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C++ PolycodeShaderModule类代码示例

本文整理汇总了C++中PolycodeShaderModule的典型用法代码示例。如果您正苦于以下问题:C++ PolycodeShaderModule类的具体用法?C++ PolycodeShaderModule怎么用?C++ PolycodeShaderModule使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了PolycodeShaderModule类的10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: atoi

Shader *MaterialManager::createShaderFromXMLNode(TiXmlNode *node) {
	Shader *retShader = NULL;
	
	
	if(node->ToElement()->Attribute("type")) {
		String shaderType = node->ToElement()->Attribute("type");
//		Logger::log("Attempting to create %s shader\n", shaderType.c_str());
		for(int m=0; m < shaderModules.size(); m++) {
			PolycodeShaderModule *shaderModule = shaderModules[m];
			if(shaderModule->getShaderType() == shaderType) {
				retShader = shaderModule->createShader(node);
			}
		}		
	}

	int numAreaLights = 0;
	int numSpotLights = 0;
		
	if(node->ToElement()->Attribute("numAreaLights")) {
		numAreaLights = atoi(node->ToElement()->Attribute("numAreaLights"));
	}
	if(node->ToElement()->Attribute("numSpotLights")) {
		numSpotLights = atoi(node->ToElement()->Attribute("numSpotLights"));
	}
	
	if(retShader) {
		retShader->numAreaLights = numAreaLights;
		retShader->numSpotLights = numSpotLights;		
	}	
	
	return retShader;
}
开发者ID:Flapstah,项目名称:Polycode,代码行数:32,代码来源:PolyMaterialManager.cpp

示例2: setTexture

void OpenGLRenderer::applyMaterial(Material *material,  ShaderBinding *localOptions,unsigned int shaderIndex) {
	if(!material->getShader(shaderIndex) || !shadersEnabled) {
		setTexture(NULL);
		return;
	}
	
	FixedShaderBinding *fBinding;
	
	switch(material->getShader(shaderIndex)->getType()) {
		case Shader::FIXED_SHADER:
//			FixedShader *fShader = (FixedShader*)material->getShader();
			fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex);
			setTexture(fBinding->getDiffuseTexture());
//			setTexture(fShader->getDiffuseTexture());
		break;	
		case Shader::MODULE_SHADER:		
			currentMaterial = material;
			if(material->shaderModule == NULL) {
				for(int m=0; m < shaderModules.size(); m++) {
					PolycodeShaderModule *shaderModule = shaderModules[m];	
					if(shaderModule->hasShader(material->getShader(shaderIndex))) {
						material->shaderModule = (void*)shaderModule;
					}
				}	
			} else {
				PolycodeShaderModule *shaderModule = (PolycodeShaderModule*)material->shaderModule;
				shaderModule->applyShaderMaterial(this, material, localOptions, shaderIndex);
				currentShaderModule = shaderModule;
			}
		break;
	}
	
	setBlendingMode(material->blendingMode);
}
开发者ID:baumicon,项目名称:Polycode,代码行数:34,代码来源:PolyGLRenderer.cpp

示例3: reloadPrograms

void MaterialManager::reloadPrograms() {
	for(int m=0; m < shaderModules.size(); m++) {
		PolycodeShaderModule *shaderModule = shaderModules[m];
		shaderModule->reloadPrograms();
	}
	vector<Resource *> shaders = CoreServices::getInstance()->getResourceManager()->getResources(Resource::RESOURCE_SHADER);
	for(int s = 0; s < shaders.size(); s++) {
		Shader *shader = (Shader *)shaders[s];
		shader->reload();
	}
}
开发者ID:Ravensdale,项目名称:Polycode,代码行数:11,代码来源:PolyMaterialManager.cpp

示例4: entry

ShaderProgram *MaterialManager::createProgramFromFile(String programPath) {
	OSFileEntry entry(programPath, OSFileEntry::TYPE_FILE);
	
	for(int m=0; m < shaderModules.size(); m++) {
		PolycodeShaderModule *shaderModule = shaderModules[m];
		if(shaderModule->acceptsExtension(entry.extension)) {
			ShaderProgram *newProgram = shaderModule->createProgramFromFile(entry.extension, entry.fullPath);
			return newProgram;
		}
	}
	return NULL;
}
开发者ID:Avangelin,项目名称:Polycode,代码行数:12,代码来源:PolyMaterialManager.cpp

