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C++ StateSet::setRenderBinDetails方法代码示例

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


在下文中一共展示了StateSet::setRenderBinDetails方法的4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: initStateset

void Virvo::initStateset()
{
    StateSet *stateset = new StateSet();
    stateset->setMode(GL_LIGHTING, StateAttribute::OFF);
    stateset->setMode(GL_BLEND, StateAttribute::ON);
    stateset->setRenderBinDetails(100, "RenderBin"); // draw after everything else
    setStateSet(stateset);
}
开发者ID:nixz,项目名称:covise,代码行数:8,代码来源:Virvo.cpp

示例2: initOQState

// Create and return a StateSet appropriate for performing an occlusion
//   query test (disable lighting, texture mapping, etc). Probably some
//   room for improvement here. Could disable shaders, for example.
StateSet* initOQState()
{
    StateSet* state = new StateSet;
    // TBD Possible bug, need to allow user to set render bin number.
    state->setRenderBinDetails( 9, "RenderBin" );

    state->setMode( GL_LIGHTING, StateAttribute::OFF | StateAttribute::PROTECTED);
    state->setTextureMode( 0, GL_TEXTURE_2D, StateAttribute::OFF | StateAttribute::PROTECTED);
    state->setMode( GL_CULL_FACE, StateAttribute::ON | StateAttribute::PROTECTED);

    ColorMask* cm = new ColorMask( false, false, false, false );
    state->setAttributeAndModes( cm, StateAttribute::ON | StateAttribute::PROTECTED);

    Depth* d = new Depth( Depth::LEQUAL, 0.f, 1.f, false );
    state->setAttributeAndModes( d, StateAttribute::ON | StateAttribute::PROTECTED);

    PolygonMode* pm = new PolygonMode( PolygonMode::FRONT_AND_BACK, PolygonMode::FILL );
    state->setAttributeAndModes( pm, StateAttribute::ON | StateAttribute::PROTECTED);

    PolygonOffset* po = new PolygonOffset( -1., -1. );
    state->setAttributeAndModes( po, StateAttribute::ON | StateAttribute::PROTECTED);

    return state;
}
开发者ID:3dcl,项目名称:osg,代码行数:27,代码来源:OcclusionQueryNode.cpp

示例3: sizeof

Node *makeSky( void )
{
    int i, j;
    float lev[] = { -5, -1.0, 1.0, 15.0, 30.0, 60.0, 90.0  };
    float cc[][4] =
    {
        { 0.0, 0.0, 0.15 },
        { 0.0, 0.0, 0.15 },
        { 0.4, 0.4, 0.7 },
        { 0.2, 0.2, 0.6 },
        { 0.1, 0.1, 0.6 },
        { 0.1, 0.1, 0.6 },
        { 0.1, 0.1, 0.6 },
    };
    float x, y, z;
    float alpha, theta;
    float radius = 20.0f;
    int nlev = sizeof( lev )/sizeof(float);

    Geometry *geom = new Geometry;

    Vec3Array& coords = *(new Vec3Array(19*nlev));
    Vec4Array& colors = *(new Vec4Array(19*nlev));
    Vec2Array& tcoords = *(new Vec2Array(19*nlev));
    
    
    int ci = 0;

    for( i = 0; i < nlev; i++ )
    {
        for( j = 0; j <= 18; j++ )
        {
            alpha = osg::DegreesToRadians(lev[i]);
            theta = osg::DegreesToRadians((float)(j*20));

            x = radius * cosf( alpha ) * cosf( theta );
            y = radius * cosf( alpha ) * -sinf( theta );
            z = radius * sinf( alpha );

            coords[ci][0] = x;
            coords[ci][1] = y;
            coords[ci][2] = z;

            colors[ci][0] = cc[i][0];
            colors[ci][1] = cc[i][1];
            colors[ci][2] = cc[i][2];
            colors[ci][3] = 1.0;

            tcoords[ci][0] = (float)j/18.0;
            tcoords[ci][1] = (float)i/(float)(nlev-1);

