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C++ MeshData3D::primitive方法代码示例

本文整理汇总了C++中trade::MeshData3D::primitive方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshData3D::primitive方法的具体用法?C++ MeshData3D::primitive怎么用?C++ MeshData3D::primitive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trade::MeshData3D的用法示例。


在下文中一共展示了MeshData3D::primitive方法的6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:

PrimitivesExample::PrimitivesExample(const Arguments& arguments):
    Platform::Application{arguments, Configuration{}.setTitle("Magnum Primitives Example")}
{
    GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
    GL::Renderer::enable(GL::Renderer::Feature::FaceCulling);

    const Trade::MeshData3D cube = Primitives::cubeSolid();

    _vertexBuffer.setData(MeshTools::interleave(cube.positions(0), cube.normals(0)));

    Containers::Array<char> indexData;
    MeshIndexType indexType;
    UnsignedInt indexStart, indexEnd;
    std::tie(indexData, indexType, indexStart, indexEnd) =
        MeshTools::compressIndices(cube.indices());
    _indexBuffer.setData(indexData);

    _mesh.setPrimitive(cube.primitive())
        .setCount(cube.indices().size())
        .addVertexBuffer(_vertexBuffer, 0, Shaders::Phong::Position{},
                                           Shaders::Phong::Normal{})
        .setIndexBuffer(_indexBuffer, 0, indexType, indexStart, indexEnd);

    _transformation =
        Matrix4::rotationX(30.0_degf)*Matrix4::rotationY(40.0_degf);
    _projection =
        Matrix4::perspectiveProjection(
            35.0_degf, Vector2{windowSize()}.aspectRatio(), 0.01f, 100.0f)*
        Matrix4::translation(Vector3::zAxis(-10.0f));
    _color = Color3::fromHsv({35.0_degf, 1.0f, 1.0f});
}
开发者ID:mosra,项目名称:magnum-examples,代码行数:31,代码来源:PrimitivesExample.cpp

示例2: rs

Reflector::Reflector(Object3D* parent, SceneGraph::DrawableGroup3D* group): Object3D(parent), SceneGraph::Drawable3D(*this, group) {
    CubeMapResourceManager& resourceManager = CubeMapResourceManager::instance();

    /* Sphere mesh */
    if(!(_sphere = resourceManager.get<GL::Mesh>("sphere"))) {
        Trade::MeshData3D sphereData = Primitives::uvSphereSolid(16, 32, Primitives::UVSphereTextureCoords::Generate);

        GL::Buffer* buffer = new GL::Buffer;
        buffer->setData(MeshTools::interleave(sphereData.positions(0), sphereData.textureCoords2D(0)), GL::BufferUsage::StaticDraw);

        Containers::Array<char> indexData;
        MeshIndexType indexType;
        UnsignedInt indexStart, indexEnd;
        std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(sphereData.indices());

        GL::Buffer* indexBuffer = new GL::Buffer;
        indexBuffer->setData(indexData, GL::BufferUsage::StaticDraw);

        GL::Mesh* mesh = new GL::Mesh;
        mesh->setPrimitive(sphereData.primitive())
            .setCount(sphereData.indices().size())
            .addVertexBuffer(*buffer, 0, ReflectorShader::Position{}, ReflectorShader::TextureCoords{})
            .setIndexBuffer(*indexBuffer, 0, indexType, indexStart, indexEnd);

        resourceManager.set("sphere-buffer", buffer, ResourceDataState::Final, ResourcePolicy::Resident)
            .set("sphere-index-buffer", indexBuffer, ResourceDataState::Final, ResourcePolicy::Resident)
            .set(_sphere.key(), mesh, ResourceDataState::Final, ResourcePolicy::Resident);
    }

    /* Tarnish texture */
    if(!(_tarnishTexture = resourceManager.get<GL::Texture2D>("tarnish-texture"))) {
        Resource<Trade::AbstractImporter> importer = resourceManager.get<Trade::AbstractImporter>("jpeg-importer");
        Utility::Resource rs("data");
        importer->openData(rs.getRaw("tarnish.jpg"));

        Containers::Optional<Trade::ImageData2D> image = importer->image2D(0);
        CORRADE_INTERNAL_ASSERT(image);
        auto texture = new GL::Texture2D;
        texture->setWrapping(GL::SamplerWrapping::ClampToEdge)
            .setMagnificationFilter(GL::SamplerFilter::Linear)
            .setMinificationFilter(GL::SamplerFilter::Linear, GL::SamplerMipmap::Linear)
            .setStorage(Math::log2(image->size().min())+1, GL::TextureFormat::RGB8, image->size())
            .setSubImage(0, {}, *image)
            .generateMipmap();

        resourceManager.set<GL::Texture2D>(_tarnishTexture.key(), texture, ResourceDataState::Final, ResourcePolicy::Resident);
    }

