != targetSizeIter->second)
{
LogError("Vertex format %s is incomplatible to %s, because the shader needs %s to consist of %d instead of %d components.",
reference.asString().c_str(),
toString().c_str(),
attribute.name(),
targetSizeIter->second,
attribute.dataType().componentCount()
);
return;
}
glBindAttribLocation(m_Handle, i, attribute.name());
m_Dirty = true;
}
linkSilent();
}
示例2: allocateVertices
bool GeometryPool::allocateVertices(GL::VertexRange& range,
uint count,
const VertexFormat& format)
{
if (!count)
{
range = GL::VertexRange();
return true;
}
VertexBufferSlot* slot = NULL;
for (auto i = vertexBufferPool.begin(); i != vertexBufferPool.end(); i++)
{
if (i->vertexBuffer->getFormat() == format && i->available >= count)
{
slot = &(*i);
break;
}
}
if (!slot)
{
vertexBufferPool.push_back(VertexBufferSlot());
slot = &(vertexBufferPool.back());
const uint actualCount = granularity * ((count + granularity - 1) / granularity);
slot->vertexBuffer = GL::VertexBuffer::create(context,
actualCount,
format,
GL::VertexBuffer::DYNAMIC);
if (!slot->vertexBuffer)
{
vertexBufferPool.pop_back();
return false;
}
log("Allocated vertex pool of size %u format \'%s\'",
actualCount,
format.asString().c_str());
slot->available = slot->vertexBuffer->getCount();
}
range = GL::VertexRange(*(slot->vertexBuffer),
slot->vertexBuffer->getCount() - slot->available,
count);
slot->available -= count;
return true;
}