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C++ BitmapTex::GetMapName方法代码示例

本文整理汇总了C++中BitmapTex::GetMapName方法的典型用法代码示例。如果您正苦于以下问题:C++ BitmapTex::GetMapName方法的具体用法?C++ BitmapTex::GetMapName怎么用?C++ BitmapTex::GetMapName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::GetMapName方法的7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: getStdMatBitmapTex

BitmapTex* SceneExportUtil::getStdMatBitmapTex( StdMat* stdmat, int id )
{
	StdMat2* stdmat2 = 0;
	int channel = id;
	if ( stdmat->SupportsShaders() )
	{
		stdmat2 = static_cast<StdMat2*>( stdmat );
		channel = stdmat2->StdIDToChannel( id );
	}

	if ( stdmat->MapEnabled(channel) )
	{
		Texmap*	tex	= stdmat->GetSubTexmap(channel);
		if ( tex && tex->ClassID() == Class_ID(BMTEX_CLASS_ID,0) &&
			(!stdmat2 || 2 == stdmat2->GetMapState(channel)) )
		{
			BitmapTex* bmptex = static_cast<BitmapTex*>(tex);
			if ( bmptex->GetMapName() )
			{
				return bmptex;
			}
		}
	}
	return 0;
}
开发者ID:TheRyaz,项目名称:c_reading,代码行数:25,代码来源:SceneExportUtil.cpp

示例2: reload_texture_cf

Value* reload_texture_cf (Value** arg_list, int count)
{
	// Make sure we have the correct number of arguments (1)
	check_arg_count(reload_texture, 1, count);
	char *message = "NelReloadTexture [BitmapTex]";
	//type_check (arg_list[0], TextureMap, message);

	// Get a good interface pointer
	Interface *ip = MAXScript_interface;

	theCNelExport.init (false, false, ip, true);

	// The 2 filenames
	Texmap *texmap = arg_list[0]->to_texmap ();

	// BitmapTex ?
	if (texmap->ClassID() == Class_ID (BMTEX_CLASS_ID, 0))
	{
		// Cast
		BitmapTex *bitmap = (BitmapTex*)texmap;

		// Reload
		bitmap->ReloadBitmapAndUpdate ();

		// Tell the bitmap has changed
		BroadcastNotification (NOTIFY_BITMAP_CHANGED, (void *)bitmap->GetMapName());
		
		return &true_value;
	}

	return &false_value;
}
开发者ID:mixxit,项目名称:solinia,代码行数:32,代码来源:nel_export_script.cpp

示例3: ExtractTexName

//----------------------------------------------------------------------------
// Material parsing
//----------------------------------------------------------------------------
BOOL CEditableObject::ExtractTexName(Texmap *src, LPSTR dest)
{
	if( src->ClassID() != Class_ID(BMTEX_CLASS_ID,0) )
		return FALSE;
	BitmapTex *bmap = (BitmapTex*)src;
	_splitpath( bmap->GetMapName(), 0, 0, dest, 0 );
	EFS.AppendFolderToName(dest,1,TRUE);
	return TRUE;
}
开发者ID:BeaconDev,项目名称:xray-16,代码行数:12,代码来源:EditObjectExportMAX.cpp

示例4: GetStdMtlChannelBitmapFileName

bool SGP_MaxInterface::GetStdMtlChannelBitmapFileName( StdMat* pStdMat, int nChannel, TCHAR szFileName[] )
{
	if( !pStdMat )
	{
		assert( false );
		return false;
	}
	Texmap *tx = pStdMat->GetSubTexmap(nChannel);
	if( !tx  )
		return false;
	if(tx->ClassID() != Class_ID(BMTEX_CLASS_ID,0))
		return false;
	BitmapTex *bmt = (BitmapTex*)tx;
	_tcscpy( szFileName, bmt->GetMapName() );
	return true;
}
开发者ID:phoenixzz,项目名称:SGPEngine,代码行数:16,代码来源:SGP_MAX9Interface.cpp

示例5: 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6: callback


//.........这里部分代码省略.........
				mtlidFace = 0;
			}
			Mtl *pmtlFace = pmtlNode->GetSubMtl(mtlidFace);
			ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned");
 
			if ((pmtlFace->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlFace->IsMultiMtl()))
			{
				// it's a sub-sub material.  Gads.
				pmtlFace = pmtlFace->GetSubMtl(mtlidFace);			
				ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned");
			}

			if (!(pmtlFace->ClassID() == Class_ID(DMTL_CLASS_ID, 0)))
			{

				sprintf(st_szDBG,
					"ERROR--Sub-material with index %d (used in node %s) isn't a 'default/standard' material [%x].",
					mtlidFace, (char*)strNodeName, pmtlFace->ClassID());
				ASSERT_AND_ABORT(FALSE, st_szDBG);
			}
			StdMat *pstdmtlFace = (StdMat*)pmtlFace;
			Texmap *ptexmap = pstdmtlFace->GetSubTexmap(ID_DI);
			// ASSERT_AND_ABORT(ptexmap != NULL, "NULL diffuse texture")
			if (ptexmap != NULL) 
			{
				if (!(ptexmap->ClassID() == Class_ID(BMTEX_CLASS_ID, 0)))
				{
					sprintf(st_szDBG,
						"ERROR--Sub-material with index %d (used in node %s) doesn't have a bitmap as its diffuse texture.",
						mtlidFace, (char*)strNodeName);
					ASSERT_AND_ABORT(FALSE, st_szDBG);
				}
				BitmapTex *pbmptex = (BitmapTex*)ptexmap;
				strcpy(szBitmapName, pbmptex->GetMapName());
				TSTR strPath, strFile;
				SplitPathFile(TSTR(szBitmapName), &strPath, &strFile);
				strcpy(szBitmapName,strFile);
			}
		}

