本文整理汇总了C++中VertexFormat::attributeCount方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexFormat::attributeCount方法的具体用法?C++ VertexFormat::attributeCount怎么用?C++ VertexFormat::attributeCount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::attributeCount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: setVertexFormat
void Context::setVertexFormat( const VertexFormat& format, void* data )
{
int offset = 0;
int formatAttributeCount = format.attributeCount();
for(int i = 0; i < formatAttributeCount; ++i)
{
const VertexAttribute& newAttribute = format.attribute(i);
//if(m_Attributes[i] != newAttribute) // TODO: GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING und so
{
m_Attributes[i] = newAttribute;
if(i >= m_ActiveAttributes)
{
// Enable ..
glEnableVertexAttribArray(i);
}
// Setup ..
glVertexAttribPointer(
i, // the identifier
newAttribute.dataType().componentCount(), // size (i.e. how many elements of type)
ConvertToGL(newAttribute.dataType().primitveType()), // type
newAttribute.isNormalized(),
format.sizeInBytes(), // stride between each element of this attribute
(void*)((long)data+offset) // offset from the beginning
);
}
offset += newAttribute.dataType().sizeInBytes();
}
if(formatAttributeCount < m_ActiveAttributes)
{
for(int i = formatAttributeCount; i < m_ActiveAttributes; ++i)
{
// Disable ..
glDisableVertexAttribArray(i);
}
}
m_ActiveAttributes = formatAttributeCount;
}