本文整理汇总了C++中StdMat2::SetSubTexmap方法的典型用法代码示例。如果您正苦于以下问题:C++ StdMat2::SetSubTexmap方法的具体用法?C++ StdMat2::SetSubTexmap怎么用?C++ StdMat2::SetSubTexmap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StdMat2
的用法示例。
在下文中一共展示了StdMat2::SetSubTexmap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: createGroupHeaderNode
//.........这里部分代码省略.........
// 顶点坐标和UV
for (unsigned int i = 0; i < geosetData.vcount; ++i)
{
ModelVertex& vertexData = m_globalVertices[ verDataIndex[geosetData.vstart + i] ];
mesh.verts[i] = *(Point3*)(&vertexData.pos);
// UV坐标反转
mesh.tVerts[i].x = vertexData.texcoords.x;
mesh.tVerts[i].y = 1.0f - vertexData.texcoords.y;
}
// 三角形
for (unsigned int i = 0; i < triangeCount; ++i)
{
Face& face = mesh.faces[i];
face.setVerts(triData[geosetData.istart + i*3] - m_indexCount,
triData[geosetData.istart + i*3+1] - m_indexCount,
triData[geosetData.istart + i*3+2] - m_indexCount);
face.Show();
face.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS);
TVFace& tface = mesh.tvFace[i];
tface.setTVerts(triData[geosetData.istart + i*3] - m_indexCount,
triData[geosetData.istart + i*3+1] - m_indexCount,
triData[geosetData.istart + i*3+2] - m_indexCount);
}
// 法线
mesh.SpecifyNormals();
MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals();
if (specNorms)
{
specNorms->ClearAndFree();
specNorms->SetNumFaces(triangeCount);
specNorms->SetNumNormals(geosetData.vcount);
Point3* norms = specNorms->GetNormalArray();
for (unsigned int i = 0; i < geosetData.vcount; ++i)
{
ModelVertex& vertexData = m_globalVertices[ verDataIndex[geosetData.vstart + i] ];
norms[i] = *(Point3*)(&vertexData.normal);
}
MeshNormalFace* pFaces = specNorms->GetFaceArray();
for (unsigned int i = 0; i < triangeCount; ++i)
{
pFaces[i].SpecifyNormalID(0, triData[geosetData.istart + i*3] - m_indexCount);
pFaces[i].SpecifyNormalID(1, triData[geosetData.istart + i*3+1] - m_indexCount);
pFaces[i].SpecifyNormalID(2, triData[geosetData.istart + i*3+2] - m_indexCount);
}
specNorms->SetAllExplicit(true);
specNorms->CheckNormals();
}
// 删除重复的和无效的面
mesh.RemoveDegenerateFaces();
mesh.RemoveIllegalFaces();
//realINode->BackCull(FALSE); // 取消背面裁减 双面绘制与取消背面裁减一起设置
realINode->EvalWorldState(0);
// 索引值修正
m_indexCount += geosetData.vcount;
}
// 加载材质
unsigned short* texLookupData = (unsigned short*)(m_m2FileData + m_modelHeader->ofsTexLookup);
ModelTextureDef* texUnitDefData = (ModelTextureDef*)(m_m2FileData + m_modelHeader->ofsTextures);
ModelTexUnit* texUnitData = (ModelTexUnit*)(m_m2FileData + m_modelView->ofsTex);
for (unsigned int i = 0; i < m_modelView->nTex; ++i)
{
ModelTexUnit& texUnit = texUnitData[i];
unsigned short textureID = texLookupData[texUnit.textureid];
ModelTextureDef& texDef = texUnitDefData[textureID];
string textureName;
if (texDef.type == 0)
textureName = (LPCSTR)(m_m2FileData + texDef.nameOfs);
else
textureName = getReplacableTexture(texDef.type);
StdMat2* material = m_materialList[texUnit.op];
if (!material)
material = createMaterial();
// 根据混合属性决定加在第几层
material->SetSubTexmap(ID_DI, createTexture(textureName.c_str()));
material->EnableMap(ID_DI, TRUE);
//material->SetTwoSided(TRUE); // 双面 设置了此标志的才打开
m_maxInterface->GetMaterialLibrary().Add(material);
m_geosetNodeList[texUnit.op]->SetMtl(material);
}
m_maxInterface->RedrawViews(m_maxInterface->GetTime());
}
