本文整理汇总了C++中ITextureSource::getDevice方法的典型用法代码示例。如果您正苦于以下问题:C++ ITextureSource::getDevice方法的具体用法?C++ ITextureSource::getDevice怎么用?C++ ITextureSource::getDevice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ITextureSource
的用法示例。
在下文中一共展示了ITextureSource::getDevice方法的2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: updateTexturesAndMeshes
virtual void updateTexturesAndMeshes(IGameDef *gamedef)
{
#ifndef SERVER
infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating "
<<"textures and meshes in item definitions"<<std::endl;
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
IrrlichtDevice *device = tsrc->getDevice();
video::IVideoDriver *driver = device->getVideoDriver();
for(std::map<std::string, ItemDefinition*>::iterator
i = m_item_definitions.begin();
i != m_item_definitions.end(); i++)
{
ItemDefinition *def = i->second;
bool need_node_mesh = false;
// Create an inventory texture
def->inventory_texture = NULL;
if(def->inventory_image != "")
{
def->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
}
else if(def->type == ITEM_NODE)
{
need_node_mesh = true;
}
// Create a wield mesh
if(def->wield_mesh != NULL)
{
def->wield_mesh->drop();
def->wield_mesh = NULL;
}
if(def->type == ITEM_NODE && def->wield_image == "")
{
need_node_mesh = true;
}
else if(def->wield_image != "" || def->inventory_image != "")
{
// Extrude the wield image into a mesh
std::string imagename;
if(def->wield_image != "")
imagename = def->wield_image;
else
imagename = def->inventory_image;
def->wield_mesh = createExtrudedMesh(
tsrc->getTextureRaw(imagename),
driver,
def->wield_scale * v3f(40.0, 40.0, 4.0));
if(def->wield_mesh == NULL)
{
infostream<<"ItemDefManager: WARNING: "
<<"updateTexturesAndMeshes(): "
<<"Unable to create extruded mesh for item "
<<def->name<<std::endl;
}
}
if(need_node_mesh)
{
/*
Get node properties
*/
content_t id = nodedef->getId(def->name);
const ContentFeatures &f = nodedef->get(id);
u8 param1 = 0;
if(f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
MeshMakeData mesh_make_data(gamedef);
MapNode mesh_make_node(id, param1, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data);
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
assert(node_mesh);
setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
/*
Scale and translate the mesh so it's a unit cube
centered on the origin
*/
scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
/*
Draw node mesh into a render target texture
*/
if(def->inventory_texture == NULL)
{
core::dimension2d<u32> dim(64,64);
//.........这里部分代码省略.........
示例2: createClientCachedDirect
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const
{
infostream<<"Lazily creating item texture and mesh for \""
<<name<<"\""<<std::endl;
// This is not thread-safe
assert(get_current_thread_id() == m_main_thread);
// Skip if already in cache
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if(cc)
return cc;
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
IrrlichtDevice *device = tsrc->getDevice();
video::IVideoDriver *driver = device->getVideoDriver();
const ItemDefinition *def = &get(name);
// Create new ClientCached
cc = new ClientCached();
bool need_node_mesh = false;
// Create an inventory texture
cc->inventory_texture = NULL;
if(def->inventory_image != "")
{
cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
}
else if(def->type == ITEM_NODE)
{
need_node_mesh = true;
}
// Create a wield mesh
assert(cc->wield_mesh == NULL);
if(def->type == ITEM_NODE && def->wield_image == "")
{
need_node_mesh = true;
}
else if(def->wield_image != "" || def->inventory_image != "")
{
// Extrude the wield image into a mesh
std::string imagename;
if(def->wield_image != "")
imagename = def->wield_image;
else
imagename = def->inventory_image;
cc->wield_mesh = createExtrudedMesh(
tsrc->getTextureRaw(imagename),
driver,
def->wield_scale * v3f(40.0, 40.0, 4.0));
if(cc->wield_mesh == NULL)
{
infostream<<"ItemDefManager: WARNING: "
<<"updateTexturesAndMeshes(): "
<<"Unable to create extruded mesh for item "
<<def->name<<std::endl;
}
}
if(need_node_mesh)
{
/*
Get node properties
*/
content_t id = nodedef->getId(def->name);
const ContentFeatures &f = nodedef->get(id);
u8 param1 = 0;
if(f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
MeshMakeData mesh_make_data(gamedef);
MapNode mesh_make_node(id, param1, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data);
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
assert(node_mesh);
video::SColor c(255, 255, 255, 255);
if(g_settings->getS32("enable_shaders") != 0)
c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
setMeshColor(node_mesh, c);
/*
Scale and translate the mesh so it's a unit cube
centered on the origin
*/
scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
//.........这里部分代码省略.........