本文整理汇总了C++中VertexLayout::AddAttribute方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexLayout::AddAttribute方法的具体用法?C++ VertexLayout::AddAttribute怎么用?C++ VertexLayout::AddAttribute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VertexLayout
的用法示例。
在下文中一共展示了VertexLayout::AddAttribute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: Initialise
//----------------------------------------------------------------------
bool FontManager::Initialise(const glm::ivec2& screenResolution)
{
this->screenResolution = screenResolution;
if (!effect.Load("assets\\effects\\fonteffect.glsl", "RenderFont"))
{
LOG("did not load font rendering effect\n");
return false;
}
// Since the screen resolution does not change at runtime, set this now...
effect.ScreenSize->Set(glm::vec2(screenResolution));
effect.GlyphTexture->Set(GlyphTextureSlot);
sampler = boost::make_shared<Sampler2D>();
sampler->SetMagFilter(GL_LINEAR);
sampler->SetMinFilter(GL_LINEAR);
sampler->SetWrapS(GL_CLAMP_TO_EDGE);
sampler->SetWrapT(GL_CLAMP_TO_EDGE);
VertexLayout vertexLayout;
vertexLayout.AddAttribute(vertexAttribute);
// Initialise vertex buffers for dynamic update...
for (size_t i = 0; i < bufferCount; ++i)
{
boost::shared_ptr<VertexBuffer> vertexBuffer(new VertexBuffer());
vertexBuffer->Initialise(vertexLayout, VerticesInBuffer, GL_DYNAMIC_DRAW);
geometry[i].Initialise(vertexBuffer);
}
return true;
}
示例2: OnAttach
bool Impl_SkyBox::OnAttach()
{
m_pRD = m_pManager->alloc_object<RenderData>();
VertexLayout layout;
layout.AddAttribute(G_FORMAT_R32G32B32_FLOAT);
float size = 1.0f;
int nVerts = 36;
math::Vector3 verts[] =
{
math::Vector3(-size, size, -size),
math::Vector3(size, -size, -size),
math::Vector3(size, size, -size),
math::Vector3(-size, size, -size),
math::Vector3(-size, -size, -size),
math::Vector3(size, -size, -size),
math::Vector3(-size, size, size),
math::Vector3(size, size, size),
math::Vector3(size, -size, size),
math::Vector3(-size, size, size),
math::Vector3(size, -size, size),
math::Vector3(-size, -size, size),
math::Vector3(-size, size, size),
math::Vector3(size, size, -size),
math::Vector3(size, size, size),
math::Vector3(-size, size, size),
math::Vector3(-size, size, -size),
math::Vector3(size, size, -size),
math::Vector3(-size, -size, size),
math::Vector3(size, -size, size),
math::Vector3(size, -size, -size),
math::Vector3(-size, -size, size),
math::Vector3(size, -size, -size),
math::Vector3(-size, -size, -size),
math::Vector3(-size, size, size),
math::Vector3(-size, -size, -size),
math::Vector3(-size, size, -size),
math::Vector3(-size, size, size),
math::Vector3(-size, -size, size),
math::Vector3(-size, -size, -size),
math::Vector3(size, size, size),
math::Vector3(size, size, -size),
math::Vector3(size, -size, -size),
math::Vector3(size, size, size),
math::Vector3(size, -size, -size),
math::Vector3(size, -size, size),
};
m_pRD->geometry = m_pManager->GetRenderManager()->CreateGeometryData();
m_pRD->geometry->BeginGeometry(PT_TRIANGLE_LIST);
{
m_pRD->geometry->AllocVertexBuffer(sizeof(math::Vector3) * 36, verts, false, layout);
}
m_pRD->geometry->EndGeometry();
m_pRD->base_vertex = 0;
m_pRD->index_count = 0;
m_pRD->start_index = 0;
m_pRD->vertex_count = 36;
m_pRD->world_matrix.MakeIdentity();
m_pRD->material = m_pManager->GetRenderManager()->CreateMaterialFromFile("./assets/standard/material/skybox.material");
m_hFrustumCull = m_pManager->AddEventHandler(EV_FRUSTUM_CULL, boost::bind(&Impl_SkyBox::on_event_frustum_cull, this, _1));
m_pTex = m_pManager->GetRenderManager()->CreateTextureFromFile("./assets/standard/texture/001.dds");
MaterialParameterPtr pParam = m_pRD->material->GetParameterByName("sky_map");
pParam->SetParameterTexture(m_pTex);
m_pWorldPos = m_pRD->material->GetParameterByName("world_pos");
return true;
}