本文整理汇总了C++中VertexList::data方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexList::data方法的具体用法?C++ VertexList::data怎么用?C++ VertexList::data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VertexList
的用法示例。
在下文中一共展示了VertexList::data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: construct
void Mesh::construct()
{
if (!m_material || !m_geometry) {
return;
}
destruct();
glGenVertexArrays(1, &m_vertexArray);
glBindVertexArray(m_vertexArray);
// Fill vertex position data
glGenBuffers(1, &m_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);
VertexList vertices = m_geometry->vertices();
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer((GLint)ShaderAttribute::VertexPosition, 3, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
glEnableVertexAttribArray((GLint)ShaderAttribute::VertexPosition);
// Fill UV vertex data
if (m_geometry->uvCount()) {
glGenBuffers(1, &m_textureCoordinatesBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_textureCoordinatesBuffer);
UVList uvs = m_geometry->uvs();
glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), uvs.data(), GL_STATIC_DRAW);
glVertexAttribPointer((GLint)ShaderAttribute::VertexTextureCoordinates, 2, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
glEnableVertexAttribArray((GLint)ShaderAttribute::VertexTextureCoordinates);
}
// Fill vertex normal data
if (m_geometry->normalCount()) {
glGenBuffers(1, &m_vertexNormalsBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexNormalsBuffer);
VertexList normals = m_geometry->normals();
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), GL_STATIC_DRAW);
glVertexAttribPointer((GLint)ShaderAttribute::VertexNormals, 3, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
glEnableVertexAttribArray((GLint)ShaderAttribute::VertexNormals);
}
// Fill index buffer
glGenBuffers(1, &m_indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer);
IndexList indices = m_geometry->indices();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint32_t), indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
m_dirty = false;
}