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C++ DynamicObject::setSpecular方法代码示例

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


在下文中一共展示了DynamicObject::setSpecular方法的1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: assert

void Cal3dModel::renderMesh(bool useTextures, bool useLighting, bool select_mode) {
  // get the renderer of the model
  CalRenderer *pCalRenderer = m_calModel->getRenderer();
  assert(pCalRenderer !=  NULL);

  // We let open gl do this, so no need to do it twice
  pCalRenderer->setNormalization(false);

  // begin the rendering loop
  if (!pCalRenderer->beginRendering()) {
    // Some kind of error here!
    return;
  }

  // get the number of meshes
  int meshCount = pCalRenderer->getMeshCount();
  int numSubMeshes = 0;
  for (int i = 0; i < meshCount; ++i) {
    numSubMeshes += pCalRenderer->getSubmeshCount(i);
  }
  m_dos.resize(numSubMeshes);

  int counter = -1;
  // render all meshes of the model
  for(int meshId = 0; meshId < meshCount; ++meshId)  {
    // get the number of submeshes
    int submeshCount = pCalRenderer->getSubmeshCount(meshId);

    // render all submeshes of the mesh
    for(int submeshId = 0; submeshId < submeshCount; ++submeshId) {
      // select mesh and submesh for further data access
      if(pCalRenderer->selectMeshSubmesh(meshId, submeshId)) {

        DynamicObject* dyno = m_dos[++counter];
        if (!dyno) {
          dyno = new DynamicObject();
          dyno->init();
          dyno->contextCreated();
          m_dos[counter] = dyno;

          // Lets assume this doesn't change
          static unsigned char meshColor[4];
          static float ambient[4];
          static float diffuse[4];
          static float specular[4];
          static float shininess;

          pCalRenderer->getAmbientColor(&meshColor[0]);
          ambient[0] = meshColor[0] / 255.0f;
          ambient[1] = meshColor[1] / 255.0f;
          ambient[2] = meshColor[2] / 255.0f;
          ambient[3] = meshColor[3] / 255.0f;
          dyno->setAmbient(ambient);

          // set the material diffuse color
          pCalRenderer->getDiffuseColor(&meshColor[0]);
          diffuse[0] = meshColor[0] / 255.0f;
          diffuse[1] = meshColor[1] / 255.0f;
          diffuse[2] = meshColor[2] / 255.0f;
          diffuse[3] = 1.0f;//meshColor[3] / 255.0f;
          dyno->setDiffuse(diffuse);

          // set the material specular color
          pCalRenderer->getSpecularColor(&meshColor[0]);
          specular[0] = meshColor[0] / 255.0f;
          specular[1] = meshColor[1] / 255.0f;
          specular[2] = meshColor[2] / 255.0f;
          specular[3] = meshColor[3] / 255.0f;
          dyno->setSpecular(specular);

          dyno->setEmission(0.0f, 0.0f, 0.0f,0.0f);

          shininess = pCalRenderer->getShininess();
          dyno->setShininess(shininess);

          dyno->getMatrix().rotateZ(-m_rotate / 180.0 * WFMath::Pi);

          dyno->setState(m_state);
          dyno->setSelectState(m_select_state);
          dyno->setUseStencil(m_use_stencil);

        }

        // get the transformed vertices of the submesh
        int vertexCount = pCalRenderer->getVertexCount();
        bool realloc = false;
        float *vertex_ptr, *normal_ptr, *texture_ptr;
        int textureCoordinateCount = 0;

        if (vertexCount > dyno->getNumPoints()) {
          realloc = true;
          vertex_ptr = dyno->createVertexData(vertexCount * 3);  
          pCalRenderer->getVertices(vertex_ptr);
          dyno->releaseVertexDataPtr();

          normal_ptr = dyno->createNormalData(vertexCount * 3);  
          pCalRenderer->getNormals(normal_ptr);
          dyno->releaseNormalDataPtr();
        } else {
          vertex_ptr = dyno->getVertexDataPtr();
//.........这里部分代码省略.........
开发者ID:bsmr-worldforge,项目名称:sear,代码行数:101,代码来源:Cal3dModel.cpp


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