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C++ Reference::isNull方法代码示例

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


在下文中一共展示了Reference::isNull方法的13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: createMeshFromBitmaps

//! Deprecated
Mesh * MeshBuilder::createMeshFromBitmaps(const VertexDescription& vd, Util::Reference<Util::Bitmap> depth, Util::Reference<Util::Bitmap> color, Util::Reference<Util::Bitmap> normals) {
	
	Util::Reference<Util::PixelAccessor> depthAcc = Util::PixelAccessor::create(std::move(depth));
	if( depth.isNull() || depth->getPixelFormat()!=Util::PixelFormat::MONO_FLOAT ){
		WARN("createMeshFromBitmaps: unsupported depth texture format");
		return nullptr;
	}
	Util::Reference<Util::PixelAccessor> colorReader;
	if(color.isNotNull()) {
		colorReader = Util::PixelAccessor::create(std::move(color));
		if(colorReader.isNull() || (colorReader->getPixelFormat() != Util::PixelFormat::RGBA && colorReader->getPixelFormat() != Util::PixelFormat::RGB)) {
			WARN("createMeshFromBitmaps: unsupported color texture format");
			return nullptr;
		}
	}
	Util::Reference<Util::PixelAccessor> normalReader;
	if(normals.isNotNull()) {
		normalReader = Util::PixelAccessor::create(std::move(normals));
		if(normalReader.isNull()){
			WARN("createMeshFromBitmaps: unsupported normal texture format");
			return nullptr;
		}
	}
	return MeshUtils::createMeshFromBitmaps(vd,depthAcc,colorReader,normalReader);
}
开发者ID:PADrend,项目名称:Rendering,代码行数:26,代码来源:MeshBuilder.cpp

示例2: drawVector

void drawVector(RenderingContext & rc, const Geometry::Vec3 & from, const Geometry::Vec3 & to) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		mesh = new Mesh(vertexDescription, 2, 2);
		mesh->setDrawMode(Mesh::DRAW_LINES);

		MeshIndexData & id = mesh->openIndexData();
		uint32_t * indices = id.data();
		indices[0] = 0;
		indices[1] = 1;
		id.updateIndexRange();
		id.markAsChanged();
		mesh->setDataStrategy(SimpleMeshDataStrategy::getPureLocalStrategy());
	}

	MeshVertexData & vd = mesh->openVertexData();
	float * vertices = reinterpret_cast<float *> (vd.data());
	*vertices++ = from.getX(); // From
	*vertices++ = from.getY();
	*vertices++ = from.getZ();
	*vertices++ = to.getX(); // To
	*vertices++ = to.getY();
	*vertices++ = to.getZ();
	vd.updateBoundingBox();
	vd.markAsChanged();

	rc.displayMesh(mesh.get());
}
开发者ID:StanEpp,项目名称:Rendering,代码行数:30,代码来源:Draw.cpp

示例3: drawTriangle

void drawTriangle(RenderingContext & rc, const Geometry::Vec3f & vertexA, const Geometry::Vec3f & vertexB, const Geometry::Vec3f & vertexC) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		mesh = new Mesh(vertexDescription, 3, 3);

		MeshIndexData & id = mesh->openIndexData();
		uint32_t * indices = id.data();
		indices[0] = 0;
		indices[1] = 1;
		indices[2] = 2;
		id.updateIndexRange();
		id.markAsChanged();
	}

	MeshVertexData & vd = mesh->openVertexData();
	float * vertices = reinterpret_cast<float *>(vd.data());
	// First vertex
	*vertices++ = vertexA.getX();
	*vertices++ = vertexA.getY();
	*vertices++ = vertexA.getZ();
	// Second vertex
	*vertices++ = vertexB.getX();
	*vertices++ = vertexB.getY();
	*vertices++ = vertexB.getZ();
	// Third vertex
	*vertices++ = vertexC.getX();
	*vertices++ = vertexC.getY();
	*vertices++ = vertexC.getZ();
	vd.updateBoundingBox();
	vd.markAsChanged();

