本文整理汇总了C++中ITextureSource::isKnownSourceImage方法的典型用法代码示例。如果您正苦于以下问题:C++ ITextureSource::isKnownSourceImage方法的具体用法?C++ ITextureSource::isKnownSourceImage怎么用?C++ ITextureSource::isKnownSourceImage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::isKnownSourceImage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: MYMAX
GUIChatConsole::GUIChatConsole(
gui::IGUIEnvironment* env,
gui::IGUIElement* parent,
s32 id,
ChatBackend* backend,
Client* client,
IMenuManager* menumgr
):
IGUIElement(gui::EGUIET_ELEMENT, env, parent, id,
core::rect<s32>(0,0,100,100)),
m_chat_backend(backend),
m_client(client),
m_menumgr(menumgr),
m_animate_time_old(porting::getTimeMs())
{
// load background settings
s32 console_alpha = g_settings->getS32("console_alpha");
m_background_color.setAlpha(clamp_u8(console_alpha));
// load the background texture depending on settings
ITextureSource *tsrc = client->getTextureSource();
if (tsrc->isKnownSourceImage("background_chat.jpg")) {
m_background = tsrc->getTexture("background_chat.jpg");
m_background_color.setRed(255);
m_background_color.setGreen(255);
m_background_color.setBlue(255);
} else {
v3f console_color = g_settings->getV3F("console_color");
m_background_color.setRed(clamp_u8(myround(console_color.X)));
m_background_color.setGreen(clamp_u8(myround(console_color.Y)));
m_background_color.setBlue(clamp_u8(myround(console_color.Z)));
}
m_font = g_fontengine->getFont(FONT_SIZE_UNSPECIFIED, FM_Mono);
if (!m_font) {
errorstream << "GUIChatConsole: Unable to load mono font ";
} else {
core::dimension2d<u32> dim = m_font->getDimension(L"M");
m_fontsize = v2u32(dim.Width, dim.Height);
m_font->grab();
}
m_fontsize.X = MYMAX(m_fontsize.X, 1);
m_fontsize.Y = MYMAX(m_fontsize.Y, 1);
// set default cursor options
setCursor(true, true, 2.0, 0.1);
}
示例2: animate
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
if(!m_has_animation)
{
m_animation_force_timer = 100000;
return false;
}
m_animation_force_timer = myrand_range(5, 100);
// Cracks
if(crack != m_last_crack)
{
for(std::map<u32, std::string>::iterator
i = m_crack_materials.begin();
i != m_crack_materials.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
std::string basename = i->second;
// Create new texture name from original
ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
u32 new_texture_id = 0;
video::ITexture *new_texture =
tsrc->getTexture(os.str(), &new_texture_id);
buf->getMaterial().setTexture(0, new_texture);
// If the current material is also animated,
// update animation info
std::map<u32, TileSpec>::iterator anim_iter =
m_animation_tiles.find(i->first);
if(anim_iter != m_animation_tiles.end()){
TileSpec &tile = anim_iter->second;
tile.texture = new_texture;
tile.texture_id = new_texture_id;
// force animation update
m_animation_frames[i->first] = -1;
}
}
m_last_crack = crack;
}
// Texture animation
for(std::map<u32, TileSpec>::iterator
i = m_animation_tiles.begin();
i != m_animation_tiles.end(); i++)
{
const TileSpec &tile = i->second;
// Figure out current frame
int frameoffset = m_animation_frame_offsets[i->first];
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
+ frameoffset) % tile.animation_frame_count;
// If frame doesn't change, skip
if(frame == m_animation_frames[i->first])
continue;
m_animation_frames[i->first] = frame;
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
// Create new texture name from original
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(tile.texture_id);
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
{
std::string fname_base,fname_normal;
fname_base = tsrc->getTextureName(tile.texture_id);
unsigned pos;
pos = fname_base.find(".");
fname_normal = fname_base.substr (0, pos);
fname_normal += "_normal.png";
if (tsrc->isKnownSourceImage(fname_normal)){
os.str("");
os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
}
}
}
// Day-night transition
if(daynight_ratio != m_last_daynight_ratio)
{
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
i = m_daynight_diffs.begin();
i != m_daynight_diffs.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
//.........这里部分代码省略.........
示例3: os
//.........这里部分代码省略.........
finalColorBlend(vc, day, night, 1000);
if(day != night)
m_daynight_diffs[i][j] = std::make_pair(day, night);
// Brighten topside (no shaders)
if(p.vertices[j].Normal.Y > 0.5)
{
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
}
}
}
// Create material
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture);
if (enable_shaders) {
ITextureSource *tsrc = data->m_gamedef->tsrc();
material.setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_bumpmapping || enable_parallax_occlusion) {
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
std::string normal_ext = "_normal.png";
size_t pos = fname_base.find(".");
std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
if (tsrc->isKnownSourceImage(fname_normal)) {
// look for image extension and replace it
size_t i = 0;
while ((i = fname_base.find(".", i)) != std::string::npos) {
fname_base.replace(i, 4, normal_ext);
i += normal_ext.length();
}
material.setTexture(1, tsrc->getTexture(fname_base));
material.setTexture(2, tsrc->getTexture("enable_img.png"));
}
}
p.tile.applyMaterialOptionsWithShaders(material,
shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
} else {
p.tile.applyMaterialOptions(material);
}
// Create meshbuffer
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
// Set material
buf->Material = material;
// Add to mesh
m_mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
}
m_camera_offset = camera_offset;