本文整理汇总了C++中Terrain::SetMaterial方法的典型用法代码示例。如果您正苦于以下问题:C++ Terrain::SetMaterial方法的具体用法?C++ Terrain::SetMaterial怎么用?C++ Terrain::SetMaterial使用的例子?那么恭喜您, 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Terrain
的用法示例。
在下文中一共展示了Terrain::SetMaterial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: CreateScene
void VehicleDemo::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create scene subsystem components
scene_->CreateComponent<Octree>();
scene_->CreateComponent<PhysicsWorld>();
// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
cameraNode_ = new Node(context_);
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(500.0f);
GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
// Create static scene content. First create a zone for ambient lighting and fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(300.0f);
zone->SetFogEnd(500.0f);
zone->SetBoundingBox(BoundingBox(-2000.0f, 2000.0f));
// Create a directional light with cascaded shadow mapping
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Create heightmap terrain with collision
Node* terrainNode = scene_->CreateChild("Terrain");
terrainNode->SetPosition(Vector3::ZERO);
Terrain* terrain = terrainNode->CreateComponent<Terrain>();
terrain->SetPatchSize(64);
terrain->SetSpacing(Vector3(2.0f, 0.1f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
terrain->SetSmoothing(true);
terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
// terrain patches and other objects behind it
terrain->SetOccluder(true);
RigidBody* body = terrainNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2); // Use layer bitmask 2 for static geometry
CollisionShape* shape = terrainNode->CreateComponent<CollisionShape>();
shape->SetTerrain();
// Create 1000 mushrooms in the terrain. Always face outward along the terrain normal
const unsigned NUM_MUSHROOMS = 1000;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
{
Node* objectNode = scene_->CreateChild("Mushroom");
Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
position.y_ = terrain->GetHeight(position) - 0.1f;
objectNode->SetPosition(position);
// Create a rotation quaternion from up vector to terrain normal
objectNode->SetRotation(Quaternion(Vector3::UP, terrain->GetNormal(position)));
objectNode->SetScale(3.0f);
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
object->SetCastShadows(true);
RigidBody* body = objectNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2);
CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
shape->SetTriangleMesh(object->GetModel(), 0);
}
}
示例2: CreateScene
void Water::CreateScene()
{
ResourceCache* cache = GetContext()->m_ResourceCache.get();
scene_ = new Scene(GetContext());
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
scene_->CreateComponent<Octree>();
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
zone->SetFogStart(500.0f);
zone->SetFogEnd(750.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Apply slightly overbright lighting to match the skybox
light->SetColor(Color(1.2f, 1.2f, 1.2f));
// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
// generate the necessary 3D texture coordinates for cube mapping
Node* skyNode = scene_->CreateChild("Sky");
skyNode->SetScale(500.0f); // The scale actually does not matter
Skybox* skybox = skyNode->CreateComponent<Skybox>();
skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
// Create heightmap terrain
Node* terrainNode = scene_->CreateChild("Terrain");
terrainNode->SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Terrain* terrain = terrainNode->CreateComponent<Terrain>();
terrain->SetPatchSize(64);
terrain->SetSpacing(Vector3(2.0f, 0.5f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
terrain->SetSmoothing(true);
terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
// terrain patches and other objects behind it
terrain->SetOccluder(true);
// Create 1000 boxes in the terrain. Always face outward along the terrain normal
unsigned NUM_OBJECTS = 1000;
for (unsigned i = 0; i < NUM_OBJECTS; ++i)
{
Node* objectNode = scene_->CreateChild("Box");
Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
position.y_ = terrain->GetHeight(position) + 2.25f;
objectNode->SetPosition(position);
// Create a rotation quaternion from up vector to terrain normal
objectNode->SetRotation(Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain->GetNormal(position)));
objectNode->SetScale(5.0f);
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
object->SetCastShadows(true);
}
Node* shipNode = scene_->CreateChild("Ship");
shipNode->SetPosition(Vector3(0.0f, 4.6f, 0.0f));
//shipNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
shipNode->SetScale(0.5f + Random(2.0f));
StaticModel* shipObject = shipNode->CreateComponent<StaticModel>();
shipObject->SetModel(cache->GetResource<Model>("Models/ship04.mdl"));
shipObject->SetMaterial(0,cache->GetResource<Material>("Materials/ship04_Material0.xml"));
shipObject->SetMaterial(1,cache->GetResource<Material>("Materials/ship04_Material1.xml"));
shipObject->SetMaterial(2,cache->GetResource<Material>("Materials/ship04_Material2.xml"));
shipObject->SetCastShadows(true);
// Create a water plane object that is as large as the terrain
waterNode_ = scene_->CreateChild("Water");
waterNode_->SetScale(Vector3(2048.0f, 1.0f, 2048.0f));
waterNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
StaticModel* water = waterNode_->CreateComponent<StaticModel>();
water->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
water->SetMaterial(cache->GetResource<Material>("Materials/Water.xml"));
// Set a different viewmask on the water plane to be able to hide it from the reflection camera
water->SetViewMask(0x80000000);
// Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside
// the scene, because we want it to be unaffected by scene load / save
cameraNode_ = new Node(GetContext());
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->setFarClipDistance(750.0f);
// Set an initial position for the camera scene node above the ground
cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -20.0f));
}
示例3: Run
void TestApp::Run()
{
if (*mCore << "Config/T08.txt")
{
mCore->Lock();
// First we need to create a heightmap we'll use to create the terrain. R5 has a fairly flexible
// noise library with a variety of simple filters that we can use for just that purpose.