	rc.displayMesh(mesh.get());
}
开发者ID:StanEpp,项目名称:Rendering,代码行数:35,代码来源:Draw.cpp

示例4: drawFullScreenRect

void drawFullScreenRect(RenderingContext & rc){
	GET_GL_ERROR();

	static Geometry::Matrix4x4f projectionMatrix(Geometry::Matrix4x4f::orthographicProjection(-1, 1, -1, 1, -1, 1));
	static Geometry::Matrix4x4f modelViewMatrix;
	static Util::Reference<Mesh> mesh;
	if(mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		vertexDescription.appendTexCoord();
		MeshUtils::MeshBuilder mb(vertexDescription);
		mb.position(Geometry::Vec3f(-1,-1,0)); 	mb.texCoord0(Geometry::Vec2f(0,0));	uint32_t a = mb.addVertex();
		mb.position(Geometry::Vec3f(1,-1,0)); 	mb.texCoord0(Geometry::Vec2f(1,0));	uint32_t b = mb.addVertex();
		mb.position(Geometry::Vec3f(-1,1,0)); 	mb.texCoord0(Geometry::Vec2f(0,1));	uint32_t c = mb.addVertex();
		mb.position(Geometry::Vec3f(1,1,0)); 	mb.texCoord0(Geometry::Vec2f(1,1));	uint32_t d = mb.addVertex();
		mb.addTriangle(a, b, c);
		mb.addTriangle(c, b, d);
		mesh = mb.buildMesh();
	}

	rc.pushMatrix_cameraToClipping();
	rc.setMatrix_cameraToClipping(projectionMatrix);

	rc.pushMatrix_modelToCamera();
	rc.setMatrix_modelToCamera(modelViewMatrix);

	rc.displayMesh(mesh.get());

	rc.popMatrix_modelToCamera();
	rc.popMatrix_cameraToClipping();

	GET_GL_ERROR();
}
开发者ID:StanEpp,项目名称:Rendering,代码行数:33,代码来源:Draw.cpp

示例5: drawWireframeBox

void drawWireframeBox(RenderingContext & rc, const Geometry::Box & box) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		mesh = new Mesh(vertexDescription, 8, 16);
		mesh->setDataStrategy(SimpleMeshDataStrategy::getPureLocalStrategy());
		mesh->setDrawMode(Mesh::DRAW_LINE_STRIP);

		MeshIndexData & id = mesh->openIndexData();
		uint32_t * indices = id.data();
		/*
		 *  Corners:
		 *     6---------7
		 *    /|        /|
		 *   / |       / |
		 *  2---------3  |
		 *  |  |      |  |
		 *  |  4------|--5
		 *  | /       | /
		 *  |/        |/
		 *  0---------1
		 */
		indices[0] = 0;
		indices[1] = 2;
		indices[2] = 3;
		indices[3] = 1;
		indices[4] = 5;
		indices[5] = 7;
		indices[6] = 6;
		indices[7] = 4;
		indices[8] = 0;
		indices[9] = 1;
		indices[10] = 3;
		indices[11] = 7;
		indices[12] = 5;
		indices[13] = 4;
		indices[14] = 6;
		indices[15] = 2;
		id.updateIndexRange();
		id.markAsChanged();
	}

	MeshVertexData & vd = mesh->openVertexData();
	float * vertices = reinterpret_cast<float *>(vd.data());
	for (uint_fast8_t c = 0; c < 8; ++c) {
		const Geometry::Vec3 & corner = box.getCorner(static_cast<Geometry::corner_t> (c));
		*vertices++ = corner.getX();
		*vertices++ = corner.getY();
		*vertices++ = corner.getZ();
	}
	vd._setBoundingBox(box);
	vd.markAsChanged();

	rc.displayMesh(mesh.get());
}
开发者ID:StanEpp,项目名称:Rendering,代码行数:56,代码来源:Draw.cpp

示例6: drawGrid

void drawGrid(RenderingContext & rc, float scale) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		mesh = new Mesh(vertexDescription, 4 * 101, 4 * 101);
		mesh->setDrawMode(Mesh::DRAW_LINES);
		
