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59 lines (45 loc) · 2.27 KB
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vrRenderStrategyUser.cpp
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59 lines (45 loc) · 2.27 KB
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#include "stdafx.h"
#include "vrRenderStrategyUser.h"
classRenderStrategySetUniform::classRenderStrategySetUniform(vsNode *_channel)
{
pChannel = _channel;
mVertexMin_test = vuParameter::obtain< vuParameterTyped<vuVec3f> >("vertex_min_test");
mVertexMax_test = vuParameter::obtain< vuParameterTyped<vuVec3f> >("vertex_max_test");
}
classRenderStrategySetUniform::~classRenderStrategySetUniform(){}
void classRenderStrategySetUniform::draw(vrDrawContext *_context, const vrDrawFunc::Data &_data)
{
//mVertexMax_test->set(_data.m_boundsVertex.m_max);
//mVertexMin_test->set(_data.m_boundsVertex.m_min);
vrDrawFunc::Data *data = const_cast<vrDrawFunc::Data *>(&_data);
vector<vuVec3f> temp;
// cout << (_data.m_boundsVertex.m_max)[2] << " " << (_data.m_boundsVertex.m_min)[2] << endl;
//
// cout << "m_format: " << _data.m_format << endl;
// cout << "m_numColors: " << _data.m_numColors << endl;
// cout << "m_numIndices: " << _data.m_numIndices << endl;
// cout << "m_numNormals: " << _data.m_numNormals << endl;
// cout << "m_maxActiveStage: " << _data.m_maxActiveStage << endl;
// cout << "m_numTextureCoords0: " << _data.m_numTextureCoords[0] << endl;
// cout << "m_numTextureCoords1: " << _data.m_numTextureCoords[1] << endl;
// cout << "m_numVertices: " << _data.m_numVertices << endl;
// cout << "m_primitive: " << _data.m_primitive << endl;
// cout << "m_numPrimitives: " << _data.m_numPrimitives << endl;
// for(size_t i = 0; i < _data.m_numPrimitives; i++)
// cout << "m_primitiveLengths" << i << ": " << (_data.m_primitiveLengths.get())[i] << endl;
for(size_t i = 0; i < _data.m_numVertices; i++)
{
temp.push_back( (_data.m_vertex.get())[i] );
//cout << "m_Vertices" << i << ": " << (_data.m_vertex.get())[i][0] << " " << (_data.m_vertex.get())[i][1]<< " " << (_data.m_vertex.get())[i][2] << endl;
//(data->m_normal.get())[i][0] = 0;(data->m_normal.get())[i][1] = 0;(data->m_normal.get())[i][2] = 1;
(data->m_vertex.get())[i][0] += ((float)rand()/RAND_MAX-0.5)*8;
(data->m_vertex.get())[i][1] += ((float)rand()/RAND_MAX-0.5)*8;
(data->m_vertex.get())[i][2] += ((float)rand()/RAND_MAX-0.5)*8;
}
//cout << endl;
vrDrawFunc::call(_context, _data);
for(size_t i = 0; i < _data.m_numVertices; i++)
{
(data->m_vertex.get())[i] = temp[i];
}
}