		UVVert UVvertex0( 0, 0, 0 );
		UVVert UVvertex1( 1, 0, 0 );
		UVVert UVvertex2( 0, 1, 0 );
		
		// All faces must have textures assigned to them
		if (pface->flags & HAS_TVERTS)
		{
			// Get TVface's 3 indexes into the Mesh's TVertex array(s).
			DWORD iTVertex0 = ptvface->getTVert(0);
			DWORD iTVertex1 = ptvface->getTVert(1);
			DWORD iTVertex2 = ptvface->getTVert(2);
			ASSERT_AND_ABORT((int)iTVertex0 < pmesh->getNumTVerts(), "Bogus TVertex 0 index");
			ASSERT_AND_ABORT((int)iTVertex1 < pmesh->getNumTVerts(), "Bogus TVertex 1 index");
			ASSERT_AND_ABORT((int)iTVertex2 < pmesh->getNumTVerts(), "Bogus TVertex 2 index");

			// Get the 3 TVertex's for this TVFace
			// NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug
			UVvertex0 = pmesh->getTVert(iTVertex0);
			UVvertex1 = pmesh->getTVert(iTVertex1);
			UVvertex2 = pmesh->getTVert(iTVertex2);
		}
		else 
		{
			//sprintf(st_szDBG, "ERROR--Node %s has a textureless face.  All faces must have an applied texture.", (char*)strNodeName);
			//ASSERT_AND_ABORT(FALSE, st_szDBG);
		}
开发者ID:jlecorre,项目名称:hlinvasion,代码行数:67,代码来源:smdlexp.cpp

示例7: ConvertMaterial

//----------------------------------------------------------------------------
void SceneBuilder::ConvertMaterial (Mtl &mtl, MtlTree &mtlTree)
{
	// 光照属性
	PX2::Shine *shine = new0 PX2::Shine;
	Color color = mtl.GetAmbient();
	float alpha = 1.0f - mtl.GetXParency();
	shine->Ambient = PX2::Float4(color.r, color.g, color.b, 1.0f);
	color = mtl.GetDiffuse();
	shine->Diffuse = PX2::Float4(color.r, color.g, color.b, alpha);
	color = mtl.GetSpecular();
	float shininess = mtl.GetShininess()*2.0f;
	shine->Specular = PX2::Float4(color.r, color.g, color.b, shininess);

	const char *name = (const char*)mtl.GetName();
	shine->SetName(name);

	mtlTree.SetShine(shine);

	bool IsDirect9Shader = false;

	if (mtl.ClassID() == Class_ID(CMTL_CLASS_ID, 0)
		|| mtl.ClassID() == Class_ID(DMTL_CLASS_ID, 0))
	{
		StdMat2 *stdMat2 = (StdMat2*)(&mtl);
		Interval valid = FOREVER;
		stdMat2->Update(mTimeStart, valid);

		std::string strName(stdMat2->GetName());
		bool doubleSide = (stdMat2->GetTwoSided()==1);

		char strBitMapName[256];
		memset(strBitMapName, 0, 256*sizeof(char));
		std::string resourcePath;

		PX2::Shader::SamplerFilter filter = PX2::Shader::SF_LINEAR_LINEAR;
		PX2::Shader::SamplerCoordinate uvCoord = PX2::Shader::SC_REPEAT;
		PX2_UNUSED(uvCoord);

		if (stdMat2->MapEnabled(ID_DI))
		{
			BitmapTex *tex = (BitmapTex*)stdMat2->GetSubTexmap(ID_DI);

			BitmapInfo bI;
			const char *mapName = tex->GetMapName();
			TheManager->GetImageInfo(&bI, mapName);
			strcpy(strBitMapName, bI.Name());

			std::string fullName = std::string(strBitMapName);
			std::string::size_type sizeT = fullName.find_first_not_of(mSettings->SrcRootDir);
			resourcePath = std::string(strBitMapName).substr(sizeT);

			StdUVGen* uvGen = tex->GetUVGen();
			PX2_UNUSED(uvGen);
			int filType = tex->GetFilterType();
			switch (filType)
			{
				case FILTER_PYR:
					filter = PX2::Shader::SF_LINEAR_LINEAR;
					break;
				case FILTER_SAT:
					filter = PX2::Shader::SF_NEAREST;
					break;
				default:
					break;
			}
		}
		else
		{
			sprintf(strBitMapName, "%s/%s", mSettings->SrcRootDir, PX2_DEFAULT_TEXTURE);
			resourcePath = PX2_DEFAULT_TEXTURE;
		}

		PX2::Texture2D *tex2d = PX2::DynamicCast<PX2::Texture2D>(
			PX2::ResourceManager::GetSingleton().BlockLoad(strBitMapName));
		tex2d->SetResourcePath(resourcePath);

		if (tex2d)
		{
			PX2::Texture2DMaterial *tex2dMtl = new0 PX2::Texture2DMaterial(filter, 
				uvCoord, uvCoord);
			if (doubleSide)
			{
				tex2dMtl->GetCullProperty(0, 0)->Enabled = false;
			}

			PX2::MaterialInstance *instance = tex2dMtl->CreateInstance(tex2d);

			mtlTree.SetMaterialInstance(instance);
		}
		else
		{
			PX2::VertexColor4Material *vcMtl = new0 PX2::VertexColor4Material();
			PX2::MaterialInstance *instance = vcMtl->CreateInstance();
			mtlTree.SetMaterialInstance(instance);
		}
	}
	else if (mtl.ClassID() == Class_ID(MULTI_CLASS_ID, 0))
	{
	}
//.........这里部分代码省略.........
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:101,代码来源:PX2SceneBuilderMtl.cpp


注:本文中的BitmapTex::GetMapName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。