		MeshVertexData & vd = mesh->openVertexData();
		float * vertices = reinterpret_cast<float *> (vd.data());
		MeshIndexData & id = mesh->openIndexData();
		uint32_t * indices = id.data();
		uint32_t nextIndex = 0;
		const float step = 1.0f / 100.0f;
		for (uint_fast8_t line = 0; line < 101; ++line) {
			const float pos = -0.5f + static_cast<float> (line) * step;

			*vertices++ = -0.5f;
			*vertices++ = 0.0f;
			*vertices++ = pos;

			*vertices++ = 0.5f;
			*vertices++ = 0.0f;
			*vertices++ = pos;

			*indices++ = nextIndex++;
			*indices++ = nextIndex++;

			*vertices++ = pos;
			*vertices++ = 0.0f;
			*vertices++ = -0.5f;

			*vertices++ = pos;
			*vertices++ = 0.0f;
			*vertices++ = 0.5f;

			*indices++ = nextIndex++;
			*indices++ = nextIndex++;

		}
		vd.updateBoundingBox();
		vd.markAsChanged();
		id.updateIndexRange();
		id.markAsChanged();
	}

	Geometry::Matrix4x4 matrix;
	matrix.scale(scale);
	rc.pushMatrix_modelToCamera();
	rc.multMatrix_modelToCamera(matrix);
	rc.displayMesh(mesh.get());
	rc.popMatrix_modelToCamera();
}
开发者ID:MeisterYeti,项目名称:Rendering,代码行数:53,代码来源:DrawCompound.cpp

示例7: drawFrustum

void drawFrustum(RenderingContext & rc, const Geometry::Frustum & frustum, const Util::Color4f & color, float lineWidth) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		mesh = new Mesh(vertexDescription, 8, 16);
		mesh->setDrawMode(Mesh::DRAW_LINE_STRIP);

		MeshIndexData & id = mesh->openIndexData();
		uint32_t * indices = id.data();
		indices[0] = 0;
		indices[1] = 2;
		indices[2] = 3;
		indices[3] = 1;
		indices[4] = 5;
		indices[5] = 7;
		indices[6] = 6;
		indices[7] = 4;
		indices[8] = 0;
		indices[9] = 1;
		indices[10] = 3;
		indices[11] = 7;
		indices[12] = 5;
		indices[13] = 4;
		indices[14] = 6;
		indices[15] = 2;
		id.updateIndexRange();
	}

	MeshVertexData & vd = mesh->openVertexData();
	float * vertices = reinterpret_cast<float *>(vd.data());
	for (uint_fast8_t c = 0; c < 8; ++c) {
		const Geometry::Vec3 & corner = frustum[static_cast<Geometry::corner_t> (c)];
		*vertices++ = corner.getX();
		*vertices++ = corner.getY();
		*vertices++ = corner.getZ();
	}
	vd.updateBoundingBox();
	vd.markAsChanged();

	rc.pushAndSetLine(lineWidth);
	rc.pushAndSetLighting(LightingParameters(false));
	rc.pushAndSetColorMaterial(color);
	rc.displayMesh(mesh.get());
	rc.popMaterial();
	rc.popLighting();
	rc.popLine();
}
开发者ID:MeisterYeti,项目名称:Rendering,代码行数:48,代码来源:DrawCompound.cpp

示例8: drawBox

void drawBox(RenderingContext & rc, const Geometry::Box & box) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		vertexDescription.appendNormalFloat();
		const Geometry::Box unitBox(Geometry::Vec3(-0.5f, -0.5f, -0.5f), Geometry::Vec3(0.5f, 0.5f, 0.5f));
		mesh = MeshUtils::MeshBuilder::createBox(vertexDescription, unitBox);
	}

