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C++ Reference::openIndexData方法代码示例

本文整理汇总了C++中util::Reference::openIndexData方法的典型用法代码示例。如果您正苦于以下问题:C++ Reference::openIndexData方法的具体用法?C++ Reference::openIndexData怎么用?C++ Reference::openIndexData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::openIndexData方法的9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: 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2: 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3: 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4: 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5: 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6: 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7: operator

void ParticlePointRenderer::operator()(ParticleSystemNode* psys, FrameContext & context, const RenderParam & rp /* = 0 */) {
	if ( (rp.getFlag(NO_GEOMETRY)) )
		return;

	// render particles
	std::vector<Particle> & particles = psys->getParticles();
	uint32_t count = psys->getParticleCount();

	Rendering::VertexDescription vertexDesc;
	const Rendering::VertexAttribute & posAttrib = vertexDesc.appendPosition3D();
	const Rendering::VertexAttribute & colorAttrib = vertexDesc.appendColorRGBAByte();
	// The usage of a cache for the mesh has been tested. Reusing a preallocated mesh is not faster.
	Util::Reference<Rendering::Mesh> mesh = new Rendering::Mesh(vertexDesc, count, count);
	mesh->setDataStrategy(Rendering::SimpleMeshDataStrategy::getPureLocalStrategy());
	mesh->setDrawMode(Rendering::Mesh::DRAW_POINTS);
//	mesh->setUseIndexData(false);
	Rendering::MeshIndexData & indexData = mesh->openIndexData();
	Rendering::MeshVertexData & vertexData = mesh->openVertexData();
	Util::Reference<Rendering::PositionAttributeAccessor> positionAccessor = Rendering::PositionAttributeAccessor::create(vertexData, posAttrib.getNameId());
	Util::Reference<Rendering::ColorAttributeAccessor> colorAccessor = Rendering::ColorAttributeAccessor::create(vertexData, colorAttrib.getNameId());
	uint32_t * indices = indexData.data();

	for(uint_fast32_t index = 0; index < count; ++index) {
		const Particle & p = particles[index];

		colorAccessor->setColor(index, p.color);
		positionAccessor->setPosition(index, p.position);

		*indices++ = index;
	}

	indexData.markAsChanged();
	indexData.updateIndexRange();
	vertexData.markAsChanged();
	vertexData.updateBoundingBox();
	context.displayMesh(mesh.get());
}
开发者ID:MeisterYeti,项目名称:MinSG,代码行数:37,代码来源:ParticleRenderer.cpp

示例8: 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

示例9: test_OutOfCore

int test_OutOfCore() {
#ifdef MINSG_EXT_OUTOFCORE
	const bool verbose = true;

	// Tests for MinSG::OutOfCore::CacheObjectPriority
	if(sizeof(MinSG::OutOfCore::CacheObjectPriority) != 8) {
		return EXIT_FAILURE;
	}
	if(!(MinSG::OutOfCore::CacheObjectPriority(1, 2, 3) == MinSG::OutOfCore::CacheObjectPriority(1, 2, 3))) {
		return EXIT_FAILURE;
	}
	if(!(MinSG::OutOfCore::CacheObjectPriority(1, 100, 100) < MinSG::OutOfCore::CacheObjectPriority(2, 0, 0))) {
		return EXIT_FAILURE;
	}
	if(!(MinSG::OutOfCore::CacheObjectPriority(2, 1, 100) < MinSG::OutOfCore::CacheObjectPriority(2, 2, 0))) {
		return EXIT_FAILURE;
	}
	if(!(MinSG::OutOfCore::CacheObjectPriority(2, 2, 1) < MinSG::OutOfCore::CacheObjectPriority(2, 2, 2))) {
		return EXIT_FAILURE;
	}

	std::default_random_engine engine;
	std::uniform_int_distribution<std::size_t> vertexCountDist(10, 1000);
	const uint32_t numMeshes = 30000;
	const Util::TemporaryDirectory tempDir("MinSGTest_OutOfCore");
	
	// Create empty meshes and save them into a subdirectory.
	{
		Rendering::VertexDescription vertexDesc;
		vertexDesc.appendPosition3D();
		
		for(uint_fast32_t i = 0; i < numMeshes; ++i) {
			Util::Reference<Rendering::Mesh> mesh = new Rendering::Mesh(vertexDesc, vertexCountDist(engine), 64);
			Rendering::MeshVertexData & vertexData = mesh->openVertexData();
			std::fill_n(vertexData.data(), vertexData.dataSize(), 0);
			vertexData.markAsChanged();
			Rendering::MeshIndexData & indexData = mesh->openIndexData();
			std::fill_n(indexData.data(), indexData.getIndexCount(), 0);
			indexData.markAsChanged();
			const std::string numberString = Util::StringUtils::toString<uint32_t>(i);
			Rendering::Serialization::saveMesh(mesh.get(), Util::FileName(tempDir.getPath().getDir() + numberString + ".mmf"));
		}
	}
	
	// Set up the OutOfCore system.
	MinSG::FrameContext frameContext;
	
	MinSG::OutOfCore::setUp(frameContext);

	MinSG::OutOfCore::CacheManager & manager = MinSG::OutOfCore::getCacheManager();
	manager.addCacheLevel(MinSG::OutOfCore::CacheLevelType::FILE_SYSTEM, 0);
	manager.addCacheLevel(MinSG::OutOfCore::CacheLevelType::FILES, 512 * kibibyte);
	manager.addCacheLevel(MinSG::OutOfCore::CacheLevelType::MAIN_MEMORY, 256 * kibibyte);
	
	Util::Timer addTimer;
	addTimer.reset();
	std::cout << "Adding meshes ..." << std::flush;
	
	// Add the meshes to the OutOfCore system.
	std::vector<Util::Reference<Rendering::Mesh> > meshes;
	meshes.reserve(numMeshes);
	static const Geometry::Box boundingBox(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
	for(uint_fast32_t i = 0; i < numMeshes; ++i) {
		const std::string numberString = Util::StringUtils::toString<uint32_t>(i);
		meshes.push_back(MinSG::OutOfCore::addMesh(Util::FileName(tempDir.getPath().getDir() + numberString + ".mmf"), boundingBox));
	}
	
	manager.trigger();
	
	addTimer.stop();
	std::cout << " done (" << addTimer.getSeconds() << " s)" << std::endl;
	
	Util::Timer displayTimer;
	Util::Timer assureLocalTimer;
	Util::Timer overallTimer;
	overallTimer.reset();

	uint32_t frame = 0;

	{
		// Simulate frames to get the OutOfCore system working.
		std::uniform_int_distribution<std::size_t> indexDist(0, meshes.size() - 1);
		for(; frame < 10; ++frame) {
			std::cout << "Executing frame " << frame << " ..." << std::flush;
			frameContext.beginFrame();
			displayTimer.reset();
			// Simulate display of meshes to change the priorities of the system.
			for(uint32_t i = 0; i < meshes.size() / 2; ++i) {
				const uint32_t meshIndex = indexDist(engine);
				Rendering::Mesh * mesh = meshes[meshIndex].get();
				manager.meshDisplay(mesh);
			}
			manager.trigger();
			displayTimer.stop();
			assureLocalTimer.reset();
			for(uint32_t i = 0; i < 10; ++i) {
				const uint32_t meshIndex = indexDist(engine);
				
				Rendering::Mesh * mesh = meshes[meshIndex].get();
				const Rendering::MeshVertexData & vd = mesh->openVertexData();
//.........这里部分代码省略.........
开发者ID:MeisterYeti,项目名称:MinSG,代码行数:101,代码来源:test_OutOfCore.cpp


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