    /* Reflector shader */
    if(!(_shader = resourceManager.get<GL::AbstractShaderProgram, ReflectorShader>("reflector-shader")))
        resourceManager.set<GL::AbstractShaderProgram>(_shader.key(), new ReflectorShader, ResourceDataState::Final, ResourcePolicy::Resident);

    /* Texture (created in CubeMap class) */
    _texture = resourceManager.get<GL::CubeMapTexture>("texture");
}
开发者ID:Squareys,项目名称:magnum-examples,代码行数:55,代码来源:Reflector.cpp

示例3:

CubeMap::CubeMap(const std::string& prefix, Object3D* parent, SceneGraph::DrawableGroup3D<>* group): Object3D(parent), SceneGraph::Drawable3D<>(this, group) {
    CubeMapResourceManager* resourceManager = CubeMapResourceManager::instance();

    /* Cube mesh */
    if(!(cube = resourceManager->get<Mesh>("cube"))) {
        Mesh* mesh = new Mesh;
        Buffer* buffer = new Buffer;
        Buffer* indexBuffer = new Buffer;

        Trade::MeshData3D cubeData = Primitives::Cube::solid();
        MeshTools::flipFaceWinding(*cubeData.indices());
        MeshTools::compressIndices(mesh, indexBuffer, Buffer::Usage::StaticDraw, *cubeData.indices());
        MeshTools::interleave(mesh, buffer, Buffer::Usage::StaticDraw, *cubeData.positions(0));
        mesh->setPrimitive(cubeData.primitive())
            ->addVertexBuffer(buffer, 0, CubeMapShader::Position());

        resourceManager->set("cube-buffer", buffer, ResourceDataState::Final, ResourcePolicy::Resident);
        resourceManager->set("cube-index-buffer", indexBuffer, ResourceDataState::Final, ResourcePolicy::Resident);
        resourceManager->set(cube.key(), mesh, ResourceDataState::Final, ResourcePolicy::Resident);
    }

    /* Cube map texture */
    if(!(texture = resourceManager->get<CubeMapTexture>("texture"))) {
        CubeMapTexture* cubeMap = new CubeMapTexture;

        cubeMap->setWrapping(CubeMapTexture::Wrapping::ClampToEdge)
            ->setMagnificationFilter(CubeMapTexture::Filter::Linear)
            ->setMinificationFilter(CubeMapTexture::Filter::Linear, CubeMapTexture::Mipmap::Linear);

        Resource<Trade::AbstractImporter> importer = resourceManager->get<Trade::AbstractImporter>("tga-importer");

        /* Configure texture storage using size of first image */
        importer->openFile(prefix + "+x.tga");
        Trade::ImageData2D* image = importer->image2D(0);
        Vector2i size = image->size();
        cubeMap->setStorage(Math::log2(size.min())+1, CubeMapTexture::InternalFormat::RGB8, size);
        cubeMap->setSubImage(CubeMapTexture::PositiveX, 0, {}, image);
        delete image;

        importer->openFile(prefix + "-x.tga");
        image = importer->image2D(0);
        cubeMap->setSubImage(CubeMapTexture::NegativeX, 0, {}, image);
        delete image;

        importer->openFile(prefix + "+y.tga");
        image = importer->image2D(0);
        cubeMap->setSubImage(CubeMapTexture::PositiveY, 0, {}, image);
        delete image;

        importer->openFile(prefix + "-y.tga");
        image = importer->image2D(0);
        cubeMap->setSubImage(CubeMapTexture::NegativeY, 0, {}, image);
        delete image;

        importer->openFile(prefix + "+z.tga");
        image = importer->image2D(0);
        cubeMap->setSubImage(CubeMapTexture::PositiveZ, 0, {}, image);
        delete image;

        importer->openFile(prefix + "-z.tga");
        image = importer->image2D(0);
        cubeMap->setSubImage(CubeMapTexture::NegativeZ, 0, {}, image);
        delete image;

        cubeMap->generateMipmap();

        resourceManager->set(texture.key(), cubeMap, ResourceDataState::Final, ResourcePolicy::Manual);
    }

