本文整理汇总了C++中trade::MeshData3D::textureCoords2D方法的典型用法代码示例。如果您正苦于以下问题:C++ MeshData3D::textureCoords2D方法的具体用法?C++ MeshData3D::textureCoords2D怎么用?C++ MeshData3D::textureCoords2D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::textureCoords2D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: 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2: withTextureCoords
void UVSphereTest::withTextureCoords() {
Trade::MeshData3D sphere = UVSphere::solid(3, 3, UVSphere::TextureCoords::Generate);
CORRADE_COMPARE_AS(*sphere.positions(0), (std::vector<Vector3>{
{0.0f, -1.0f, 0.0f},
{0.0f, -0.5f, 0.866025f},
{0.75f, -0.5f, -0.433013f},
{-0.75f, -0.5f, -0.433013f},
{0.0f, -0.5f, 0.866025f},
{0.0f, 0.5f, 0.866025f},
{0.75f, 0.5f, -0.433013f},
{-0.75f, 0.5f, -0.433013f},
{0.0f, 0.5f, 0.866025f},
{0.0f, 1.0f, 0.0f}
}), TestSuite::Compare::Container);
CORRADE_COMPARE_AS(*sphere.textureCoords2D(0), (std::vector<Vector2>{
{0.5f, 0.0f},
{0.0f, 0.333333f},
{0.333333f, 0.333333f},
{0.666667f, 0.333333f},
{1.0f, 0.333333f},
{0.0f, 0.666667f},
{0.333333f, 0.666667f},
{0.666667f, 0.666667f},
{1.0f, 0.666667f},
{0.5f, 1.0f}
}), TestSuite::Compare::Container);
CORRADE_COMPARE_AS(*sphere.indices(), (std::vector<UnsignedInt>{
0, 2, 1, 0, 3, 2, 0, 4, 3,
1, 2, 6, 1, 6, 5, 2, 3, 7, 2, 7, 6, 3, 4, 8, 3, 8, 7,
5, 6, 9, 6, 7, 9, 7, 8, 9
}), TestSuite::Compare::Container);
}
示例3: withTextureCoordsAndCaps
void CylinderTest::withTextureCoordsAndCaps() {
Trade::MeshData3D cylinder = Cylinder::solid(2, 3, 3.0f, Cylinder::Flag::GenerateTextureCoords|Cylinder::Flag::CapEnds);
CORRADE_COMPARE_AS(*cylinder.positions(0), (std::vector<Vector3>{
{0.0f, -1.5f, 0.0f},
{0.0f, -1.5f, 1.0f},
{0.866025f, -1.5f, -0.5f},
{-0.866025f, -1.5f, -0.5f},
{0.0f, -1.5f, 1.0f},
{0.0f, -1.5f, 1.0f},
{0.866025f, -1.5f, -0.5f},
{-0.866025f, -1.5f, -0.5f},
{0.0f, -1.5f, 1.0f},
{0.0f, 0.0f, 1.0f},
{0.866025f, 0.0f, -0.5f},
{-0.866025f, 0.0f, -0.5f},
{0.0f, 0.0f, 1.0f},
{0.0f, 1.5f, 1.0f},
{0.866025f, 1.5f, -0.5f},
{-0.866025f, 1.5f, -0.5f},
{0.0f, 1.5f, 1.0f},
{0.0f, 1.5f, 1.0f},
{0.866025f, 1.5f, -0.5f},
{-0.866025f, 1.5f, -0.5f},
{0.0f, 1.5f, 1.0f},
{0.0f, 1.5f, 0.0f}
}), Container);
CORRADE_COMPARE_AS(*cylinder.normals(0), (std::vector<Vector3>{
{0.0f, -1.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{0.0f, -1.0f, 0.0f},
{0.0f, 0.0f, 1.0f},
{0.866025f, 0.0f, -0.5f},
{-0.866025f, 0.0f, -0.5f},
{0.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f},
{0.866025f, 0.0f, -0.5f},
{-0.866025f, 0.0f, -0.5f},
{0.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f},
{0.866025f, 0.0f, -0.5f},
{-0.866025f, 0.0f, -0.5f},
{0.0f, 0.0f, 1.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f},
}), Container);
CORRADE_COMPARE_AS(*cylinder.textureCoords2D(0), (std::vector<Vector2>{
{0.5f, 0.0f},
{0.0f, 0.2f},
{0.333333f, 0.2f},
{0.666667f, 0.2f},
{1.0f, 0.2f},
{0.0f, 0.2f},
{0.333333f, 0.2f},
{0.666667f, 0.2f},
{1.0f, 0.2f},
{0.0f, 0.5f},
{0.333333f, 0.5f},
{0.666667f, 0.5f},
{1.0f, 0.5f},
{0.0f, 0.8f},
{0.333333f, 0.8f},
{0.666667f, 0.8f},
{1.0f, 0.8f},
{0.0f, 0.8f},
{0.333333f, 0.8f},
{0.666667f, 0.8f},
{1.0f, 0.8f},
{0.5f, 1.0f}
}), Container);
CORRADE_COMPARE_AS(*cylinder.indices(), (std::vector<UnsignedInt>{
0, 2, 1, 0, 3, 2, 0, 4, 3,
1, 2, 6, 1, 6, 5, 2, 3, 7, 2, 7, 6, 3, 4, 8, 3, 8, 7,
5, 6, 10, 5, 10, 9, 6, 7, 11, 6, 11, 10, 7, 8, 12, 7,
//.........这里部分代码省略.........
