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自学教程:C++ CreateVertexBuffer函数代码示例

51自学网 2021-06-01 20:15:21
  C++
这篇教程C++ CreateVertexBuffer函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中CreateVertexBuffer函数的典型用法代码示例。如果您正苦于以下问题:C++ CreateVertexBuffer函数的具体用法?C++ CreateVertexBuffer怎么用?C++ CreateVertexBuffer使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了CreateVertexBuffer函数的30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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: CreateVertexBuffer

Slider::Slider(Rect slider_rect, float _minValue, float _maxValue, float _value, char* slider_id, SliderStyle *slider_style){	if(slider_style == NULL)		style = &gDefaultSliderStyle;	else		style = slider_style;	id = slider_id;	rect = slider_rect;	screenRect = rect;	D3DVIEWPORT9 viewPort = gEngine->GetDriver()->GetViewPort(0);	screenRect.TransLate(viewPort.X, viewPort.Y);	minValue = _minValue;	maxValue = _maxValue;	value = _value;	if(value < minValue)		value = minValue;	if(value > maxValue)		value = maxValue;	CreateVertexBuffer();}
开发者ID:SinYocto,项目名称:Zee,代码行数:25,


示例2:

bool eae6320::Graphics::Mesh::LoadGraphicsMeshData(){	o_direct3dDevice = eae6320::Graphics::GetLocalDirect3dDevice();	//o_vertexDeclaration = m_vertexDeclaration;	//o_vertexBuffer = m_vertexBuffer;	//o_indexBuffer = m_indexBuffer;	//o_vertexData = m_vertexData;	//o_indexData = m_indexData;	//o_vertexCount = m_vertexCount;	//o_indexCount = m_indexCount;	if (!CreateVertexBuffer())	{		return false;	}	if (!CreateIndexBuffer())	{		return false;	}	return true;}
开发者ID:hardit826,项目名称:Game-Engineering-3,代码行数:25,


示例3: window

Application::Application() :	window(new Window(1280, 720, L"testerata!")),	device(new D3D12Device(*window)),	frameQueueIndex(0){	// Create a command allocator for every inflight-frame	for (int i = 0; i < D3D12Device::MAX_FRAMES_INFLIGHT; ++i)	{		if (FAILED(device->GetD3D12Device()->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator[i]))))			CRITICAL_ERROR("Failed to create command list allocator.");	}	// Create the command list.	if (FAILED(device->GetD3D12Device()->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator[frameQueueIndex].Get(), pso.Get(), IID_PPV_ARGS(&commandList))))		CRITICAL_ERROR("Failed to create command list");	commandList->Close();	CreateRootSignature();	CreatePSO();	CreateVertexBuffer();	CreateTextures();	// Configure viewport and scissor rect.	viewport.TopLeftX = 0.0f;	viewport.TopLeftY = 0.0f;	viewport.Width = static_cast<float>(window->GetWidth());	viewport.Height = static_cast<float>(window->GetHeight());	viewport.MinDepth = 0.0f;	viewport.MaxDepth = 1.0f;	scissorRect.left = 0;	scissorRect.top = 0;	scissorRect.right = static_cast<LONG>(window->GetWidth());	scissorRect.bottom = static_cast<LONG>(window->GetHeight());}
开发者ID:Wumpf,项目名称:d3d12gettingstartedplayground,代码行数:33,


示例4: DL_DEBUG

	void ParticleEmitterInstance::Initiate(ParticleEmitterData* someData, bool anAllowManyParticles)	{		myParticleEmitterData = someData;		myEmitterPath = myParticleEmitterData->myFileName;		int particleCount = static_cast<int>(myParticleEmitterData->myParticlesPerEmitt * myParticleEmitterData->myParticlesLifeTime / myParticleEmitterData->myEmissionRate) + 1;				DL_DEBUG(("Loading :" + myEmitterPath).c_str());		DL_ASSERT_EXP(anAllowManyParticles == true || particleCount <= 201, "Can't have more than 201 particles in an emitter!");		myGraphicalParticles.Init(particleCount);		myLogicalParticles.Init(particleCount);		myEmissionTime = myParticleEmitterData->myEmissionRate;		myDiffColor = (myParticleEmitterData->myData.myEndColor - myParticleEmitterData->myData.myStartColor) / myParticleEmitterData->myParticlesLifeTime;		for (int i = 0; i < particleCount; ++i)		{			GraphicalParticle tempGraphics;			myGraphicalParticles.Add(tempGraphics);			LogicalParticle tempLogic;			myLogicalParticles.Add(tempLogic);		}		myIsActive = myParticleEmitterData->myIsActiveAtStart;		myShouldLive = myParticleEmitterData->myIsActiveAtStart;		myEmitterLife = myParticleEmitterData->myEmitterLifeTime;		CreateVertexBuffer();	}
开发者ID:nian0601,项目名称:Spaceshooter,代码行数:32,


