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C++ VertexDecl::begin方法代码示例

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


在下文中一共展示了VertexDecl::begin方法的5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: _main_

int _main_(int _argc, char** _argv)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		s_flipV = true;
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		s_flipV = true;
		break;
	}

	// Create vertex stream declaration.
	s_PosColorTexCoord0Decl.begin();
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
	s_PosColorTexCoord0Decl.end();  

	bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
	bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Uniform3fv);

	bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");

	while (!processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// Set view 1 default viewport.
		bgfx::setViewRect(1, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to viewZ 0.
		bgfx::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/03-raymarch");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -15.0f };
		
		float view[16];
		float proj[16];
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransform(0, view, proj);

		float ortho[16];
		mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(1, NULL, ortho);
//.........这里部分代码省略.........
开发者ID:richard-sim,项目名称:bgfx,代码行数:101,代码来源:raymarch.cpp

示例2: _main_

int _main_(int _argc, char** _argv)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosNormalTangentTexcoordDecl.begin();
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true);
	s_PosNormalTangentTexcoordDecl.end();

	const bgfx::Memory* mem;

	calcTangents(s_cubeVertices, countof(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, countof(s_cubeIndices) );

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosNormalTangentTexcoordDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Create texture sampler uniforms.
	bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Uniform1iv);

	uint16_t numLights = 4;
	bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, numLights);
	bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, numLights);

	// Load vertex shader.
	mem = loadShader("vs_bump");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_bump");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is^
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	// Load diffuse texture.
	mem = loadTexture("fieldstone-rgba.dds");
	bgfx::TextureHandle textureColor = bgfx::createTexture(mem);

	// Load normal texture.
	mem = loadTexture("fieldstone-n.dds");
	bgfx::TextureHandle textureNormal = bgfx::createTexture(mem);

	while (!processEvents(width, height, debug, reset) )
	{
//.........这里部分代码省略.........
开发者ID:richard-sim,项目名称:bgfx,代码行数:101,代码来源:bump.cpp

示例3: _main_

int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosTexcoordDecl.begin();
	s_PosTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosTexcoordDecl.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float);
	s_PosTexcoordDecl.end();

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosTexcoordDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Create texture sampler uniforms.
	bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);

	// Load vertex shader.
	mem = loadShader("vs_update");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_update");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	const uint32_t textureSide = 2048;

	bgfx::TextureHandle textureCube = 
		bgfx::createTextureCube(6
			, textureSide
			, 1
			, bgfx::TextureFormat::BGRA8
			, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
			);

	uint8_t rr = rand()%255;
	uint8_t gg = rand()%255;
	uint8_t bb = rand()%255;

	int64_t updateTime = 0;

	RectPackCubeT<256> cube(textureSide);

	uint32_t hit = 0;
//.........这里部分代码省略.........
开发者ID:kevinic,项目名称:bgfx,代码行数:101,代码来源:update.cpp

示例4: initializeGraphicsResources

void QuadRenderer::initializeGraphicsResources()
{
    const bgfx::Memory *mem = NULL;

    lmLogInfo(gGFXQuadRendererLogGroup, "Initializing Graphics Resources");

    // Create texture sampler uniforms.
    sUniformTexColor           = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
    sUniformNodeMatrixRemoveMe = bgfx::createUniform("u_nodeMatrix", bgfx::UniformType::Uniform4x4fv);

    int           sz;
    const uint8_t *pshader;

    // Load vertex shader.
    bgfx::VertexShaderHandle vsh_pct;
    pshader = GetVertexShaderPosColorTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    vsh_pct = bgfx::createVertexShader(mem);

    bgfx::VertexShaderHandle vsh_pt;
    pshader = GetVertexShaderPosTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    vsh_pt  = bgfx::createVertexShader(mem);

    // Load fragment shaders.
    bgfx::FragmentShaderHandle fsh_pct;
    pshader = GetFragmentShaderPosColorTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    fsh_pct = bgfx::createFragmentShader(mem);

    bgfx::FragmentShaderHandle fsh_pt;
    pshader = GetFragmentShaderPosTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    fsh_pt  = bgfx::createFragmentShader(mem);

    // Create program from shaders.
    sProgramPosColorTex = bgfx::createProgram(vsh_pct, fsh_pct);
    sProgramPosTex = bgfx::createProgram(vsh_pt, fsh_pt);

    // We can destroy vertex and fragment shader here since
    // their reference is kept inside bgfx after calling createProgram.
    // Vertex and fragment shader will be destroyed once program is
    // destroyed.
    bgfx::destroyVertexShader(vsh_pct);
    bgfx::destroyVertexShader(vsh_pt);
    bgfx::destroyFragmentShader(fsh_pct);
    bgfx::destroyFragmentShader(fsh_pt);

    // create the vertex stream
    sVertexPosColorTexDecl.begin();
    sVertexPosColorTexDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
    sVertexPosColorTexDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
    sVertexPosColorTexDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
    sVertexPosColorTexDecl.end();

    // create the single, reused quad index buffer
    numVertexBuffers = 0;
    vertexBuffers[numVertexBuffers++] = bgfx::createDynamicVertexBuffer(MAXBATCHQUADS * 4, sVertexPosColorTexDecl);

    mem = bgfx::alloc(sizeof(uint16_t) * 6 * MAXBATCHQUADS);
    uint16_t *pindice = (uint16_t *)mem->data;

    int j = 0;
    for (int i = 0; i < 6 * MAXBATCHQUADS; i += 6, j += 4, pindice += 6)
    {
        pindice[0] = j;
        pindice[1] = j + 2;
        pindice[2] = j + 1;
        pindice[3] = j + 1;
        pindice[4] = j + 2;
        pindice[5] = j + 3;
    }

    sIndexBufferHandle = bgfx::createIndexBuffer(mem);

    size_t bufferSize = MAXVERTEXBUFFERS * sizeof(VertexPosColorTex) * MAXBATCHQUADS * 4;

    vertexDataMemory = lmAlloc(gQuadMemoryAllocator, bufferSize);

    lmAssert(vertexDataMemory, "Unable to allocate buffer for quad vertex data");

    VertexPosColorTex* p = (VertexPosColorTex*) vertexDataMemory; 

    for (int i = 0; i < MAXVERTEXBUFFERS; i++)
    {
        // setup buffer pointer
        vertexData[i] = p;

        p += MAXBATCHQUADS * 4;
    }
}
开发者ID:Halfnhav4,项目名称:LoomSDK,代码行数:91,代码来源:gfxQuadRenderer.cpp

示例5: _main_

int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosColorDecl.begin();
	s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
	s_PosColorDecl.end();

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Load vertex shader.
	mem = loadShader("vs_instancing");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_instancing");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to view 0.
		bgfx::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;
		float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/05-instancing");
//.........这里部分代码省略.........
开发者ID:cdoty,项目名称:bgfx,代码行数:101,代码来源:instancing.cpp


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