    /* Shader */
    if(!(shader = resourceManager->get<AbstractShaderProgram, CubeMapShader>("shader")))
        resourceManager->set<AbstractShaderProgram>(shader.key(), new CubeMapShader, ResourceDataState::Final, ResourcePolicy::Manual);
}
开发者ID:JanDupal,项目名称:magnum-examples,代码行数:73,代码来源:CubeMap.cpp

示例4: Icosphere

MotionBlurExample::MotionBlurExample(const Arguments& arguments): Platform::Application(arguments, Configuration().setTitle("Magnum Motion Blur Example")) {
    (cameraObject = new Object3D(&scene))
        ->translate(Vector3::zAxis(3.0f));
    (camera = new MotionBlurCamera(*cameraObject))
        ->setAspectRatioPolicy(SceneGraph::AspectRatioPolicy::Extend)
        .setProjectionMatrix(Matrix4::perspectiveProjection(Deg(35.0f), 1.0f, 0.001f, 100))
        .setViewport(GL::defaultFramebuffer.viewport().size());
    GL::Renderer::setClearColor({0.1f, 0.1f, 0.1f});
    GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
    GL::Renderer::enable(GL::Renderer::Feature::FaceCulling);

    const Trade::MeshData3D data = Primitives::icosphereSolid(3);

    buffer.setData(MeshTools::interleave(data.positions(0), data.normals(0)), GL::BufferUsage::StaticDraw);

    Containers::Array<char> indexData;
    MeshIndexType indexType;
    UnsignedInt indexStart, indexEnd;
    std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(data.indices());
    indexBuffer.setData(indexData, GL::BufferUsage::StaticDraw);

    mesh.setPrimitive(data.primitive())
        .setCount(data.indices().size())
        .addVertexBuffer(buffer, 0, Shaders::Phong::Position{}, Shaders::Phong::Normal{})
        .setIndexBuffer(indexBuffer, 0, indexType, indexStart, indexEnd);

    /* Add spheres to the scene */
    new Icosphere(&mesh, &shader, {1.0f, 1.0f, 0.0f}, &scene, &drawables);

    spheres[0] = new Object3D(&scene);
    (new Icosphere(&mesh, &shader, {1.0f, 0.0f, 0.0f}, spheres[0], &drawables))
        ->translate(Vector3::yAxis(0.25f));
    (new Icosphere(&mesh, &shader, {1.0f, 0.0f, 0.0f}, spheres[0], &drawables))
        ->translate(Vector3::yAxis(0.25f))
        .rotateZ(Deg(120.0f));
    (new Icosphere(&mesh, &shader, {1.0f, 0.0f, 0.0f}, spheres[0], &drawables))
        ->translate(Vector3::yAxis(0.25f))
        .rotateZ(Deg(240.0f));

    spheres[1] = new Object3D(&scene);
    (new Icosphere(&mesh, &shader, {0.0f, 1.0f, 0.0f}, spheres[1], &drawables))
        ->translate(Vector3::yAxis(0.50f));
    (new Icosphere(&mesh, &shader, {0.0f, 1.0f, 0.0f}, spheres[1], &drawables))
        ->translate(Vector3::yAxis(0.50f))
        .rotateZ(Deg(120.0f));
    (new Icosphere(&mesh, &shader, {0.0f, 1.0f, 0.0f}, spheres[1], &drawables))
        ->translate(Vector3::yAxis(0.50f))
        .rotateZ(Deg(240.0f));

    spheres[2] = new Object3D(&scene);
    (new Icosphere(&mesh, &shader, {0.0f, 0.0f, 1.0f}, spheres[2], &drawables))
        ->translate(Vector3::yAxis(0.75f));
    (new Icosphere(&mesh, &shader, {0.0f, 0.0f, 1.0f}, spheres[2], &drawables))
        ->translate(Vector3::yAxis(0.75f))
        .rotateZ(Deg(120.0f));
    (new Icosphere(&mesh, &shader, {0.0f, 0.0f, 1.0f}, spheres[2], &drawables))
        ->translate(Vector3::yAxis(0.75f))
        .rotateZ(Deg(240.0f));

    setSwapInterval(16);
    setMinimalLoopPeriod(40);
}
开发者ID:mosra,项目名称:magnum-examples,代码行数:62,代码来源:MotionBlurExample.cpp

示例5: 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));
}
开发者ID:NextGenIntelligence,项目名称:magnum,代码行数:71,代码来源:Compile.cpp

示例6:

CubeMap::CubeMap(const std::string& prefix, Object3D* parent, SceneGraph::DrawableGroup3D* group): Object3D(parent), SceneGraph::Drawable3D(*this, group) {
    CubeMapResourceManager& resourceManager = CubeMapResourceManager::instance();