	Geometry::Matrix4x4 matrix;
	matrix.translate(box.getCenter());
	matrix.scale(box.getExtentX(), box.getExtentY(), box.getExtentZ());
	rc.pushMatrix_modelToCamera();
	rc.multMatrix_modelToCamera(matrix);
	rc.displayMesh(mesh.get());
	rc.popMatrix_modelToCamera();
}
开发者ID:StanEpp,项目名称:Rendering,代码行数:18,代码来源:Draw.cpp

示例9: drawRect

void drawRect(RenderingContext & rc, const Geometry::Rect & rect) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition2D();
		mesh = new Mesh(vertexDescription, 4, 6);
		mesh->setDrawMode(Mesh::DRAW_TRIANGLES);

		MeshVertexData & vd = mesh->openVertexData();
		float * vertices = reinterpret_cast<float *> (vd.data());
		*vertices++ = 0.0f; // Bottom left
		*vertices++ = 0.0f;
		*vertices++ = 1.0f; // Bottom right
		*vertices++ = 0.0f;
		*vertices++ = 1.0f; // Top right
		*vertices++ = 1.0f;
		*vertices++ = 0.0f; // Top left
		*vertices++ = 1.0f;
		vd.updateBoundingBox();
		vd.markAsChanged();

		MeshIndexData & id = mesh->openIndexData();
		uint32_t * indices = id.data();
		indices[0] = 0;
		indices[1] = 2;
		indices[2] = 1;
		indices[3] = 0;
		indices[4] = 3;
		indices[5] = 2;
		id.updateIndexRange();
		id.markAsChanged();
	}

	Geometry::Matrix4x4 matrix;
	matrix.translate(rect.getX(), rect.getY(), 0.0f);
	matrix.scale(rect.getWidth(), rect.getHeight(), 1.0f);
	rc.pushMatrix_modelToCamera();
	rc.multMatrix_modelToCamera(matrix);
	rc.displayMesh(mesh.get());
	rc.popMatrix_modelToCamera();
}
开发者ID:StanEpp,项目名称:Rendering,代码行数:41,代码来源:Draw.cpp

示例10: drawCamera

void drawCamera(RenderingContext & rc, const Util::Color4f & color) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		std::deque<Mesh *> meshes;
		std::deque<Geometry::Matrix4x4f> transformations;

		{
			VertexDescription vertexDescription;
			vertexDescription.appendPosition3D();
			vertexDescription.appendNormalFloat();
			Geometry::Box box(Geometry::Vec3f(0.0f, 0.0f, 0.1f), 0.2f, 0.5f, 0.8f);
			meshes.push_back(MeshUtils::MeshBuilder::createBox(vertexDescription, box));
			transformations.push_back(Geometry::Matrix4x4());
		}
		{
			// Lens
			meshes.push_back(MeshUtils::MeshBuilder::createConicalFrustum(0.1f, 0.25f, 0.2f, 16));
			Geometry::Matrix4x4f mat;
			mat.translate(0.0f, 0.0f, -0.3f);
			mat.rotate_deg(90.0f, 0.0f, 1.0f, 0.0f);
			transformations.push_back(mat);
		}
		{
			// Lens cap
			meshes.push_back(MeshUtils::MeshBuilder::createDiscSector(0.25f, 16));
			Geometry::Matrix4x4f mat;
			mat.translate(0.0f, 0.0f, -0.5f);
			mat.rotate_deg(-90.0f, 0.0f, 1.0f, 0.0f);
			transformations.push_back(mat);
		}

		{
			// First film reel
			meshes.push_back(MeshUtils::MeshBuilder::createConicalFrustum(0.2f, 0.2f, 0.1f, 16));
			Geometry::Matrix4x4f mat;
			mat.translate(-0.05f, 0.45f, -0.1f);
			transformations.push_back(mat);
		}
		{
			meshes.push_back(MeshUtils::MeshBuilder::createDiscSector(0.2f, 16));
			Geometry::Matrix4x4f mat;
			mat.translate(-0.05f, 0.45f, -0.1f);
			transformations.push_back(mat);
		}
		{
			meshes.push_back(MeshUtils::MeshBuilder::createDiscSector(0.2f, 16));
			Geometry::Matrix4x4f mat;
			mat.translate(0.05f, 0.45f, -0.1f);
			mat.rotate_deg(180.0f, 0.0f, 1.0f, 0.0f);
			transformations.push_back(mat);
		}

