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C++ LoadTextures函数代码示例

本文整理汇总了C++中LoadTextures函数的典型用法代码示例。如果您正苦于以下问题:C++ LoadTextures函数的具体用法?C++ LoadTextures怎么用?C++ LoadTextures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LoadTextures函数的15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: player

PlayerResource ResourceCache::LoadPlayer(
   const PlayerType type,
   const std::string& name,
   const TiXmlHandle& hndl
)
{
   const Size size = { static_cast<int>(mAppConfig.GetCellSize().Width * 1.55f),
                       static_cast<int>(mAppConfig.GetCellSize().Height * 1.75f) };
   const auto walk_len = 1000_ms;
   const auto spawn_len = 1000_ms;
   const auto death_len = 1000_ms;
   const auto player_hndl = hndl.FirstChild(name);

   PlayerResource player(type);
   player.SetFrames(PlayerAnimation::StandUp, walk_len, LoadTextures(player_hndl, "StandUp", size));
   player.SetFrames(PlayerAnimation::StandDown, walk_len, LoadTextures(player_hndl, "StandDown", size));
   player.SetFrames(PlayerAnimation::StandLeft, walk_len, LoadTextures(player_hndl, "StandLeft", size));
   player.SetFrames(PlayerAnimation::StandRight, walk_len, LoadTextures(player_hndl, "StandRight", size));
   player.SetFrames(PlayerAnimation::WalkUp, walk_len, LoadTextures(player_hndl, "WalkUp", size));
   player.SetFrames(PlayerAnimation::WalkDown, walk_len, LoadTextures(player_hndl, "WalkDown", size));
   player.SetFrames(PlayerAnimation::WalkLeft, walk_len, LoadTextures(player_hndl, "WalkLeft", size));
   player.SetFrames(PlayerAnimation::WalkRight, walk_len, LoadTextures(player_hndl, "WalkRight", size));
   player.SetFrames(PlayerAnimation::Spawn, spawn_len, LoadTextures(player_hndl, "Spawn", size));
   player.SetFrames(PlayerAnimation::Destroy, death_len, LoadTextures(player_hndl, "Death", size));
   return player;
}
开发者ID:vobject,项目名称:bomberperson,代码行数:26,代码来源:ResourceCache.cpp

示例2: indestructible

void ResourceCache::LoadWallResources(const TiXmlHandle& hndl)
{
   const Size size = mAppConfig.GetCellSize();

   WallResource indestructible(WallType::Indestructible, LoadTextures(hndl, "Indestructible", size));
   WallResource destructible(WallType::Destructible, LoadTextures(hndl, "Destructible", size));

   mWallRes.insert({ indestructible.GetType(), indestructible });
   mWallRes.insert({ destructible.GetType(), destructible });
}
开发者ID:vobject,项目名称:bomberperson,代码行数:10,代码来源:ResourceCache.cpp

示例3: arena_1

void ResourceCache::LoadArenaResources(const TiXmlHandle& hndl)
{
   const Size size = mAppConfig.GetArenaSize();

   ArenaResource arena_1(ArenaType::Arena_1, LoadTextures(hndl, "Arena_1", size));
   ArenaResource arena_2(ArenaType::Arena_2, LoadTextures(hndl, "Arena_2", size));
   ArenaResource arena_3(ArenaType::Arena_3, LoadTextures(hndl, "Arena_3", size));

   mArenaRes.insert({ arena_1.GetType(), arena_1 });
   mArenaRes.insert({ arena_2.GetType(), arena_2 });
   mArenaRes.insert({ arena_3.GetType(), arena_3 });
}
开发者ID:vobject,项目名称:bomberperson,代码行数:12,代码来源:ResourceCache.cpp

示例4: countdown

void ResourceCache::LoadBombResources(const TiXmlHandle& hndl)
{
   const Size size = mAppConfig.GetCellSize();
   const auto len = mAppConfig.GetBombLifetime();

   BombResource countdown(BombType::Countdown);
   countdown.SetFrames(len, LoadTextures(hndl, "Countdown", size));

   BombResource remote(BombType::Remote);
   remote.SetFrames(len, LoadTextures(hndl, "Remote", size));

   mBombRes.insert({ countdown.GetType(), countdown });
   mBombRes.insert({ remote.GetType(), remote });
}
开发者ID:vobject,项目名称:bomberperson,代码行数:14,代码来源:ResourceCache.cpp

