本文整理汇总了C++中DiCullNode::SetVisible方法的典型用法代码示例。如果您正苦于以下问题:C++ DiCullNode::SetVisible方法的具体用法?C++ DiCullNode::SetVisible怎么用?C++ DiCullNode::SetVisible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类DiCullNode
的用法示例。
在下文中一共展示了DiCullNode::SetVisible方法的3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: SetVisible
void DiCullNode::SetVisible( bool vis, bool cascade /*= true*/ )
{
for (auto oi = mObjects.begin(); oi != mObjects.end(); ++oi)
{
(*oi)->SetVisible(vis);
}
if (cascade)
{
for (size_t i = 0; i < mChildren.size(); ++i)
{
DiCullNode* sceneChild = static_cast<DiCullNode*>(mChildren[i]);
sceneChild->SetVisible(vis, cascade);
}
}
}
示例2: SetVisible
void DiCullNode::SetVisible( bool vis, bool cascade /*= true*/ )
{
ObjectMap::iterator oi, oiend;
oiend = mObjectsByName.end();
for (oi = mObjectsByName.begin(); oi != oiend; ++oi)
{
oi->second->SetVisible(vis);
}
if (cascade)
{
for (size_t i = 0; i < mChildren.size(); ++i)
{
DiCullNode* sceneChild = static_cast<DiCullNode*>(mChildren[i]);
sceneChild->SetVisible(vis, cascade);
}
}
}
示例3: SetupWater
void SetupWater(DiSceneManager* sm)
{
// Render targets
auto reflectMap = DiAssetManager::GetInstance().CreateOrReplaceAsset<DiTexture>("reflect_rt");
reflectMap->SetDimensions(512, 512);
reflectMap->SetFormat(PF_A8R8G8B8);
reflectMap->SetUsage(TU_RENDER_TARGET);
reflectMap->SetAutoMipmap(false);
reflectMap->SetAddressing(AM_CLAMP);
reflectMap->CreateTexture();
auto reflectRT = reflectMap->GetRenderTarget();
auto refractMap = DiAssetManager::GetInstance().CreateOrReplaceAsset<DiTexture>("refract_rt");
refractMap->SetDimensions(512, 512);
refractMap->SetFormat(PF_A8R8G8B8);
refractMap->SetUsage(TU_RENDER_TARGET);
refractMap->SetAutoMipmap(false);
refractMap->SetAddressing(AM_CLAMP);
refractMap->CreateTexture();
auto refractRT = refractMap->GetRenderTarget();
// Water plane
DiCullNode* nodePlane = sm->GetRootNode()->CreateChild();
DiSimpleShapePtr model = make_shared<DiSimpleShape>();
model->CreatePlane(100);
auto waterMat = DiMaterial::QuickCreate("pool_fresnel_v", "pool_fresnel_p");
auto shaderParam = waterMat->GetShaderParameter();
shaderParam->WriteFloat("scale", 1.0f);
shaderParam->WriteFloat("scroll", 0.05f);
shaderParam->WriteFloat("fresnelBias", -0.1f);
shaderParam->WriteFloat("fresnelScale", 1.8f);
shaderParam->WriteFloat("fresnelPower", 8.0f);
shaderParam->WriteFloat("noiseScale", 0.05f);
shaderParam->WriteFloat4("tintColour", DiVec4(0, 0.05f, 0.05f, 1));
shaderParam->WriteTexture2D("noiseMap", "waves2.dds");
shaderParam->WriteTexture2D("reflectMap", "reflect_rt");
shaderParam->WriteTexture2D("refractMap", "refract_rt");
model->SetMaterial(waterMat);
nodePlane->AttachObject(model);
nodePlane->SetScale(7, 1, 13);
// Add to scene manager with the callbacks
DiCamera* cam = sm->GetCamera();
cam->MoveRelative(DiVec3(0, 0, 700));
sm->AddExtraRenderTarget(refractRT, cam,
[nodePlane](DiRenderTarget*) {
nodePlane->SetVisible(false);
},
[nodePlane](DiRenderTarget*) {
nodePlane->SetVisible(true);
}
);
sm->AddExtraRenderTarget(reflectRT, cam,
[nodePlane, cam](DiRenderTarget*) {
nodePlane->SetVisible(false);
cam->EnableReflection(DiPlane(DiVec3::UNIT_Y, 0));
},
[nodePlane, cam](DiRenderTarget*) {
nodePlane->SetVisible(true);
cam->DisableReflection();
}
);
DiPostEffectManager* peMgr = DiBase::Driver->GetMainRenderWindow()->GetPostEffectManager();
DiPostEffect* bloom = peMgr->GetEffect("Bloom");
if (bloom)
bloom->SetEnable(false);
}