		{
			// Second film reel
			meshes.push_back(MeshUtils::MeshBuilder::createConicalFrustum(0.2f, 0.2f, 0.1f, 16));
			Geometry::Matrix4x4f mat;
			mat.translate(-0.05f, 0.45f, 0.3f);
			transformations.push_back(mat);
		}
		{
			meshes.push_back(MeshUtils::MeshBuilder::createDiscSector(0.2f, 16));
			Geometry::Matrix4x4f mat;
			mat.translate(-0.05f, 0.45f, 0.3f);
			transformations.push_back(mat);
		}
		{
			meshes.push_back(MeshUtils::MeshBuilder::createDiscSector(0.2f, 16));
			Geometry::Matrix4x4f mat;
			mat.translate(0.05f, 0.45f, 0.3f);
			mat.rotate_deg(180.0f, 0.0f, 1.0f, 0.0f);
			transformations.push_back(mat);
		}

		mesh = MeshUtils::combineMeshes(meshes, transformations);
	}

	rc.pushAndSetLighting(LightingParameters(false));
	rc.pushAndSetColorMaterial(Util::Color4f(color));
	rc.displayMesh(mesh.get());
	rc.popMaterial();
	rc.popLighting();
}
开发者ID:MeisterYeti,项目名称:Rendering,代码行数:82,代码来源:DrawCompound.cpp

示例11: drawCoordSys

void drawCoordSys(RenderingContext & rc, float scale) {
	static Util::Reference<Mesh> arrow;
	static Util::Reference<Mesh> sphere;
	static Util::Reference<Mesh> charX;
	static Util::Reference<Mesh> charY;
	static Util::Reference<Mesh> charZ;
	const float radius = 0.025f;
	if (arrow.isNull()) {
		std::deque<Mesh *> meshes;
		std::deque<Geometry::Matrix4x4> transformations;

		Geometry::Matrix4x4 transform;

		meshes.push_back(MeshUtils::MeshBuilder::createConicalFrustum(radius, radius, 0.7f, 16));
		transformations.push_back(transform);

		meshes.push_back(MeshUtils::MeshBuilder::createConicalFrustum(radius, 2.0f * radius, 0.01f, 16));
		transform.translate(0.7f, 0.0f, 0.0f);
		transformations.push_back(transform);

		meshes.push_back(MeshUtils::MeshBuilder::createCone(2.0f * radius, 0.29f, 16));
		transform.translate(0.01f, 0.0f, 0.0f);
		transformations.push_back(transform);

		arrow = MeshUtils::combineMeshes(meshes, transformations);
		MeshUtils::optimizeIndices(arrow.get());

		while (!meshes.empty()) {
			delete meshes.back();
			meshes.pop_back();
		}
	}
	if (sphere.isNull()) {
		Util::Reference<Mesh> icosahedron = MeshUtils::PlatonicSolids::createIcosahedron();
		sphere = MeshUtils::PlatonicSolids::createEdgeSubdivisionSphere(icosahedron.get(), 2);
		Geometry::Matrix4x4 transform;
		transform.scale(1.1f * radius);
		MeshUtils::transform(sphere.get()->openVertexData(), transform);
	}
	if(charX.isNull()) {
		std::deque<Mesh *> meshes;
		std::deque<Geometry::Matrix4x4> transformations;

