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C++ Sector::GetTextureName方法代码示例

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


在下文中一共展示了Sector::GetTextureName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: GenerateGrass

void WorldRenderer::GenerateGrass(const Vector2UINT& sectorCoords)
{
	// Grass Turned Off
	if ( !zGrassDensity ) 
	{
		return;
	}

	// Delete previous grass if existing.
	auto grassIterator = this->zGrass.find(sectorCoords);

	// Create Sector Rect
	Rect sectorRect;
	sectorRect.topLeft.x = (float)sectorCoords.x * FSECTOR_WORLD_SIZE;
	sectorRect.topLeft.y = (float)sectorCoords.y * FSECTOR_WORLD_SIZE;
	sectorRect.size.x = FSECTOR_WORLD_SIZE;
	sectorRect.size.y = FSECTOR_WORLD_SIZE;

	// Check if inside clip range
	Circle clipCircle(zGraphics->GetCamera()->GetPosition().GetXZ(), zGrassFarDistance);

	// Check Intersection
	if ( !DoesIntersect(sectorRect, clipCircle) )
	{
		if ( grassIterator != this->zGrass.end() )
		{
			// Remove from graphics engine.
			this->zGraphics->DeleteBillboardCollection(grassIterator->second);

			// Remove from map.
			this->zGrass.erase(grassIterator);
		}
		
		return;
	}

	// Delete Old Grass
	if( grassIterator != this->zGrass.end() )
	{
		// Remove from graphics engine.
		this->zGraphics->DeleteBillboardCollection(grassIterator->second);

		// Reset
		grassIterator->second = 0;
	}

	// First check if the sector has any grass texture
	Sector* sector = this->zWorld->GetSector(sectorCoords);
	bool found = false;
	for(unsigned int i = 0; i < SECTOR_BLEND_CHANNELS && !found; ++i)
	{
		if(strcmp(sector->GetTextureName(i), "01_v02-Moss.png") == 0)
		{
			found = true;
		}
		else if(strcmp(sector->GetTextureName(i), "06_v01-MossDark.png") == 0)
		{
			found = true;
		}
		else if(strcmp(sector->GetTextureName(i), "07_v01-MossLight.png") == 0)
		{
			found = true;
		}
	}

	// No Grass Textures Found
	if(!found)
	{
		return;
	}

	float width = FSECTOR_WORLD_SIZE;
	float depth = FSECTOR_WORLD_SIZE; 
	unsigned int sqrtGrassDensity = (unsigned int)sqrt((long)this->zGrassDensity);
	float xDiff = width / sqrtGrassDensity;
	float zDiff = depth / sqrtGrassDensity;
	Vector2 grassPos = Vector2(0.0f);
	Vector2 terrainPosXZ = sectorRect.topLeft;
	float blendValueGrassLight = 0.0f;
	float blendValueGrassMedium = 0.0f;
	float blendValueGrassDark = 0.0f;
	float blendThreshHold = 0.32f;
	const static float RGB_MIN_MAX = 50.0f / 255.0f;
	Vector3* positions = new Vector3[this->zGrassDensity];
	Vector2* sizes = new Vector2[this->zGrassDensity];
	Vector3* colors = new Vector3[this->zGrassDensity];
	fast_rand_seed = sectorCoords.x + sectorCoords.y;
	float rndMaxInv = 1.0f / (float)RAND_MAX;
	float grassWidth = 0.0f;
	float grassHeight = 0.0f;
	float terrainY = 0.0f;
	Vector2 offsetVector = Vector2(xDiff, zDiff) * 0.5f;
	
	unsigned int index = 0;
	float totBlendValue = 0.0f;
	
	//Values taken from average texture color.
	Vector3 colorGrassLight = Vector3(91.0f, 131.0f, 65.0f) / 255.0f;
	Vector3 colorGrassMedium = Vector3(107.0f, 142.0f, 77.0f) / 255.0f;
	Vector3 colorGrassDark = Vector3(68.0f, 104.0f, 45.0f)  / 255.0f;
//.........这里部分代码省略.........
开发者ID:Malow,项目名称:NDYEditor,代码行数:101,代码来源:WorldRenderer.cpp


注:本文中的Sector::GetTextureName方法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。