            ci++;
        }


    }

    for( i = 0; i < nlev-1; i++ )
    {
        DrawElementsUShort* drawElements = new DrawElementsUShort(PrimitiveSet::TRIANGLE_STRIP);
        drawElements->reserve(38);

        for( j = 0; j <= 18; j++ )
        {
            drawElements->push_back((i+1)*19+j);
            drawElements->push_back((i+0)*19+j);
        }

        geom->addPrimitiveSet(drawElements);
    }
    
    geom->setVertexArray( &coords );
    geom->setTexCoordArray( 0, &tcoords );

    geom->setColorArray( &colors );
    geom->setColorBinding( Geometry::BIND_PER_VERTEX );


    Texture2D *tex = new Texture2D;
    tex->setImage(osgDB::readImageFile("Images/white.rgb"));

    StateSet *dstate = new StateSet;

    dstate->setTextureAttributeAndModes(0, tex, StateAttribute::OFF );
    dstate->setTextureAttribute(0, new TexEnv );
    dstate->setMode( GL_LIGHTING, StateAttribute::OFF );
    dstate->setMode( GL_CULL_FACE, StateAttribute::ON );
    

    // clear the depth to the far plane.
    osg::Depth* depth = new osg::Depth;
    depth->setFunction(osg::Depth::ALWAYS);
    depth->setRange(1.0,1.0);   
    dstate->setAttributeAndModes(depth,StateAttribute::ON );

    dstate->setRenderBinDetails(-2,"RenderBin");

    geom->setStateSet( dstate );

    Geode *geode = new Geode;
//.........这里部分代码省略.........
开发者ID:BodyViz,项目名称:osg,代码行数:101,代码来源:sky.cpp

示例4: createImpostorSprite


//.........这里部分代码省略.........
    int new_t = (int)(powf(2.0f,rounded_tp2));

    const osg::Viewport& viewport = *(cv->getViewport());

    // if dimension is bigger than window divide it down.
    while (new_s>viewport.width()) new_s /= 2;

    // if dimension is bigger than window divide it down.
    while (new_t>viewport.height()) new_t /= 2;

    // create the impostor sprite.
    ImpostorSprite* impostorSprite =
        impostorSpriteManager->createOrReuseImpostorSprite(new_s,new_t,cv->getTraversalNumber()-cv->getNumberOfFrameToKeepImpostorSprites());

    if (impostorSprite==NULL)
    {
        OSG_WARN<<"Warning: unable to create required impostor sprite."<<std::endl;
        return NULL;
    }

    // update frame number to show that impostor is in action.
    impostorSprite->setLastFrameUsed(cv->getTraversalNumber());


    // have successfully created an impostor sprite so now need to
    // add it into the impostor.
    addImpostorSprite(contextID,impostorSprite);

    if (cv->getDepthSortImpostorSprites())
    {
        // the depth sort bin should probably be user definable,
        // will look into this later. RO July 2001.
        StateSet* stateset = impostorSprite->getStateSet();
        stateset->setRenderBinDetails(10,"DepthSortedBin");
    }

    osg::Texture2D* texture = impostorSprite->getTexture();

    texture->setTextureSize(new_s, new_t);
    texture->setInternalFormat(GL_RGBA);
    texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
    texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);

    // update frame number to show that impostor is in action.
    impostorSprite->setLastFrameUsed(cv->getTraversalNumber());

    Vec3* coords = impostorSprite->getCoords();
    Vec2* texcoords = impostorSprite->getTexCoords();

    coords[0] = c01;
    texcoords[0].set(0.0f,1.0f);

    coords[1] = c00;
    texcoords[1].set(0.0f,0.0f);

    coords[2] = c10;
    texcoords[2].set(1.0f,0.0f);

    coords[3] = c11;
    texcoords[3].set(1.0f,1.0f);

    impostorSprite->dirtyBound();

    Vec3* controlcoords = impostorSprite->getControlCoords();

    if (isPerspectiveProjection)
开发者ID:yueying,项目名称:osg,代码行数:67,代码来源:Impostor.cpp


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