示例5: pContainer

World::Impl::Impl( World * container, sf::RenderTarget & target, FontManager & fonts, SoundPlayer & sounds, bool isNetworked ) :
	pContainer( container ),
	mTarget( target ),
	mWorldView( target.getDefaultView() ),
	mTextures(),
	mFonts( fonts ),
	mSounds( sounds ),
	mSceneGraph(),
	mSceneLayers(),
	mWorldBounds( 0.f, 0.f, mWorldView.getSize().x, 5000.f ),
	mSpawnPosition( mWorldView.getSize().x / 2.f, mWorldBounds.height - mWorldView.getSize().y / 2.f ),
	mScrollSpeed( -50.f ),
	mScrollSpeedCompensation( 1.f ),
	mPlayerAircrafts(),
	mEnemySpawnPoints(),
	mActiveEnemies(),
	mNetworkedWorld( isNetworked ),
	mNetworkNode( nullptr ),
	mPhysics( b2Vec2( 0.f, 9.8f ) )
{
	mSceneTexture.create( mTarget.getSize().x, mTarget.getSize().y );

	LoadTextures();
	BuildScene();
	mWorldView.setCenter( mSpawnPosition );
}
开发者ID:chehob,项目名称:SFMLDev,代码行数:26,代码来源:World.cpp

示例6: checkf

void FImGuiModuleManager::AddWidgetToViewport(UGameViewportClient* GameViewport)
{
	checkf(GameViewport, TEXT("Null game viewport."));
	checkf(FSlateApplication::IsInitialized(), TEXT("Slate should be initialized before we can add widget to game viewports."));

	// Make sure that we have a context for this viewport's world and get its index.
	int32 ContextIndex;
	auto& Proxy = ContextManager.GetWorldContextProxy(*GameViewport->GetWorld(), ContextIndex);

	// Make sure that textures are loaded before the first Slate widget is created.
	LoadTextures();

	// Create and initialize the widget.
	TSharedPtr<SImGuiWidget> SharedWidget;
	SAssignNew(SharedWidget, SImGuiWidget).ModuleManager(this).GameViewport(GameViewport).ContextIndex(ContextIndex);

	// We transfer widget ownerships to viewports but we keep weak references in case we need to manually detach active
	// widgets during module shutdown (important during hot-reloading).
	if (TWeakPtr<SImGuiWidget>* Slot = Widgets.FindByPredicate([](auto& Widget) { return !Widget.IsValid(); }))
	{
		*Slot = SharedWidget;
	}
	else
	{
		Widgets.Emplace(SharedWidget);
	}
}
开发者ID:peckhuang,项目名称:UnrealImGui,代码行数:27,代码来源:ImGuiModuleManager.cpp

示例7: LoadModel

bool ModelClass::Initialize(ID3D11Device *device, char *modelFilename, WCHAR *textureFilename1, WCHAR * textureFilename2, WCHAR *textureFilename3)
{
	bool result;

	//load model data
	result = LoadModel(modelFilename);
	if (!result)
	{
		return false;
	}

	//intialize the vertex and index buffer that hold the geometry for the triangle
	result = InitializeBuffers(device);
	if (!result)
	{
		return false;
	}

	//load the texture for this model
	result = LoadTextures(device, textureFilename1, textureFilename2, textureFilename3);
	if (!result)
	{
		return false;
	}

	return true;
}
开发者ID:miaojiuchen,项目名称:MGraphics,代码行数:27,代码来源:modelclass.cpp

示例8: CalModel

///<summary>
/// CAnimatedInstanceModel:: Initialize
///</summary>
///<param name="AnimatedCoreModel"></param>
void CAnimatedInstanceModel::Initialize(CAnimatedCoreModel *AnimatedCoreModel)
{
  m_AnimatedCoreModel = AnimatedCoreModel;
  m_iNumAnimations = m_AnimatedCoreModel->GetNumAnimations();

  m_CalModel = new CalModel(m_AnimatedCoreModel->GetCoreModel());
  int meshId;
  for(meshId = 0; meshId < AnimatedCoreModel->GetCoreModel()->getCoreMeshCount(); meshId++)
  {
    m_CalModel->attachMesh(meshId);
  }
  
  LoadTextures();
  
  BlendCycle(1, 0.0f);
	
	CEffectManager *l_EffectManager=CORE->GetEffectManager();
	std::string &l_EffectTechniqueName=l_EffectManager->GetTechniqueEffectNameByVertexDefault(CAL3D_HW_VERTEX::GetVertexType());
	const std::string &l_ModelName= m_AnimatedCoreModel->GetAnimatedCoreModelName();

	if(l_ModelName=="bot")
	{
		m_EffectTechnique=l_EffectManager->GetEffectTechnique(m_AnimatedCoreModel->GetTechniqueName());
	}
	else
	{
		m_EffectTechnique=l_EffectManager->GetEffectTechnique(l_EffectTechniqueName);
	}
}
开发者ID:BGCX261,项目名称:zombigame-svn-to-git,代码行数:33,代码来源:AnimatedInstanceModel.cpp

