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类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});
}
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");
}
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);
}
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);
}
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));
}
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);
}