本文整理汇总了C++中trade::MeshData3D::isIndexed方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshData3D::isIndexed方法的具体用法?C++ MeshData3D::isIndexed怎么用?C++ MeshData3D::isIndexed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trade::MeshData3D
的用法示例。
在下文中一共展示了MeshData3D::isIndexed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: make_tuple
std::tuple<Mesh, std::unique_ptr<Buffer>, std::unique_ptr<Buffer>> compile(const Trade::MeshData3D& meshData, const BufferUsage usage) {
Mesh mesh;
mesh.setPrimitive(meshData.primitive());
/* Decide about stride and offsets */
UnsignedInt stride = sizeof(Shaders::Generic3D::Position::Type);
const UnsignedInt normalOffset = sizeof(Shaders::Generic3D::Position::Type);
UnsignedInt textureCoordsOffset = sizeof(Shaders::Generic3D::Position::Type);
if(meshData.hasNormals()) {
stride += sizeof(Shaders::Generic3D::Normal::Type);
textureCoordsOffset += sizeof(Shaders::Generic3D::Normal::Type);
}
if(meshData.hasTextureCoords2D())
stride += sizeof(Shaders::Generic3D::TextureCoordinates::Type);
/* Create vertex buffer */
std::unique_ptr<Buffer> vertexBuffer{new Buffer{Buffer::TargetHint::Array}};
/* Interleave positions */
Containers::Array<char> data = MeshTools::interleave(
meshData.positions(0),
stride - sizeof(Shaders::Generic3D::Position::Type));
mesh.addVertexBuffer(*vertexBuffer, 0,
Shaders::Generic3D::Position(),
stride - sizeof(Shaders::Generic3D::Position::Type));
/* Add also normals, if present */
if(meshData.hasNormals()) {
MeshTools::interleaveInto(data,
normalOffset,
meshData.normals(0),
stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type));
mesh.addVertexBuffer(*vertexBuffer, 0,
normalOffset,
Shaders::Generic3D::Normal(),
stride - normalOffset - sizeof(Shaders::Generic3D::Normal::Type));
}
/* Add also texture coordinates, if present */
if(meshData.hasTextureCoords2D()) {
MeshTools::interleaveInto(data,
textureCoordsOffset,
meshData.textureCoords2D(0),
stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type));
mesh.addVertexBuffer(*vertexBuffer, 0,
textureCoordsOffset,
Shaders::Generic3D::TextureCoordinates(),
stride - textureCoordsOffset - sizeof(Shaders::Generic3D::TextureCoordinates::Type));
}
/* Fill vertex buffer with interleaved data */
vertexBuffer->setData(data, usage);
/* If indexed, fill index buffer and configure indexed mesh */
std::unique_ptr<Buffer> indexBuffer;
if(meshData.isIndexed()) {
Containers::Array<char> indexData;
Mesh::IndexType indexType;
UnsignedInt indexStart, indexEnd;
std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(meshData.indices());
indexBuffer.reset(new Buffer{Buffer::TargetHint::ElementArray});
indexBuffer->setData(indexData, usage);
mesh.setCount(meshData.indices().size())
.setIndexBuffer(*indexBuffer, 0, indexType, indexStart, indexEnd);
/* Else set vertex count */
} else mesh.setCount(meshData.positions(0).size());
return std::make_tuple(std::move(mesh), std::move(vertexBuffer), std::move(indexBuffer));
}