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C++ BitmapTex::GetBitmap方法代码示例

本文整理汇总了C++中BitmapTex::GetBitmap方法的典型用法代码示例。如果您正苦于以下问题:C++ BitmapTex::GetBitmap方法的具体用法?C++ BitmapTex::GetBitmap怎么用?C++ BitmapTex::GetBitmap使用的例子?那么, 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BitmapTex的用法示例。


在下文中一共展示了BitmapTex::GetBitmap方法的4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: BitmapDimensions

static void BitmapDimensions(int &width, int &height, Texmap * map)
{
//	int h=dim; w=dim;
	if(map == NULL){
		//NH 05-Dec-05 This can happen when submaps are not assigned - in this case simply bail and let
		//the parent texture deal with it.
//		height = width = 0;
		return;
	}

	if(map->ClassID() == GNORMAL_CLASS_ID)
	{
		Texmap * bmap;
		map->GetParamBlock(0)->GetValue(2,0,bmap,FOREVER); // normal map
		BitmapDimensions(width,height,bmap);
		return;
	}
	else if(map->ClassID() == Class_ID(BMTEX_CLASS_ID, 0))
	{
		BitmapTex *pBT;
		Bitmap *pTex;
		pBT = static_cast<BitmapTex *>(map);
		pTex = pBT->GetBitmap(0);
		if (pTex)
		{
			width = getClosestPowerOf2(pTex->Width());
			height = getClosestPowerOf2(pTex->Height());
		}
		return;
	}
	else{
	}
}
开发者ID:whztt07,项目名称:OgreGameProject,代码行数:33,代码来源:DxStdMtl2.cpp

示例2: IOException

P(GmMaterial) GmUtil::createGmMaterial( Mtl* material, Mtl* bakedmaterial )
{
	require( material );

	P(GmMaterial) s = new GmMaterial;

	// get name
	static int unnamedCount = 0;
	if ( material->GetName().data() )
		s->name = material->GetName().data();
	else
		s->name = "noname #"+String::valueOf( ++unnamedCount );

	// Standard material (+Diffuse) (+ Reflection)
	if ( material->ClassID() == Class_ID(DMTL_CLASS_ID,0) )
	{
		StdMat* stdmat		= static_cast<StdMat*>(material);
	    StdMat* bakedmat	= static_cast<StdMat*>(bakedmaterial);

		// StdMat2?
		StdMat2* stdmat2 = 0;
		if ( stdmat->SupportsShaders() )
			stdmat2 = static_cast<StdMat2*>( stdmat );

		// uniform transparency
		s->opacity = stdmat->GetOpacity(0);

		// self illumination
		s->selfIllum = stdmat->GetSelfIllum(0);

		// two-sided material?
		s->twosided = ( 0 != stdmat->GetTwoSided() );

		// blending mode
		s->blend = GmMaterial::BLEND_COPY;
		if ( s->opacity < 1.f )
			s->blend = GmMaterial::BLEND_MULTIPLY;
		if ( stdmat->GetTransparencyType() == TRANSP_ADDITIVE )
			s->blend = GmMaterial::BLEND_ADD;

		// diffuse color
		s->diffuseColor = toColorf( stdmat->GetDiffuse(0) );

		// specular highlights
		float shinStr = stdmat->GetShinStr(0);
		s->specular = (shinStr > 0.f);
		if ( s->specular )
		{
			float shininess = stdmat->GetShininess(0);
			s->specularExponent = Math::pow( 2.f, shininess*10.f + 2.f );
			s->specularColor = toColorf( stdmat->GetSpecular(0) ) * shinStr;
		}
		if ( bakedmat )
		{
			shinStr = bakedmat->GetShinStr(0);
			s->specular = (shinStr > 0.f);
			if ( s->specular )
			{
				float shininess = bakedmat->GetShininess(0);
				s->specularExponent = Math::pow( 2.f, shininess*10.f + 2.f );
				s->specularColor = toColorf( bakedmat->GetSpecular(0) ) * shinStr;
			}
		}

		// diffuse texture layer
		BitmapTex* tex	= SceneExportUtil::getStdMatBitmapTex( stdmat, ID_DI );
		if ( tex )
		{
			GmMaterial::TextureLayer& layer = s->diffuseLayer;
			setLayerTex( layer, tex, s->name );
		}

		// opacity texture layer
		tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_OP );
		if ( tex )
		{
			GmMaterial::TextureLayer& layer = s->opacityLayer;
			setLayerTex( layer, tex, s->name );

			// check alpha channel validity
			Bitmap* bmp = tex->GetBitmap(0);
			if ( bmp && !bmp->HasAlpha() )
				Debug::printlnError( "Material \"{0}\" opacity map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName() );
				//throw IOException( Format("Material \"{0}\" opacity map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName()) );
			s->blend = GmMaterial::BLEND_MULTIPLY;

			// check that opacity map is the same as diffuse map
			if ( s->opacityLayer.filename != s->diffuseLayer.filename )
				throw IOException( Format("Material \"{0}\" diffuse bitmap needs to be the same in opacity map.(diffuse map is \"{1}\" and opacity map is \"{2}\")", s->name, s->diffuseLayer.filename, s->opacityLayer.filename) );
			if ( s->opacityLayer.coordset != s->diffuseLayer.coordset )
				throw IOException( Format("Material \"{0}\" diffuse map texture coordinate set needs to be the same in opacity map.", s->name) );
			if ( s->opacityLayer.env != s->diffuseLayer.env )
				throw IOException( Format("Material \"{0}\" diffuse map texture coordinate generator needs to be the same in opacity map.", s->name) );
		}

