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C++ GpuProgramParametersSharedPtr::setAutoConstant方法代码示例

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


在下文中一共展示了GpuProgramParametersSharedPtr::setAutoConstant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: setupTerrainMaterial

    //-------------------------------------------------------------------------
    void TerrainSceneManager::setupTerrainMaterial(void)
    {
        if (mCustomMaterialName == "")
        {
            // define our own material
            mOptions.terrainMaterial = 
                MaterialManager::getSingleton().getByName(TERRAIN_MATERIAL_NAME);
			// Make unique terrain material name
			StringUtil::StrStreamType s;
			s << mName << "/Terrain";
			mOptions.terrainMaterial = MaterialManager::getSingleton().getByName(s.str());
            if (mOptions.terrainMaterial.isNull())
            {
                mOptions.terrainMaterial = MaterialManager::getSingleton().create(
                    s.str(),
                    ResourceGroupManager::getSingleton().getWorldResourceGroupName());

            }
            else
            {
                mOptions.terrainMaterial->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
            }

            Pass* pass = mOptions.terrainMaterial->getTechnique(0)->getPass(0);

            if ( mWorldTextureName != "" )
            {
                pass->createTextureUnitState( mWorldTextureName, 0 );
            }
            if ( mDetailTextureName != "" )
            {
                pass->createTextureUnitState( mDetailTextureName, 1 );
            }

            mOptions.terrainMaterial -> setLightingEnabled( mOptions.lit );

            if (mOptions.lodMorph && 
                mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM) &&
				GpuProgramManager::getSingleton().getByName("Terrain/VertexMorph").isNull())
            {
                // Create & assign LOD morphing vertex program
                String syntax;
                if (GpuProgramManager::getSingleton().isSyntaxSupported("arbvp1"))
                {
                    syntax = "arbvp1";
                }
                else
                {
                    syntax = "vs_1_1";
                }

                // Get source, and take into account current fog mode
                FogMode fm = getFogMode();
                const String& source = TerrainVertexProgram::getProgramSource(
                    fm, syntax);

                GpuProgramPtr prog = GpuProgramManager::getSingleton().createProgramFromString(
                    "Terrain/VertexMorph", ResourceGroupManager::getSingleton().getWorldResourceGroupName(), 
                    source, GPT_VERTEX_PROGRAM, syntax);

                // Attach
                pass->setVertexProgram("Terrain/VertexMorph");

                // Get params
                GpuProgramParametersSharedPtr params = pass->getVertexProgramParameters();

                // worldviewproj
                params->setAutoConstant(0, GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
                // morph factor
                params->setAutoConstant(4, GpuProgramParameters::ACT_CUSTOM, MORPH_CUSTOM_PARAM_ID);
                // fog exp density(if relevant)
                if (fm == FOG_EXP || fm == FOG_EXP2)
                {
                    params->setConstant(5, Vector3(getFogDensity(), 0, 0));
                    // Override scene fog since otherwise it's applied twice
                    // Set to linear and we derive [0,1] fog value in the shader
                    pass->setFog(true, FOG_LINEAR, getFogColour(), 0, 1, 0);
                }

				// Also set shadow receiver program
				const String& source2 = TerrainVertexProgram::getProgramSource(
					fm, syntax, true);

				prog = GpuProgramManager::getSingleton().createProgramFromString(
					"Terrain/VertexMorphShadowReceive", 
					ResourceGroupManager::getSingleton().getWorldResourceGroupName(), 
					source2, GPT_VERTEX_PROGRAM, syntax);
				pass->setShadowReceiverVertexProgram("Terrain/VertexMorphShadowReceive");
				params = pass->getShadowReceiverVertexProgramParameters();
				// worldviewproj
				params->setAutoConstant(0, GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
				// world
				params->setAutoConstant(4, GpuProgramParameters::ACT_WORLD_MATRIX);
				// texture view / proj
				params->setAutoConstant(8, GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX);
				// morph factor
				params->setAutoConstant(12, GpuProgramParameters::ACT_CUSTOM, MORPH_CUSTOM_PARAM_ID);
				
				if (mDetailTextureName != "")
//.........这里部分代码省略.........
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:101,代码来源:OgreTerrainSceneManager.cpp


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