本文整理汇总了C++中FMaterial::TextureHeight方法的典型用法代码示例。如果您正苦于以下问题:C++ FMaterial::TextureHeight方法的具体用法?C++ FMaterial::TextureHeight怎么用?C++ FMaterial::TextureHeight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FMaterial
的用法示例。
在下文中一共展示了FMaterial::TextureHeight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: RenderTextureView
void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, int FOV)
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
int width = gltex->TextureWidth();
int height = gltex->TextureHeight();
gl_fixedcolormap=CM_DEFAULT;
gl_RenderState.SetFixedColormap(CM_DEFAULT);
if (gl.legacyMode)
{
// In legacy mode, fail if the requested texture is too large.
if (gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight()) return;
glFlush();
}
else
{
GLRenderer->StartOffscreen();
gltex->BindToFrameBuffer();
}
GL_IRECT bounds;
bounds.left=bounds.top=0;
bounds.width=FHardwareTexture::GetTexDimension(gltex->GetWidth());
bounds.height=FHardwareTexture::GetTexDimension(gltex->GetHeight());
GLRenderer->RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false);
if (gl.legacyMode)
{
glFlush();
gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
}
else
{
GLRenderer->EndOffscreen();
}
tex->SetUpdated();
camtexcount++;
}
示例2: RenderTextureView
void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
{
// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
int width = gltex->TextureWidth();
int height = gltex->TextureHeight();
StartOffscreen();
BindToFrameBuffer(gltex);
IntRect bounds;
bounds.left = bounds.top = 0;
bounds.width = FHardwareTexture::GetTexDimension(gltex->GetWidth());
bounds.height = FHardwareTexture::GetTexDimension(gltex->GetHeight());
FRenderViewpoint texvp;
RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);
EndOffscreen();
tex->SetUpdated(true);
static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
}
示例3: DrawDecal
//.........这里部分代码省略.........
green = clamp<float>(result[1]+green, 0, 1.0f);
blue = clamp<float>(result[2]+blue, 0, 1.0f);
}
else
{
gl_RenderState.SetDynLight(result[0], result[1], result[2]);
}
}
BYTE R = xs_RoundToInt(r * red);
BYTE G = xs_RoundToInt(g * green);
BYTE B = xs_RoundToInt(b * blue);
gl_ModifyColor(R,G,B, Colormap.colormap);
red = R/255.f;
green = G/255.f;
blue = B/255.f;
}
else
{
loadAlpha = false;
red = 1.f;
green = 1.f;
blue = 1.f;
}
a = FIXED2FLOAT(decal->Alpha);
// now clip the decal to the actual polygon
float decalwidth = tex->TextureWidth(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleX);
float decalheight= tex->TextureHeight(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleY);
float decallefto = tex->GetLeftOffset(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleX);
float decaltopo = tex->GetTopOffset(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleY);
float leftedge = glseg.fracleft * side->TexelLength;
float linelength = glseg.fracright * side->TexelLength - leftedge;
// texel index of the decal's left edge
float decalpixpos = (float)side->TexelLength * decal->LeftDistance / (1<<30) - (flipx? decalwidth-decallefto : decallefto) - leftedge;
float left,right;
float lefttex,righttex;
// decal is off the left edge
if (decalpixpos < 0)
{
left = 0;
lefttex = -decalpixpos;
}
else
{
left = decalpixpos;
lefttex = 0;
}
// decal is off the right edge
if (decalpixpos + decalwidth > linelength)
{
right = linelength;
righttex = right - decalpixpos;
}
else
示例4: DrawDecal
//.........这里部分代码省略.........
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
}
if (decal->RenderFlags & RF_FULLBRIGHT)
{
light = 255;
rel = 0;
}
else
{
light = lightlevel;
rel = rellight + getExtraLight();
}
FColormap p = Colormap;
if (glset.nocoloredspritelighting)
{
p.Decolorize();
}
a = decal->Alpha;
// now clip the decal to the actual polygon
float decalwidth = tex->TextureWidth() * decal->ScaleX;
float decalheight= tex->TextureHeight() * decal->ScaleY;
float decallefto = tex->GetLeftOffset() * decal->ScaleX;
float decaltopo = tex->GetTopOffset() * decal->ScaleY;
float leftedge = glseg.fracleft * side->TexelLength;
float linelength = glseg.fracright * side->TexelLength - leftedge;
// texel index of the decal's left edge
float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx? decalwidth-decallefto : decallefto) - leftedge;
float left,right;
float lefttex,righttex;
// decal is off the left edge
if (decalpixpos < 0)
{
left = 0;
lefttex = -decalpixpos;
}
else
{
left = decalpixpos;
lefttex = 0;
}
// decal is off the right edge
if (decalpixpos + decalwidth > linelength)
{
right = linelength;
righttex = right - decalpixpos;
}
else