示例5: setTexture

void OpenGLRenderer::applyMaterial(Material *material,  ShaderBinding *localOptions,unsigned int shaderIndex) {
	if(!material->getShader(shaderIndex) || !shadersEnabled) {
		setTexture(NULL);
		return;
	}
	

	GLfloat data4[] = {material->diffuseColor.r, material->diffuseColor.g, material->diffuseColor.b, material->diffuseColor.a};					
	glMaterialfv(GL_FRONT, GL_DIFFUSE, data4);

	data4[0] = material->specularColor.r;
	data4[1] = material->specularColor.g;
	data4[2] = material->specularColor.b;
	data4[3] = material->specularStrength;
				
	glMaterialfv(GL_FRONT, GL_SPECULAR, data4);

	glMaterialf(GL_FRONT, GL_SHININESS, material->specularValue);



	data4[0] = ambientColor.r;
	data4[1] = ambientColor.g;
	data4[2] = ambientColor.b;
	data4[3] = 1.0;
	glMaterialfv(GL_FRONT, GL_AMBIENT, data4);

	FixedShaderBinding *fBinding;
	
	switch(material->getShader(shaderIndex)->getType()) {
		case Shader::FIXED_SHADER:
//			FixedShader *fShader = (FixedShader*)material->getShader();
			fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex);
			setTexture(fBinding->getDiffuseTexture());
//			setTexture(fShader->getDiffuseTexture());
		break;	
		case Shader::MODULE_SHADER:		
			currentMaterial = material;
			if(material->shaderModule == NULL) {
				for(int m=0; m < shaderModules.size(); m++) {
					PolycodeShaderModule *shaderModule = shaderModules[m];	
					if(shaderModule->hasShader(material->getShader(shaderIndex))) {
						material->shaderModule = (void*)shaderModule;
					}
				}	
			} else {
				PolycodeShaderModule *shaderModule = (PolycodeShaderModule*)material->shaderModule;
				shaderModule->applyShaderMaterial(this, material, localOptions, shaderIndex);
				currentShaderModule = shaderModule;
			}
		break;
	}
}
开发者ID:meroon,项目名称:Polycode,代码行数:53,代码来源:PolyGLRenderer.cpp

示例6: setTexture

void Renderer::applyMaterial(Material *material,  ShaderBinding *localOptions,unsigned int shaderIndex, bool forceMaterial) {
    
    if(overrideMaterial) {
        if(!forceMaterial) {
            material = overrideMaterial;
        }
    }
    
	if(!material->getShader(shaderIndex) || !shadersEnabled) {
		setTexture(NULL);
		return;
	}
	
	FixedShaderBinding *fBinding;
    
    Shader *shader = material->getShader(shaderIndex);
	if(shader->numPointLights + shader->numSpotLights > 0) {
		sortLights();
	}
	
	switch(material->getShader(shaderIndex)->getType()) {
		case Shader::FIXED_SHADER:
			fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex);
			setTexture(fBinding->getDiffuseTexture());
            break;
		case Shader::MODULE_SHADER:
			currentMaterial = material;
			if(material->shaderModule == NULL) {
				for(int m=0; m < shaderModules.size(); m++) {
					PolycodeShaderModule *shaderModule = shaderModules[m];
					if(shaderModule->hasShader(material->getShader(shaderIndex))) {
						material->shaderModule = (void*)shaderModule;
					}
				}
			} else {
				PolycodeShaderModule *shaderModule = (PolycodeShaderModule*)material->shaderModule;
				shaderModule->applyShaderMaterial(this, material, localOptions, shaderIndex);
				currentShaderModule = shaderModule;
			}
            break;
	}
	
	setBlendingMode(material->blendingMode);
    setWireframePolygonMode(material->wireframe);
}
开发者ID:0x81c,项目名称:Polycode,代码行数:45,代码来源:PolyRenderer.cpp