Noise noise;
// We want to generate a 256x256 heightmap
noise.SetSize(256, 256);
// You can combine a variety of filters to create the terrain's "final" look, but for the sake
// of simplicity, let's only use one -- a perlin noise. The numbers that follow are optional
// parameters. In this case '8' means generate an 8-octave noise, and 0.65 means that the noise
// with values above 0.65 will be mirrored, turning high peaks into volcano-like crevices.
// This type of noise is also known as ridged multifractal due to the ridges it tends to produce.
noise.ApplyFilter("Perlin").Set(8.0f, 0.65f);
// Now that we have our heightmap, we should create our terrain.
mTerrain = mCore->GetRoot()->AddObject<Terrain>("First Terrain");
// We want to partition our terrain into an 8 by 8 grid. This will create 64 subdivisions
// that the terrain will use together with frustum culling to automatically discard portions
// of the terrain that are not visible. We can actually see what percentage of the terrain
// is being rendered by using the Terrain::GetVisibility() function after the scene has been
// culled... but more on that later.
mTerrain->PartitionInto(8, 8);
// In order to fill the terrain's partitions with geometry we need to provide additional
// information about the heightmap that will be used and how it will be used to begin with.
// Terrain::Heightmap struct exists for just this purpose.
// Provide the heightmap itself
Terrain::Heightmap hm (noise.GetBuffer(), noise.GetWidth(), noise.GetHeight());
// We want each subdivided mesh to be 32 by 32 quads. As you might recall there are 64 subdivisions
// in total, and now each of those 64 will contain (32 x 32) = 1024 quads, or 2048 triangles.
// When the terrain is generated the provided heightmap will be sampled using bicubic filtering,
// so you can make the mesh much more tessellated than the heightmap, if you wish.
hm.mMeshSize.Set(32, 32);
// By default the terrain will be generated with dimensions of (0, 0, 0) to (1, 1, 1). Of course
// that's not what we want. Let's apply a different scaling property here, stretching the terrain
// along the horizontal plane (and a little bit along the vertical as well).
hm.mTerrainScale.Set(20.0f, 20.0f, 4.0f);
// By default the terrain starts at (0, 0, 0). Let's somwhat-center it instead.
hm.mTerrainOffset.Set(-10.0f, -10.0f, -3.0f);
// Time to fill the actual geometry. One last important thing to note is the optional bounding
// box padding parameter that QuadTree::Fill function accepts. This parameter is used to extrude
// the height of the bounding box vertically in both directions so that child objects can
// fit easier. Objects that "fit" into the bounding box of the terrain's subdivisioned
// nodes will get culled faster, speeding up your game. I recommend setting this property to
// the height of the tallest building or tree you expect to place on your map. In this
// example we don't have any objects placed as children of the terrain, but it's worth
// noting nonetheless.
mTerrain->FillGeometry(&hm, 0.0f);
// And now... we need to be able to see the terrain we've just created.
// The best way to visualize a terrain without any textures on it is to display it in wireframe.
// You can easily do that in R5 by using a material that has a "Wireframe" technique as one of
// its draw methods. As long as you won't forget to use that technique in the OnDraw function,
// your wireframe object will show up in your scene. In this case it will be used for our terrain.