示例9: CleanUpMesh

HRESULT Mesh::LoadMesh(WCHAR* directory, WCHAR* name, WCHAR* extension)
{
  HRESULT hr;
  
  CleanUpMesh();
    
  SetDirectory( directory );
  SetName( name );
  WCHAR meshfile[120];
  WCHAR meshpathrel[120];
  WCHAR meshpath[120];
  Concat(meshfile, name, extension );
  Concat(meshpathrel, directory, meshfile );
  AppendToRootDir(meshpath, meshpathrel);

  hr = D3DXLoadMeshFromX( meshpath, 
                          D3DXMESH_MANAGED | D3DXMESH_32BIT, mDevice, NULL, 
                          &mMaterialBuffer, NULL, &mNumMaterials, &mMesh );
  
  PD(hr, L"load mesh from file");
  if(FAILED(hr)) return hr;

  mMaterials = (D3DXMATERIAL*)mMaterialBuffer->GetBufferPointer();
    
  PD( AdjustMeshDecl(), L"adjust mesh delaration" );
  PD( AttribSortMesh(), L"attribute sort mesh" );
  PD( LoadTextures(), L"load textures" );
	PD( CreateTopologyFromMesh(), L"create topology from mesh");
  return D3D_OK;
}
开发者ID:flosmn,项目名称:MeshPRT,代码行数:30,代码来源:Mesh.cpp

示例10: main

int main(int argc, char* argv[])
{
	glutInit(&argc, argv);
	glutInitWindowSize(1024, 768);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
	glutCreateWindow("Arkanoid");
	glutFullScreen();

	glutDisplayFunc(Render);
	glutReshapeFunc(Resize);
	glutIdleFunc(Render);
	glutKeyboardFunc(Keys);
	glutSpecialFunc(PressKey);
	glutPassiveMotionFunc(PassiveMouseMove);
	glutMotionFunc(MouseMove);
	glutMouseFunc(MouseButton);
	ShowCursor(GL_FALSE);

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_TEXTURE_2D);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);	
	
	LoadTextures();
	InitializeCubes();
	projection.InitParts(0.001, 0, ROOM_HEIGHT, -ROOM_HALF_LENGTH);

	glutMainLoop();
	return 0;
}
开发者ID:MetallEast,项目名称:Arkanoid3D,代码行数:30,代码来源:Main.cpp

示例11: LoadModel

bool ModelClass::Initialize(ID3D11Device* device, char* modelFilename, WCHAR* colorTextureFilename, WCHAR* normalTextureFilename)
{
	bool result;


	// Load in the model data,
	result = LoadModel(modelFilename);
	if(!result)
	{
		return false;
	}

	// Initialize the vertex and index buffers.
	result = InitializeBuffers(device);
	if(!result)
	{
		return false;
	}

	// Load the textures for this model.
	result = LoadTextures(device, colorTextureFilename, normalTextureFilename);
	if(!result)
	{
		return false;
	}

	return true;
}
开发者ID:Scillman,项目名称:rastertek-dx11-tutorials,代码行数:28,代码来源:modelclass.cpp

示例12: bitTrace

// Public funcions
BIT_UINT32 GUIManager::Load( )
{
	if( m_Loaded )
	{
		bitTrace( "[GUIManager::Load] Already loaded\n" );
		return BIT_ERROR;
	}

	if( m_pGraphicDevice == BIT_NULL )
	{
		bitTrace( "[GUIManager::Load] Graphic device is NULL\n" );
		return BIT_ERROR;
	}

	if( LoadVertexObject( ) != BIT_OK )
	{
		bitTrace( "[GUIManager::Load] Can not load the vertex object\n" );
		return BIT_ERROR;
	}

	if( LoadShaders( ) != BIT_OK )
	{
		bitTrace( "[GUIManager::Load] Can not load the shaders\n" );
		return BIT_ERROR;
	}

	if( LoadTextures( ) != BIT_OK )
	{
		bitTrace( "[GUIManager::Load] Can not load the textures\n" );
		return BIT_ERROR;
	}

	m_Loaded = BIT_TRUE;
	return BIT_OK;
}
开发者ID:jimmiebergmann,项目名称:Bit-Engine-Examples,代码行数:36,代码来源:GUIManager.cpp