示例5: ARRAYSIZE

	void ProxyModel::Initialize()	{		// Load a compiled vertex shader		std::string compiledVertexShader = Utility::LoadBinaryFile("Content//Shaders//BasicVS.cso");		Utility::ThrowIfFailed(mGame->GetD3DDevice()->CreateVertexShader(&compiledVertexShader[0], compiledVertexShader.size(), nullptr, mVertexShader.ReleaseAndGetAddressOf()), "ID3D11Device::CreatedVertexShader() failed.");		// Load a compiled pixel shader		std::string compiledPixelShader = Utility::LoadBinaryFile("Content//Shaders//BasicPS.cso");		Utility::ThrowIfFailed(mGame->GetD3DDevice()->CreatePixelShader(&compiledPixelShader[0], compiledPixelShader.size(), nullptr, mPixelShader.ReleaseAndGetAddressOf()), "ID3D11Device::CreatedPixelShader() failed.");		// Create an input layout		D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[] =		{			{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },			{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }		};		Utility::ThrowIfFailed(mGame->GetD3DDevice()->CreateInputLayout(inputElementDescriptions, ARRAYSIZE(inputElementDescriptions), &compiledVertexShader[0], compiledVertexShader.size(), mInputLayout.ReleaseAndGetAddressOf()), "ID3D11Device::CreateInputLayout() failed.");		// Create constant buffers		D3D11_BUFFER_DESC constantBufferDesc;		ZeroMemory(&constantBufferDesc, sizeof(constantBufferDesc));		constantBufferDesc.ByteWidth = sizeof(mVertexCBufferPerObjectData);		constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;		Utility::ThrowIfFailed(mGame->GetD3DDevice()->CreateBuffer(&constantBufferDesc, nullptr, mVertexCBufferPerObject.ReleaseAndGetAddressOf()), "ID3D11Device::CreateBuffer() failed.");		// Load a model		std::unique_ptr<Model> model(new Model(*mGame, mModelFileName, true));		Mesh* mesh = model->Meshes().at(0);		CreateVertexBuffer(mGame->GetD3DDevice(), *mesh, mVertexBuffer.ReleaseAndGetAddressOf());		mesh->CreateIndexBuffer(mIndexBuffer.ReleaseAndGetAddressOf());		mIndexCount = static_cast<UINT>(mesh->Indices().size());	}
开发者ID:CalWLee,项目名称:FIEAGraphicsDemo,代码行数:34,


示例6: Init

    bool Init()    {        Vector3f Pos(5.0f, 1.0f, -3.0f);        Vector3f Target(0.0f, 0.0f, 1.0f);        Vector3f Up(0.0, 1.0f, 0.0f);        m_pGameCamera = new Camera(WINDOW_WIDTH, WINDOW_HEIGHT, Pos, Target, Up);        CreateVertexBuffer();                m_pEffect = new LightingTechnique();        if (!m_pEffect->Init())        {            printf("Error initializing the lighting technique/n");            return false;        }        m_pEffect->Enable();        m_pEffect->SetTextureUnit(0);        m_pTexture = new Texture(GL_TEXTURE_2D, "../Content/test.png");        if (!m_pTexture->Load()) {            return false;        }        return true;    }
开发者ID:c14006078,项目名称:opengl,代码行数:30,