示例7: atoi

Shader *MaterialManager::createShaderFromXMLNode(TiXmlNode *node) {
	TiXmlElement *nodeElement = node->ToElement();
	if (!nodeElement) return NULL; // Skip comment nodes
	
	Shader *retShader = NULL;
	
	if(nodeElement->Attribute("type")) {
		String shaderType = nodeElement->Attribute("type");
//		Logger::log("Attempting to create %s shader\n", shaderType.c_str());
		for(int m=0; m < shaderModules.size(); m++) {
			PolycodeShaderModule *shaderModule = shaderModules[m];
			if(shaderModule->getShaderType() == shaderType) {
				retShader = shaderModule->createShader(node);
			}
		}		
	}
	
	if (!retShader)
		return NULL;

	int numAreaLights = 0;
	int numSpotLights = 0;
		
	if(nodeElement->Attribute("numAreaLights")) {
		numAreaLights = atoi(nodeElement->Attribute("numAreaLights"));
	}
	if(nodeElement->Attribute("numSpotLights")) {
		numSpotLights = atoi(nodeElement->Attribute("numSpotLights"));
	}
	
	retShader->screenShader = false;
	
	if(nodeElement->Attribute("screen")) {
		if(String(nodeElement->Attribute("screen")) == "true") {
			retShader->screenShader = true;
		}
	}
	
	if(retShader) {
		retShader->numAreaLights = numAreaLights;
		retShader->numSpotLights = numSpotLights;		
	}	
	
	return retShader;
}
开发者ID:Avangelin,项目名称:Polycode,代码行数:45,代码来源:PolyMaterialManager.cpp

示例8:

Shader *MaterialManager::createShader(String shaderType, String name, String vpName, String fpName, bool screenShader) {
	Shader *retShader = NULL;
	
	for(int m=0; m < shaderModules.size(); m++) {
		PolycodeShaderModule *shaderModule = shaderModules[m];
		if(shaderModule->getShaderType() == shaderType) {
			retShader = shaderModule->createShader(name, vpName, fpName);
		}
	}
	
	if(retShader) {
		retShader->screenShader = screenShader;
		retShader->numAreaLights = 0;
		retShader->numSpotLights = 0;
	}
	
	return retShader;
}
开发者ID:Ravensdale,项目名称:Polycode,代码行数:18,代码来源:PolyMaterialManager.cpp

示例9: parsePrograms

void ResourceManager::parsePrograms(const String& dirPath, bool recursive) {
	vector<OSFileEntry> resourceDir;
	resourceDir = OSBasics::parseFolder(dirPath, false);
	for(int i=0; i < resourceDir.size(); i++) {	
		if(resourceDir[i].type == OSFileEntry::TYPE_FILE) {
			for(int m=0; m < shaderModules.size(); m++) {
				PolycodeShaderModule *shaderModule = shaderModules[m];
				if(shaderModule->acceptsExtension(resourceDir[i].extension)) {
					Resource *newProgram = shaderModule->createProgramFromFile(resourceDir[i].extension, resourceDir[i].fullPath);
					if(newProgram) {
						newProgram->setResourceName(resourceDir[i].name);
						newProgram->setResourcePath(resourceDir[i].fullPath);				
						resources.push_back(newProgram);					
					}
				}
			}
		} else {
			if(recursive)
				parsePrograms(dirPath+"/"+resourceDir[i].name, true);
		}
	}	
}
开发者ID:Flapstah,项目名称:Polycode,代码行数:22,代码来源:PolyResourceManager.cpp

示例10: reloadPrograms

void MaterialManager::reloadPrograms() {
	for(int m=0; m < shaderModules.size(); m++) {
		PolycodeShaderModule *shaderModule = shaderModules[m];
		shaderModule->reloadPrograms();
	}
}
开发者ID:Flapstah,项目名称:Polycode,代码行数:6,代码来源:PolyMaterialManager.cpp


注:本文中的PolycodeShaderModule类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。