    /* Cube mesh */
    if(!(_cube = resourceManager.get<GL::Mesh>("cube"))) {
        Trade::MeshData3D cubeData = Primitives::cubeSolid();
        MeshTools::flipFaceWinding(cubeData.indices());

        GL::Buffer* buffer = new GL::Buffer;
        buffer->setData(MeshTools::interleave(cubeData.positions(0)), GL::BufferUsage::StaticDraw);

        Containers::Array<char> indexData;
        MeshIndexType indexType;
        UnsignedInt indexStart, indexEnd;
        std::tie(indexData, indexType, indexStart, indexEnd) = MeshTools::compressIndices(cubeData.indices());

        GL::Buffer* indexBuffer = new GL::Buffer;
        indexBuffer->setData(indexData, GL::BufferUsage::StaticDraw);

        GL::Mesh* mesh = new GL::Mesh;
        mesh->setPrimitive(cubeData.primitive())
            .setCount(cubeData.indices().size())
            .addVertexBuffer(*buffer, 0, CubeMapShader::Position{})
            .setIndexBuffer(*indexBuffer, 0, indexType, indexStart, indexEnd);

        resourceManager.set("cube-buffer", buffer, ResourceDataState::Final, ResourcePolicy::Resident)
            .set("cube-index-buffer", indexBuffer, ResourceDataState::Final, ResourcePolicy::Resident)
            .set(_cube.key(), mesh, ResourceDataState::Final, ResourcePolicy::Resident);
    }

    /* Cube map texture */
    if(!(_texture = resourceManager.get<GL::CubeMapTexture>("texture"))) {
        GL::CubeMapTexture* cubeMap = new GL::CubeMapTexture;

        cubeMap->setWrapping(GL::SamplerWrapping::ClampToEdge)
            .setMagnificationFilter(GL::SamplerFilter::Linear)
            .setMinificationFilter(GL::SamplerFilter::Linear, GL::SamplerMipmap::Linear);

        Resource<Trade::AbstractImporter> importer = resourceManager.get<Trade::AbstractImporter>("jpeg-importer");

        /* Configure texture storage using size of first image */
        importer->openFile(prefix + "+x.jpg");
        Containers::Optional<Trade::ImageData2D> image = importer->image2D(0);
        CORRADE_INTERNAL_ASSERT(image);
        Vector2i size = image->size();
        cubeMap->setStorage(Math::log2(size.min())+1, GL::TextureFormat::RGB8, size)
            .setSubImage(GL::CubeMapCoordinate::PositiveX, 0, {}, *image);

        importer->openFile(prefix + "-x.jpg");
        CORRADE_INTERNAL_ASSERT_OUTPUT(image = importer->image2D(0));
        cubeMap->setSubImage(GL::CubeMapCoordinate::NegativeX, 0, {}, *image);

        importer->openFile(prefix + "+y.jpg");
        CORRADE_INTERNAL_ASSERT_OUTPUT(image = importer->image2D(0));
        cubeMap->setSubImage(GL::CubeMapCoordinate::PositiveY, 0, {}, *image);

        importer->openFile(prefix + "-y.jpg");
        CORRADE_INTERNAL_ASSERT_OUTPUT(image = importer->image2D(0));
        cubeMap->setSubImage(GL::CubeMapCoordinate::NegativeY, 0, {}, *image);

        importer->openFile(prefix + "+z.jpg");
        CORRADE_INTERNAL_ASSERT_OUTPUT(image = importer->image2D(0));
        cubeMap->setSubImage(GL::CubeMapCoordinate::PositiveZ, 0, {}, *image);

        importer->openFile(prefix + "-z.jpg");
        CORRADE_INTERNAL_ASSERT_OUTPUT(image = importer->image2D(0));
        cubeMap->setSubImage(GL::CubeMapCoordinate::NegativeZ, 0, {}, *image);

        cubeMap->generateMipmap();

        resourceManager.set(_texture.key(), cubeMap, ResourceDataState::Final, ResourcePolicy::Manual);
    }

    /* Shader */
    if(!(_shader = resourceManager.get<GL::AbstractShaderProgram, CubeMapShader>("shader")))
        resourceManager.set<GL::AbstractShaderProgram>(_shader.key(), new CubeMapShader, ResourceDataState::Final, ResourcePolicy::Manual);
}
开发者ID:Squareys,项目名称:magnum-examples,代码行数:77,代码来源:CubeMap.cpp


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