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C++ SubEntity::setCustomParameter方法代码示例

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


在下文中一共展示了SubEntity::setCustomParameter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: createScene

    // Just override the mandatory create scene method
    void createScene(void)
    {
        // Check capabilities
		const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
        if (!caps->hasCapability(RSC_VERTEX_PROGRAM) || !(caps->hasCapability(RSC_FRAGMENT_PROGRAM)))
        {
			OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Your card does not support vertex and fragment programs, so cannot "
                "run this demo. Sorry!", 
                "CelShading::createScene");
        }

        // Create a point light
        Light* l = mSceneMgr->createLight("MainLight");
        // Accept default settings: point light, white diffuse, just set position
        // Add light to the scene node
        rotNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
        rotNode->createChildSceneNode(Vector3(20,40,50))->attachObject(l);

        Entity *ent = mSceneMgr->createEntity("head", "ogrehead.mesh");

        mCamera->setPosition(20, 0, 100);
        mCamera->lookAt(0,0,0);


        // Set common material, but define custom parameters to change colours
        // See Example-Advanced.material for how these are finally bound to GPU parameters
        SubEntity* sub;
        // eyes
        sub = ent->getSubEntity(0);
        sub->setMaterialName("Examples/CelShading");
        sub->setCustomParameter(CUSTOM_SHININESS, Vector4(35.0f, 0.0f, 0.0f, 0.0f));
        sub->setCustomParameter(CUSTOM_DIFFUSE, Vector4(1.0f, 0.3f, 0.3f, 1.0f));
        sub->setCustomParameter(CUSTOM_SPECULAR, Vector4(1.0f, 0.6f, 0.6f, 1.0f));
        // skin
        sub = ent->getSubEntity(1);
        sub->setMaterialName("Examples/CelShading");
        sub->setCustomParameter(CUSTOM_SHININESS, Vector4(10.0f, 0.0f, 0.0f, 0.0f));
        sub->setCustomParameter(CUSTOM_DIFFUSE, Vector4(0.0f, 0.5f, 0.0f, 1.0f));
        sub->setCustomParameter(CUSTOM_SPECULAR, Vector4(0.3f, 0.5f, 0.3f, 1.0f));
        // earring
        sub = ent->getSubEntity(2);
        sub->setMaterialName("Examples/CelShading");
        sub->setCustomParameter(CUSTOM_SHININESS, Vector4(25.0f, 0.0f, 0.0f, 0.0f));
        sub->setCustomParameter(CUSTOM_DIFFUSE, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
        sub->setCustomParameter(CUSTOM_SPECULAR, Vector4(1.0f, 1.0f, 0.7f, 1.0f));
        // teeth
        sub = ent->getSubEntity(3);
        sub->setMaterialName("Examples/CelShading");
        sub->setCustomParameter(CUSTOM_SHININESS, Vector4(20.0f, 0.0f, 0.0f, 0.0f));
        sub->setCustomParameter(CUSTOM_DIFFUSE, Vector4(1.0f, 1.0f, 0.7f, 1.0f));
        sub->setCustomParameter(CUSTOM_SPECULAR, Vector4(1.0f, 1.0f, 1.0f, 1.0f));

        // Add entity to the root scene node
        mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ent);

        mWindow->getViewport(0)->setBackgroundColour(ColourValue::White);
    }
开发者ID:Argos86,项目名称:dt2370,代码行数:58,代码来源:CelShading.cpp


注:本文中的SubEntity::setCustomParameter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。