示例7: Allocate

    void Allocate(ID3D11Device *device, const int meshCount, const int *verticesPerMesh,        const int *indicesPerMesh) override    {        int totalVertexCount = 0;        int totalIndexCount = 0;        for (int i = 0; i < meshCount; ++i)        {            totalVertexCount += verticesPerMesh[i];            totalIndexCount += indicesPerMesh[i];        }        CreateVertexBuffer(device, totalVertexCount);        CreateIndexBuffer(device, totalIndexCount);        int indexOffset = 0;        int vertexOffset = 0;        for (int i = 0; i < meshCount; ++i)        {            meshes_.emplace_back(std::unique_ptr<StaticMesh>(                new StaticMesh(verticesPerMesh[i], indicesPerMesh[i], i)));            meshes_[i]->vertexBuffer = vertexBuffer_;            meshes_[i]->vertexBufferSRV = vertexBufferSRV_;            meshes_[i]->indexBuffer = indexBuffer_;            meshes_[i]->indexBufferSRV = indexBufferSRV_;            meshes_[i]->indexOffset = indexOffset;            indexOffset += indicesPerMesh[i] * sizeof(int);            meshes_[i]->vertexOffset = vertexOffset;            vertexOffset += verticesPerMesh[i] * 3 * sizeof(float);        }        CreateMeshConstantsBuffer(device);    }
开发者ID:GPUOpen-Effects,项目名称:GeometryFX,代码行数:35,


示例8: Init

	bool Init()	{		m_pGameCamera = new Camera(WINDOW_WIDTH, WINDOW_HEIGHT);		CreateVertexBuffer();		CreateIndexBuffer();		m_pEffect = new LightingTechnique();		if (!m_pEffect->Init())		{			return false;		}		m_pEffect->Enable();		m_pEffect->SetTextureUnit(0);		m_pTexture = new Texture(GL_TEXTURE_2D, "../Content/test.png");		if (!m_pTexture->Load()) {			return false;		}		return true;	}
开发者ID:qunny0,项目名称:FTools,代码行数:26,


示例9: main

int main(int argc, char* argv[]){	glutInit(&argc, argv);	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);	glutInitWindowSize(800, 600);	glutInitWindowPosition(100, 100);	glutCreateWindow("Tutorial 09");	GLenum res = glewInit();	if (res != GLEW_OK)	{		fprintf(stderr, "Error: '%s'/n", glewGetErrorString(res));		return 1;	}	glClearColor(0.8f, 0.3f, 0.1f, 1.0f);	InitializeGlutCallbacks();	CreateVertexBuffer();	CompileShader();	glutMainLoop();	return 0;}
开发者ID:onerain88,项目名称:OGLDev,代码行数:28,


示例10: CreateVertexBuffer

void BasicShapes::CreateCube(    _Out_ ID3D11Buffer **vertexBuffer,    _Out_ ID3D11Buffer **indexBuffer,    _Out_opt_ unsigned int *vertexCount,    _Out_opt_ unsigned int *indexCount    ){    CreateVertexBuffer(        ARRAYSIZE(cubeVertices),        cubeVertices,        vertexBuffer        );    if (vertexCount != nullptr)    {        *vertexCount = ARRAYSIZE(cubeVertices);    }    CreateIndexBuffer(        ARRAYSIZE(cubeIndices),        cubeIndices,        indexBuffer        );    if (indexCount != nullptr)    {        *indexCount = ARRAYSIZE(cubeIndices);    }}
开发者ID:mbin,项目名称:Win81App,代码行数:27,


示例11: main

int main(int argc, char** argv){	glutInit(&argc, argv);	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);	glutInitWindowSize(1024, 768);	glutInitWindowPosition(100, 100);	glutCreateWindow("Tutorial 02");	InitializeGlutCallbacks();	// Must be done after glut is initialized!	GLenum res = glewInit();	if (res != GLEW_OK) {		fprintf(stderr, "Error: '%s'/n", glewGetErrorString(res));		return 1;	}	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);	CreateVertexBuffer();	glutMainLoop();	return 0;}
开发者ID:MaxLingwei,项目名称:openGL,代码行数:25,


示例12: main

int main(int argc, char** argv){    glutInit(&argc, argv);    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);    glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);    glutInitWindowPosition(100, 100);    glutCreateWindow("Homework 3: camera");    glutGameModeString("[email
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