示例13: LoadModel

bool BumpModelClass::Initialize(ID3D10Device* device, char* modelFilename, WCHAR* textureFilename1, WCHAR* textureFilename2)
{
    bool result;


    // Load in the model data.
    result = LoadModel(modelFilename);
    if(!result)
    {
        return false;
    }

    // Calculate the normal, tangent, and binormal vectors for the model.
    CalculateModelVectors();

    // Initialize the vertex and index buffer that hold the geometry for the model.
    result = InitializeBuffers(device);
    if(!result)
    {
        return false;
    }

    // Load the textures for this model.
    result = LoadTextures(device, textureFilename1, textureFilename2);
    if(!result)
    {
        return false;
    }

    return true;
}
开发者ID:jiangguang5201314,项目名称:ZNginx,代码行数:31,代码来源:bumpmodelclass.cpp

示例14: myinit

void myinit(void)
{
	auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA);
	auxInitPosition(100,100,800,600);

	auxInitWindow((LPCWSTR)"Solar System");

	GLfloat light_ambient[]={0.3,0.5,0.3};
	GLfloat light_diffuse[]={1.0,1.0,1.0};
	GLfloat light_specular[]={0.8,0.8,0.0};
	GLfloat light_position[]={0.0,0.0,0.0};

	glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
	glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
	glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
	glLightfv(GL_LIGHT0,GL_POSITION, light_position);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);

	glClearColor(0, 0, 0, 0);
	glShadeModel(GL_SMOOTH);

	glEnable(GL_TEXTURE_GEN_S);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_LIGHTING);
	glEnable(GL_CULL_FACE);
	LoadTextures(texture_id);

	for(int i = 0;i<8;i++){
		year[i]=(rand()%360);
		day[i]=0;
	}
		
}
开发者ID:SysMa,项目名称:msq-summer-project,代码行数:35,代码来源:1.cpp

示例15: InitView

/*!****************************************************************************
 @Function		InitView
 @Return		bool		true if no error occurred
 @Description	Code in InitView() will be called by PVRShell upon
				initialization or after a change in the rendering context.
				Used to initialize variables that are dependent on the rendering
				context (e.g. textures, vertex buffers, etc.)
******************************************************************************/
bool OGLESPVRScopeRemote::InitView()
{
	CPPLProcessingScoped PPLProcessingScoped(m_psSPSCommsData,
		__FUNCTION__, static_cast<unsigned int>(strlen(__FUNCTION__)), m_i32FrameCounter);

	CPVRTString ErrorStr;
	/*
		Initialize Print3D
	*/
    bool bRotate = PVRShellGet(prefIsRotated) && PVRShellGet(prefFullScreen);

	if(m_Print3D.SetTextures(0,PVRShellGet(prefWidth),PVRShellGet(prefHeight), bRotate) != PVR_SUCCESS)
	{
		PVRShellSet(prefExitMessage, "ERROR: Cannot initialise Print3D\n");
		return false;
	}

	// Sets the clear color
	glClearColor(0.6f, 0.8f, 1.0f, 1.0f);

	// Enables texturing
	glEnable(GL_TEXTURE_2D);

	//	Initialize VBO data
	if(!LoadVbos(&ErrorStr))
	{
		PVRShellSet(prefExitMessage, ErrorStr.c_str());
		return false;
	}

	/*
		Load textures
	*/
	if(!LoadTextures(&ErrorStr))
	{
		PVRShellSet(prefExitMessage, ErrorStr.c_str());
		return false;
	}

	/*
		Calculate the projection and view matrices
	*/

	m_mProjection = PVRTMat4::PerspectiveFovRH(PVRT_PIf/6, (float)PVRShellGet(prefWidth)/(float)PVRShellGet(prefHeight), CAM_NEAR, CAM_FAR, PVRTMat4::OGL, bRotate);

	m_mView = PVRTMat4::LookAtRH(PVRTVec3(0, 0, 75.0f), PVRTVec3(0, 0, 0), PVRTVec3(0, 1, 0));

	// Enable the depth test
	glEnable(GL_DEPTH_TEST);

	// Enable culling
	glEnable(GL_CULL_FACE);

	// Initialise variables used for the animation
	m_fFrame = 0;
	m_iTimePrev = PVRShellGetTime();

	return true;
}
开发者ID:joyfish,项目名称:GameThirdPartyLibs,代码行数:67,代码来源:OGLESPVRScopeRemote.cpp


注:本文中的LoadTextures函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。