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C++ StdMat2::SyncADTexLock方法代码示例

本文整理汇总了C++中StdMat2::SyncADTexLock方法的典型用法代码示例。如果您正苦于以下问题:C++ StdMat2::SyncADTexLock方法的具体用法?C++ StdMat2::SyncADTexLock怎么用?C++ StdMat2::SyncADTexLock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StdMat2的用法示例。


在下文中一共展示了StdMat2::SyncADTexLock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: UpdateLockADTex

void WardShaderDlg::UpdateLockADTex( BOOL passOn) {
	int lock = 	pShader->GetLockADTex();
	CheckButton(hRollup, IDC_LOCK_ADTEX, lock);

	ShowWindow(GetDlgItem(hRollup, IDC_MAPON_AM), !lock);
	texMBut[ 0 ]->Enable(!lock);

	if ( passOn ) 
		pMtl->SyncADTexLock( lock );
	
//	UpdateMtlDisplay();
}
开发者ID:2asoft,项目名称:xray,代码行数:12,代码来源:shaderward.cpp

示例2: createStandardMaterial

	//------------------------------
	StdMat2* MaterialCreator::createStandardMaterial( const COLLADAFW::EffectCommon& effectCommon, const String& name, const MaterialCreator::MaterialIdentifier& materialIdentifier )
	{
		StdMat2* material = NewDefaultStdMat();


		COLLADAFW::EffectCommon::ShaderType shaderType = effectCommon.getShaderType();
		switch ( shaderType )
		{
		case COLLADAFW::EffectCommon::SHADER_CONSTANT: 
			material->SetFaceted(true); // BUG393: Max actually does not support a constant shader!
		case COLLADAFW::EffectCommon::SHADER_BLINN: 
			material->SwitchShader(Class_ID(StandardMaterial::STD2_BLINN_SHADER_CLASS_ID, 0)); 
			break;
		case COLLADAFW::EffectCommon::SHADER_LAMBERT:
		case COLLADAFW::EffectCommon::SHADER_PHONG:
		case COLLADAFW::EffectCommon::SHADER_UNKNOWN:
		default: 
			material->SwitchShader(Class_ID(StandardMaterial::STD2_PHONG_CLASS_ID, 0)); 
			break;
		}


		// Retrieve the shader parameter blocks
		Shader* materialShader = material->GetShader();
		IParamBlock2* shaderParameters = (IParamBlock2*) materialShader->GetReference(0);
		IParamBlock2* extendedParameters = (IParamBlock2*) material->GetReference(StandardMaterial::EXTENDED_PB_REF);

		// Common material parameters
		material->SetName(name.c_str());
		const COLLADAFW::ColorOrTexture& diffuse = effectCommon.getDiffuse();

		if ( diffuse.isColor() )
			material->SetDiffuse( toMaxColor(diffuse), 0);

		const COLLADAFW::ColorOrTexture& emission = effectCommon.getEmission();
		if ( emission.isColor() )
		{
			material->SetSelfIllumColorOn(TRUE);
			material->SetSelfIllumColor( toMaxColor(emission), 0);
		}
		else
		{
			material->SetSelfIllumColorOn(FALSE);
			material->SetSelfIllum( 0, 0 );
		}

		float maxOpacity = 1;
		const COLLADAFW::ColorOrTexture& opacity = effectCommon.getOpacity();
		if ( opacity.isColor() )
		{
			const COLLADAFW::Color& opacityColor = opacity.getColor(); 
			float averageTransparent = (float)(opacityColor.getRed() + opacityColor.getGreen() + opacityColor.getBlue())/3; 
			maxOpacity = averageTransparent;
		}

		if ( getDocumentImporter()->getInvertTransparency() )
		{
			maxOpacity = 1 - maxOpacity;
		}

		// Max seems to like to have opacity 0 for opacity textures
		if ( opacity.isTexture() )
		{
			material->SetOpacity( 0, 0);
		}
		else
		{
			material->SetOpacity( maxOpacity, 0);
		}

		if (shaderType != COLLADAFW::EffectCommon::SHADER_CONSTANT && shaderType != COLLADAFW::EffectCommon::SHADER_UNKNOWN)
		{
			// Unlock the ambient and diffuse colors
			materialShader->SetLockAD(FALSE);
			materialShader->SetLockADTex(FALSE);
			material->LockAmbDiffTex(FALSE);
			material->SyncADTexLock(FALSE);

			// Lambert/Phong material parameters
			const COLLADAFW::ColorOrTexture& ambient = effectCommon.getAmbient();
			if ( ambient.isColor() )
				material->SetAmbient( toMaxColor(ambient), 0);
		}
		else
		{
			// Approximate constant shader, specular is the same color
			if ( diffuse.isColor() )
				material->SetSpecular( toMaxColor(diffuse), 0 );
		}

		const COLLADAFW::ColorOrTexture& specular = effectCommon.getSpecular();
		const COLLADAFW::FloatOrParam& shininessFloatOrParam = effectCommon.getShininess();
		float shininess = 1;
		if ( shininessFloatOrParam.getType() == COLLADAFW::FloatOrParam::FLOAT )
		{
			shininess = shininessFloatOrParam.getFloatValue();
		}
		if ( shaderType == COLLADAFW::EffectCommon::SHADER_PHONG || shaderType == COLLADAFW::EffectCommon::SHADER_BLINN)
		{
//.........这里部分代码省略.........
开发者ID:AsherBond,项目名称:MondocosmOS,代码行数:101,代码来源:COLLADAMaxMaterialCreator.cpp


注:本文中的StdMat2::SyncADTexLock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。