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C++ VertexFormat::getAttributeBySemantic方法代码示例

本文整理汇总了C++中VertexFormat::getAttributeBySemantic方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexFormat::getAttributeBySemantic方法的具体用法?C++ VertexFormat::getAttributeBySemantic怎么用?C++ VertexFormat::getAttributeBySemantic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VertexFormat的用法示例。


在下文中一共展示了VertexFormat::getAttributeBySemantic方法的1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: generateShaders

void ShaderGenerator::generateShaders(Material& mat, const RenderState& rs, const VertexFormat& vf, const FogParameters fogParams) {

	bool hasNormalMap = false;
	bool hasParallaxMap = false;

	ctemplate::TemplateDictionary vertexShaderDict("vertexShader");
	ctemplate::TemplateDictionary fragmentShaderDict("fragmentShader");

	ctemplate::TemplateDictionary* vertexIoDict = vertexShaderDict.AddIncludeDictionary("VERTEX_INPUTS");
	vertexIoDict->SetFilename("shader_templates/ft_vertex_inout.tpl");

	ctemplate::TemplateDictionary* fragmentOutDict = vertexShaderDict.AddIncludeDictionary("FRAGMENT_INPUTS");
	fragmentOutDict->SetFilename("shader_templates/ft_fragment_inout.tpl");
	fragmentOutDict->ShowSection("OUT_DIRECTION");

	ctemplate::TemplateDictionary* uniformsDict = vertexShaderDict.AddIncludeDictionary("UNIFORMS");
	uniformsDict->SetFilename("shader_templates/uniforms.tpl");

	// emit the fog uniforms if necessary
	if (fogParams.m_fogMode != FOG_NONE) {
		uniformsDict->ShowSection("FOG");
	}

	// use lighting when material uses shading and we have normals
	bool useLighting = !mat.m_shadeless && vf.getAttributeBySemantic(Vertex_Normal);
	if (useLighting) {
		uniformsDict->ShowSection("USE_LIGHTING");
	}

	if (vf.getAttributeBySemantic(Vertex_Normal)) {
		vertexShaderDict.ShowSection("HAS_NORMALS");
		vertexShaderDict.ShowSection("NORMALIZE_NORMALS");

		vertexIoDict->ShowSection("HAS_NORMALS");
		vertexIoDict->ShowSection("NORMALIZE_NORMALS");

		fragmentOutDict->ShowSection("HAS_NORMALS");

		uniformsDict->ShowSection("HAS_NORMALS");
	}

	if (vf.getAttributeBySemantic(Vertex_Tangent)) {
		fragmentOutDict->ShowSection("HAS_TANGENTS");
		vertexIoDict->ShowSection("HAS_TANGENTS");
	}

	if (vf.getAttributeBySemantic(Vertex_BiNormal)) {
		fragmentOutDict->ShowSection("HAS_BINORMALS");
		vertexIoDict->ShowSection("HAS_BINORMALS");
	}

	if (vf.getAttributeBySemantic(Vertex_Color)) {
		vertexShaderDict.ShowSection("HAS_COLORS");
		vertexIoDict->ShowSection("HAS_COLORS");
		fragmentOutDict->ShowSection("HAS_COLORS");
	}

	// indicates if the tex coords generation functions declarations template has already been
	// included in the vertex shader template
	bool texGenDeclIncluded = false;

	// number of active texture units
	uint activeTextures = 0;

	ctemplate::TemplateDictionary* texGenDict = vertexShaderDict.AddIncludeDictionary("TEX_COORDS_GEN");
	texGenDict->SetFilename("shader_templates/ft_tex_coords_gen.tpl");

	// Loops over all material textures and performs the following:
	//	1. Declares a respective uniform sampler object which will be named as u_sampler#,
	//     where # is the active texture index.
	//  2. Emits code for any texture coordinates generation scheme, if not simple UV.

	ctemplate::TemplateDictionary* parallaxMapDict = 0;

	for (int i = 0; i < MAX_TEXTURES_STACK; i++) {
		TexturePtr tex = mat.m_texStack->textures[i];
		if (tex) {
			// for the fragment shader, here we can fill in the dictionary for the texture application section
			// that takes into account the texture's mapTo, environment color, uvset, etc.
			ctemplate::TemplateDictionary* texUnitDict = fragmentShaderDict.AddIncludeDictionary(
					"SINGLE_TEXTURE_STACK_ENTRY");
			texUnitDict->SetFilename("shader_templates/ft_tex_stack_application.tpl");

			ctemplate::TemplateDictionary* alphaMapDict = 0;
			ctemplate::TemplateDictionary* tangentNormalMapDict = 0;
			ctemplate::TemplateDictionary* offsetMappingDict = 0;

			// depending on the texture's mapTo, we will emit different sections in the template
			ctemplate::TemplateDictionary* texMapToDict = 0;
			switch (mat.m_texStack->texOutputs[i].mapTo) {
			case TexMapTo_Diffuse:
				texMapToDict = texUnitDict->AddSectionDictionary("TEX_MAP_TO_DIFFUSE");
				break;
			case TexMapTo_CSpecular:
				texMapToDict = texUnitDict->AddSectionDictionary("TEX_MAP_TO_SPECULAR");
				break;
			case TexMapTo_Shininess:
				texMapToDict = texUnitDict->AddSectionDictionary("TEX_MAP_TO_SHININESS");
				break;
			case TexMapTo_Alpha:
//.........这里部分代码省略.........
开发者ID:vardis,项目名称:glraster,代码行数:101,代码来源:ShaderGenerator.cpp


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