示例4:
void CapsuleTest::solid3DWithTextureCoords() {
Trade::MeshData3D capsule = Capsule3D::solid(2, 2, 3, 0.5f, Capsule3D::TextureCoords::Generate);
CORRADE_COMPARE_AS(capsule.positions(0), (std::vector<Vector3>{
{0.0f, -1.5f, 0.0f},
{0.0f, -1.20711f, 0.707107f},
{0.612372f, -1.20711f, -0.353553f},
{-0.612373f, -1.20711f, -0.353553f},
{0.0f, -1.20711f, 0.707107f},
{0.0f, -0.5f, 1.0f},
{0.866025f, -0.5f, -0.5f},
{-0.866025f, -0.5f, -0.5f},
{0.0f, -0.5f, 1.0f},
{0.0f, 0.0f, 1.0f},
{0.866025f, 0.0f, -0.5f},
{-0.866025f, 0.0f, -0.5f},
{0.0f, 0.0f, 1.0f},
{0.0f, 0.5f, 1.0f},
{0.866025f, 0.5f, -0.5f},
{-0.866025f, 0.5f, -0.5f},
{0.0f, 0.5f, 1.0f},
{0.0f, 1.20711f, 0.707107f},
{0.612372f, 1.20711f, -0.353553f},
{-0.612372f, 1.20711f, -0.353553f},
{0.0f, 1.20711f, 0.707107f},
{0.0f, 1.5f, 0.0f}
}), TestSuite::Compare::Container);
CORRADE_COMPARE_AS(capsule.textureCoords2D(0), (std::vector<Vector2>{
{0.5f, 0.0f},
{0.0f, 0.166667f},
{0.333333f, 0.166667f},
{0.666667f, 0.166667f},
{1.0f, 0.166667f},
{0.0f, 0.333333f},
{0.333333f, 0.333333f},
{0.666667f, 0.333333f},
{1.0f, 0.333333f},
{0.0f, 0.5f},
{0.333333f, 0.5f},
{0.666667f, 0.5f},
{1.0f, 0.5f},
{0.0f, 0.666667f},
{0.333333f, 0.666667f},
{0.666667f, 0.666667f},
{1.0f, 0.666667f},
{0.0f, 0.833333f},
{0.333333f, 0.833333f},
{0.666667f, 0.833333f},
{1.0f, 0.833333f},
{0.5f, 1.0f}
}), TestSuite::Compare::Container);
CORRADE_COMPARE_AS(capsule.indices(), (std::vector<UnsignedInt>{
0, 2, 1, 0, 3, 2, 0, 4, 3,
1, 2, 6, 1, 6, 5, 2, 3, 7, 2, 7, 6, 3, 4, 8, 3, 8, 7,
5, 6, 10, 5, 10, 9, 6, 7, 11, 6, 11, 10, 7, 8, 12, 7, 12, 11,
9, 10, 14, 9, 14, 13, 10, 11, 15, 10, 15, 14, 11, 12, 16, 11, 16, 15,
13, 14, 18, 13, 18, 17, 14, 15, 19, 14, 19, 18, 15, 16, 20, 15, 20, 19,
17, 18, 21, 18, 19, 21, 19, 20, 21
}), TestSuite::Compare::Container);
}
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));
}