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;
}
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 });
}
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 });
}
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 });
}
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 );
}
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);
}
}
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;
}
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);
}
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
}
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;
}