// Wireframe is an R5-recognized technique so we don't need to set up any states.
ITechnique* wireframe = mGraphics->GetTechnique("Wireframe");
// Save it for our Draw function
//mTechniques.Expand() = wireframe;
// We'll be using a custom material to draw our terrain. Let's just give it the same name.
IMaterial* mat = mGraphics->GetMaterial("Terrain");
// Se need to change the material's color as all newly created materials start invisible (alpha of 0)
mat->SetDiffuse( Color4ub(255, 255, 255, 255) );
// Add this technique to the material
mat->GetDrawMethod(wireframe, true);
// Tell the terrain to use this material
mTerrain->SetMaterial(mat);
// Last thing we should do is find the label I've added to the "T08.txt" configuration file.
// The reason it's not created via code is to simplify this tutorial. If you're curious,
// have a look at that resource file and see how it was created inside. Since the label is
// part of the configuration file that we've loaded at the top of this function, it's already
// in memory and all we have to do is find it using this handy template:
mLabel = mUI->FindWidget<UILabel>("Status");
// Add a custom draw function that will update the label showing us how much of the terrain is
// actually visible at any given time. Look below to see exactly what it does.
//.........这里部分代码省略.........
示例4: CreateScene
void VehicleDemo::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create scene subsystem components
scene_->CreateComponent<Octree>();
scene_->CreateComponent<PhysicsWorld>();
scene_->CreateComponent<DebugRenderer>();
// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
cameraNode_ = new Node(context_);
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(500.0f);
GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
//GetSubsystem<Renderer>()->SetHDRRendering(true);
RenderPath* effectRenderPath=GetSubsystem<Renderer>()->GetViewport(0)->GetRenderPath();
//effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/AutoExposure.xml"));
effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/Blur.xml"));
effectRenderPath->SetShaderParameter("BlurRadius", Variant(0.002f) );
effectRenderPath->SetShaderParameter("BlurSigma", Variant(0.001f) );
effectRenderPath->SetEnabled("Blur", false);
// Create static scene content. First create a zone for ambient lighting and fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
//zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.2f, 0.2f, 0.3f));
zone->SetFogStart(300.0f);
zone->SetFogEnd(500.0f);
zone->SetBoundingBox(BoundingBox(-2000.0f, 2000.0f));
/*
// Create a directional light with cascaded shadow mapping
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(20.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
*/
// Create heightmap terrain with collision
Node* terrainNode = scene_->CreateChild("Terrain");
terrainNode->SetPosition(Vector3::ZERO);
Terrain* terrain = terrainNode->CreateComponent<Terrain>();
terrain->SetPatchSize(64);
terrain->SetSpacing(Vector3(2.0f, 0.1f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
terrain->SetSmoothing(true);
terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
// terrain patches and other objects behind it
terrain->SetOccluder(true);
RigidBody* body = terrainNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2); // Use layer bitmask 2 for static geometry
CollisionShape* shape = terrainNode->CreateComponent<CollisionShape>();
shape->SetTerrain();
// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
// generate the necessary 3D texture coordinates for cube mapping
/*
Node* skyNode2 = scene_->CreateChild("Sky");
skyNode2->SetScale(80.0f); // The scale actually does not matter
Skybox* skybox2 = skyNode2->CreateComponent<Skybox>();
skybox2->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
skybox2->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
*/
Node* skyNode = scene_->CreateChild("ProcSkyNode");
skyNode->SetEnabled(true);
skyNode->SetName("ProcSkyNode");
skyNode->SetPosition(Urho3D::Vector3(0.0, 0.0, 0.0));
skyNode->SetRotation(Urho3D::Quaternion(1, 0, 0, 0));
skyNode->SetScale(Urho3D::Vector3(100.0, 100.0, 100.0));
ProcSky* procSky = skyNode->CreateComponent<ProcSky>();
procSky->SetEnabled(true);
Node* skyLightNode = skyNode->CreateChild("ProcSkyLight");
skyLightNode->SetEnabled(true);
skyLightNode->SetPosition(Urho3D::Vector3(0.0, 0.0, 0.0));
skyLightNode->SetRotation(Urho3D::Quaternion(0.707107, 0, -0.707107, 0));
skyLightNode->SetScale(Urho3D::Vector3(1, 1, 1));
//.........这里部分代码省略.........