		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		vertexDescription.appendNormalFloat();

		const Geometry::Box box(Geometry::Vec3f(0.0f, 0.0f, 0.0f), 0.02f, 0.2f, 0.05f);
		{
			meshes.push_back(MeshUtils::MeshBuilder::createBox(vertexDescription, box));
			Geometry::Matrix4x4 transform;
			transform.translate(1.2f, 0.0f, 0.0f);
			transform.rotate_deg(30.0f, 0.0f, 0.0f, -1.0f);
			transformations.push_back(transform);
		}
		{
			meshes.push_back(MeshUtils::MeshBuilder::createBox(vertexDescription, box));
			Geometry::Matrix4x4 transform;
			transform.translate(1.2f, 0.0f, 0.0f);
			transform.rotate_deg(-30.0f, 0.0f, 0.0f, -1.0f);
			transformations.push_back(transform);
		}
		charX = MeshUtils::combineMeshes(meshes, transformations);
		MeshUtils::optimizeIndices(charX.get());

		while(!meshes.empty()) {
			delete meshes.back();
			meshes.pop_back();
		}
	}
	if(charY.isNull()) {
		std::deque<Mesh *> meshes;
		std::deque<Geometry::Matrix4x4> transformations;

		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		vertexDescription.appendNormalFloat();

		const Geometry::Box box(Geometry::Vec3f(0.0f, 0.0f, 0.0f), 0.02f, 0.1f, 0.05f);
		{
			meshes.push_back(MeshUtils::MeshBuilder::createBox(vertexDescription, box));
			Geometry::Matrix4x4 transform;
			transform.translate(0.025f, 0.045f, 0.0f);
			transform.rotate_deg(30.0f, 0.0f, 0.0f, -1.0f);
			transformations.push_back(transform);
		}
		{
			meshes.push_back(MeshUtils::MeshBuilder::createBox(vertexDescription, box));
			Geometry::Matrix4x4 transform;
			transform.translate(-0.025f, 0.045f, 0.0f);
			transform.rotate_deg(-30.0f, 0.0f, 0.0f, -1.0f);
			transformations.push_back(transform);
		}
		{
			meshes.push_back(MeshUtils::MeshBuilder::createBox(vertexDescription, box));
			Geometry::Matrix4x4 transform;
			transform.translate(0.0f, -0.045f, 0.0f);
			transformations.push_back(transform);
		}
		charY = MeshUtils::combineMeshes(meshes, transformations);
//.........这里部分代码省略.........
开发者ID:MeisterYeti,项目名称:Rendering,代码行数:101,代码来源:DrawCompound.cpp

示例12: doEnableState


//.........这里部分代码省略.........
														"-dir_x0_y0_z1", "-dir_x0_y0_z-1" };
			for (auto & dmDirectionString : dmDirectionStrings) {
				Util::GenericAttribute * attrib = currentCell->getAttribute("DepthMesh" + dmDirectionString);
				if (attrib == nullptr) {
					continue;
				}
				Util::FileName dmMeshPath(attrib->toString());
				Util::Reference<Rendering::Mesh> dmMesh;
#ifdef MINSG_EXT_OUTOFCORE
				Util::GenericAttribute * bbAttrib = currentCell->getAttribute("DepthMesh" + dmDirectionString + "-bounds");
				if (bbAttrib == nullptr) {
					WARN("Found depth mesh with no bounding box.");
					continue;
				}

				std::vector<float> bbValues = Util::StringUtils::toFloats(bbAttrib->toString());
				FAIL_IF(bbValues.size() != 6);
				const Geometry::Box meshBB(Geometry::Vec3(bbValues[0], bbValues[1], bbValues[2]), bbValues[3], bbValues[4], bbValues[5]);

				dmMesh = OutOfCore::addMesh(dmMeshPath, meshBB);
#else /* MINSG_EXT_OUTOFCORE */
				dmMesh = Rendering::Serialization::loadMesh(dmMeshPath);
#endif /* MINSG_EXT_OUTOFCORE */
				depthMeshes.emplace_back(dmMesh);
				// Count the depth mesh here already.
				renderedTriangles += dmMesh->getPrimitiveCount();