		// reflection texture layer
		tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_RL );
		if ( tex )
		{
			GmMaterial::TextureLayer& layer = s->reflectionLayer;
//.........这里部分代码省略.........
开发者ID:TheRyaz,项目名称:c_reading,代码行数:101,代码来源:GmUtil.cpp

示例3: BuildShaders


//.........这里部分代码省略.........
			{
				if(i == 0)
				{
					LOG.Write("\n        No diffuse. Skipping.");
					break;
				}

				continue;
			}

			Texmap* pMaxTexmap = pStandardMtl->GetSubTexmap(nMap);

			if(!pMaxTexmap)
			{
				if(i == 0)
				{
					LOG.Write("\n        No diffuse. Skipping.");
					break;
				}

				continue;
			}

			// Get texmaps

			std::vector<std::string> vecTextures, vecPaths;

			CShaderStandard::SLayerInfo  layerInfo;
			CShaderStandard::SBitmapInfo bitmapInfo;

			if(pMaxTexmap->ClassID() == Class_ID(BMTEX_CLASS_ID, 0))
			{
				BitmapTex* pMaxBitmapTex = (BitmapTex*)pMaxTexmap;
				Bitmap*    pMaxBitmap    = pMaxBitmapTex->GetBitmap(SECONDS_TO_TICKS(m_fStartTime));
				StdUVGen*  pMaxUVGen     = pMaxBitmapTex->GetUVGen();

				if(!pMaxBitmap)
				{
					if(i == 0)
					{
						LOG.Write("\n        Invalid diffuse. Skipping.");
						break;
					}
					continue;
				}

				assert(pMaxUVGen);

				BitmapInfo bi = pMaxBitmap->Storage()->bi;

				// bi.Name() returns the full path
				// bi.Filename() returns just the filename

				vecTextures.push_back(bi.Filename());
				vecPaths.   push_back(bi.Name());

				LOG.Write("\n        Bitmap %s", vecTextures[0].data());

				// Check if diffuse texture has alpha channel

				if(i == 0)
				{
					CBitmap    bitmap;
					CInputFile bitmapFile;

					if(!bitmapFile.Open(bi.Name(), false))
开发者ID:fernandojsg,项目名称:sgzsourcepack,代码行数:67,代码来源:BuildShaders.cpp

示例4: GetStaticFrame

AWDTexture *
AWDExporter::ExportTexture(AWD *awd, awd_ncache *ncache,Texmap* tex, Class_ID cid, int subNo, AWDMaterial * mat ) {

    AWDTexture *awd_tex;

    const char* name;
    int name_len;
    bool hasAlpha = false;

    MSTR path;

    awd_uint8 * buf;
    int buf_len;



    if (!tex) return NULL;
    if (tex->ClassID() != Class_ID(BMTEX_CLASS_ID, 0x00) ) return NULL;


    // texture already exist in cache
    awd_tex = (AWDTexture *)awd_ncache_get( ncache, tex );
    if( awd_tex ) return awd_tex;

    BitmapTex *bmptex = (BitmapTex*)tex;

    MaxSDK::AssetManagement::AssetUser asset = bmptex->GetMap();

    hasAlpha = bmptex->GetBitmap( GetStaticFrame() )->HasAlpha();

    if( !asset.GetFullFilePath(path) ) {
        fprintf( logfile, " export !asset.GetFullFilePath(path) : %i \n", asset.GetType() );
        fflush( logfile );

        //return NULL;
    }

    fprintf( logfile, " export  : %s \n", path );
    fflush( logfile );

    AWD_tex_type textype = EXTERNAL;

    if( GetIncludeMaps() &&
            asset.GetType() == MaxSDK::AssetManagement::kBitmapAsset
      ) {


        const char * dot;
        dot = strrchr(path,'.');




        if( !strcmp(dot, ".jpg")||
                !strcmp(dot, ".JPG")||
                !strcmp(dot, ".jpeg")||
                !strcmp(dot, ".JPEG")
          ) {
            textype = EMBEDDED_JPEG;
        } else if (
            !strcmp(dot, ".png")||
            !strcmp(dot, ".PNG")
        ) {
            textype = EMBEDDED_PNG;
        }



        if( textype == 0 ) {

            fprintf( logfile, " export texture : %s \n", path );
            fflush( logfile );
            // try to extract data
            Bitmap *bmp = bmptex->GetBitmap( GetStaticFrame() );

            BitmapInfo bi;

            MaxSDK::Util::Path *temppath;

            bi.SetWidth( bmp->Width() );
            bi.SetHeight( bmp->Height() );
            if( hasAlpha ) {
                bi.SetType( BMM_TRUE_32 );
                bi.SetFlags( MAP_HAS_ALPHA );
                path = "C:\\Users\\lepersp\\Desktop\\temp\\awdexporttempjpg.png";
                textype = EMBEDDED_PNG;
            } else {
                bi.SetType( BMM_TRUE_24 );
                path = "C:\\Users\\lepersp\\Desktop\\temp\\awdexporttempjpg.jpg";
                textype = EMBEDDED_JPEG;
            }

            temppath = new MaxSDK::Util::Path( path );
            bi.SetPath( *temppath );

            bmp->OpenOutput( & bi );
            bmp->Write( & bi );
            bmp->Close(& bi);

        }
//.........这里部分代码省略.........
开发者ID:plepers,项目名称:AWD2_max_exporter,代码行数:101,代码来源:material.cpp


注:本文中的BitmapTex::GetBitmap方法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。