示例2: NewDefaultStdMat
StdMat2 *NifImporter::ImportMaterialAndTextures(ImpNode *node, NiAVObjectRef avObject)
{
// Texture
NiMaterialPropertyRef matRef = avObject->GetPropertyByType(NiMaterialProperty::TYPE);
if (matRef != NULL){
StdMat2 *m = NewDefaultStdMat();
m->SetName(matRef->GetName().c_str());
if (showTextures) {
m->SetMtlFlag(MTL_DISPLAY_ENABLE_FLAGS, TRUE);
}
// try the civ4 shader first then default back to normal shaders
if (ImportNiftoolsShader(node, avObject, m)) {
return m;
}
NiTexturingPropertyRef texRef = avObject->GetPropertyByType(NiTexturingProperty::TYPE);
NiWireframePropertyRef wireRef = avObject->GetPropertyByType(NiWireframeProperty::TYPE);
NiAlphaPropertyRef alphaRef = avObject->GetPropertyByType(NiAlphaProperty::TYPE);
NiStencilPropertyRef stencilRef = avObject->GetPropertyByType(NiStencilProperty::TYPE);
NiShadePropertyRef shadeRef = avObject->GetPropertyByType(NiShadeProperty::TYPE);
vector<NiPropertyRef> props = avObject->GetProperties();
if (IsFallout3()) {
m->SetAmbient(Color(0.588f, 0.588f, 0.588f),0);
m->SetDiffuse(Color(0.588f, 0.588f, 0.588f),0);
m->SetSpecular(Color(0.902f, 0.902f, 0.902f),0);
} else {
m->SetAmbient(TOCOLOR(matRef->GetAmbientColor()),0);
m->SetDiffuse(TOCOLOR(matRef->GetDiffuseColor()),0);
m->SetSpecular(TOCOLOR(matRef->GetSpecularColor()),0);
}
Color c = TOCOLOR(matRef->GetEmissiveColor());
if (c.r != 0 || c.b != 0 || c.g != 0) {
m->SetSelfIllumColorOn(TRUE);
m->SetSelfIllumColor(c,0);
}
m->SetShinStr(0.0,0);
m->SetShininess(matRef->GetGlossiness()/100.0,0);
m->SetOpacity(matRef->GetTransparency(),0);
bool hasShaderAttributes = (wireRef != NULL) || (stencilRef != NULL) || (shadeRef != NULL);
if (m->SupportsShaders() && hasShaderAttributes) {
if (Shader *s = m->GetShader()) {
if (wireRef != NULL && (wireRef->GetFlags() & 1)) {
BOOL value = TRUE;
m->SetWire(value);
}
if (stencilRef != NULL) {
if (stencilRef->GetFaceDrawMode() == DRAW_BOTH) {
BOOL value = TRUE;
m->SetTwoSided(value);
}
}
if (shadeRef != NULL && shadeRef->GetFlags() & 1) {
m->SetFaceted(TRUE);
}
}
}
if (NULL != texRef)
{
// Handle Base/Detail ???
if (texRef->HasTexture(DECAL_0_MAP)){
if (Texmap* tex = CreateTexture(texRef->GetTexture(DECAL_0_MAP)))
m->SetSubTexmap(ID_DI, tex);
if (texRef->HasTexture(BASE_MAP)){
m->LockAmbDiffTex(FALSE);
if (Texmap* tex = CreateTexture(texRef->GetTexture(BASE_MAP)))
m->SetSubTexmap(ID_AM, tex);
}
} else if (texRef->HasTexture(BASE_MAP)) {
if (Texmap* tex = CreateTexture(texRef->GetTexture(BASE_MAP))) {
m->SetSubTexmap(ID_DI, tex);
if (showTextures) gi->ActivateTexture(tex,m);
}
}
// Handle Bump map
if (texRef->HasTexture(BUMP_MAP)) {
if (Texmap* tex = CreateTexture(texRef->GetTexture(BUMP_MAP)))
m->SetSubTexmap(ID_BU, CreateNormalBump(NULL, tex));
}
// Shiny map
if (texRef->HasTexture(GLOSS_MAP)) {
if (Texmap* tex = CreateTexture(texRef->GetTexture(GLOSS_MAP)))
m->SetSubTexmap(ID_SS, tex);
}
// Self illumination
if (texRef->HasTexture(GLOW_MAP)) {
if (Texmap* tex = CreateTexture(texRef->GetTexture(GLOW_MAP)))
m->SetSubTexmap(ID_SI, tex);
}
// Custom Shader Handling
int nTex = texRef->GetShaderTextureCount();
if (nTex > 0) {
list<NiExtraDataRef> data = avObject->GetExtraData();
NiGeometryRef trigeom = DynamicCast<NiGeometry>(avObject);
if (trigeom->HasShader()) {
//.........这里部分代码省略.........