				Util::GenericAttribute * texAttrib = currentCell->getAttribute("Texture" + dmDirectionString);
				if (texAttrib == nullptr) {
					continue;
				}
				Util::FileName texturePath(texAttrib->toString());
				Util::Reference<Rendering::Texture> texture = Rendering::Serialization::loadTexture(texturePath);
				if (texture.isNull()) {
					WARN("Loading texture for depth mesh failed.");
					continue;
				}
				textures.emplace_back(texture);
			}
		}
	}

	const Geometry::Frustum & frustum = context.getCamera()->getFrustum();
	holdObjects.clear();
	holdObjects.reserve(objects.size());

	std::sort(objects.begin(), objects.end());
	for(const auto & ratioObjectPair : objects) {
		object_ptr o = ratioObjectPair.second;
#ifdef MINSG_EXT_OUTOFCORE
		OutOfCore::getCacheManager().setUserPriority(o->getMesh(), 5);
#endif /* MINSG_EXT_OUTOFCORE */
		
		if (conditionalFrustumTest(frustum, o->getWorldBB(), rp)) {
			// [AccumRendering]
			// skip geometry rendered in the last frame
			if(renderedTriangles<startRuntime){
				renderedTriangles += o->getTriangleCount();
				continue;
			}
			// ----

			if (debugOutput) {
				debugDisplay(renderedTriangles, o, context, rp);
			} else {
				context.displayNode(o, rp);
开发者ID:PADrend,项目名称:MinSG,代码行数:67,代码来源:VisibilitySubdivisionRenderer.cpp

示例13: drawQuad

void drawQuad(RenderingContext & rc, const Geometry::Vec3 & lowerLeft, const Geometry::Vec3 & lowerRight, const Geometry::Vec3 & upperRight,
				const Geometry::Vec3 & upperLeft) {
	static Util::Reference<Mesh> mesh;
	if (mesh.isNull()) {
		VertexDescription vertexDescription;
		vertexDescription.appendPosition3D();
		vertexDescription.appendNormalFloat();
		vertexDescription.appendTexCoord();
		mesh = new Mesh(vertexDescription, 4, 6);

		MeshIndexData & id = mesh->openIndexData();
		uint32_t * indices = id.data();
		indices[0] = 0;
		indices[1] = 1;
		indices[2] = 2;
		indices[3] = 0;
		indices[4] = 2;
		indices[5] = 3;
		id.updateIndexRange();
		id.markAsChanged();
	}
	const Geometry::Vec3 edgeA = lowerRight - lowerLeft;
	const Geometry::Vec3 edgeB = upperLeft - lowerLeft;
	Geometry::Vec3 normal = edgeA.cross(edgeB);
	normal.normalize();

	MeshVertexData & vd = mesh->openVertexData();
	float * vertices = reinterpret_cast<float *> (vd.data());
	// Lower left
	*vertices++ = lowerLeft.getX();
	*vertices++ = lowerLeft.getY();
	*vertices++ = lowerLeft.getZ();
	*vertices++ = normal.getX();
	*vertices++ = normal.getY();
	*vertices++ = normal.getZ();
	*vertices++ = 0.0f;
	*vertices++ = 0.0f;
	// Lower right
	*vertices++ = lowerRight.getX();
	*vertices++ = lowerRight.getY();
	*vertices++ = lowerRight.getZ();
	*vertices++ = normal.getX();
	*vertices++ = normal.getY();
	*vertices++ = normal.getZ();
	*vertices++ = 1.0f;
	*vertices++ = 0.0f;
	// Upper right
	*vertices++ = upperRight.getX();
	*vertices++ = upperRight.getY();
	*vertices++ = upperRight.getZ();
	*vertices++ = normal.getX();
	*vertices++ = normal.getY();
	*vertices++ = normal.getZ();
	*vertices++ = 1.0f;
	*vertices++ = 1.0f;
	// Upper left
	*vertices++ = upperLeft.getX();
	*vertices++ = upperLeft.getY();
	*vertices++ = upperLeft.getZ();
	*vertices++ = normal.getX();
	*vertices++ = normal.getY();
	*vertices++ = normal.getZ();
	*vertices++ = 0.0f;
	*vertices++ = 1.0f;
	vd.updateBoundingBox();
	vd.markAsChanged();

	rc.displayMesh(mesh.get());
}
开发者ID:StanEpp,项目名称:Rendering,代码行数:69,代码来源:Draw.cpp


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