本文整理汇总了C++中Texture::Apply方法的典型用法代码示例。如果您正苦于以下问题:C++ Texture::Apply方法的具体用法?C++ Texture::Apply怎么用?C++ Texture::Apply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Texture
的用法示例。
在下文中一共展示了Texture::Apply方法的12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: Setup
//----------------------------------------------------------------------------
bool EnvironmentMaps::Setup ()
{
// load model
m_spkScene = new Node(1);
m_spkTrnNode = new Node(1);
m_spkScene->AttachChild(m_spkTrnNode);
Stream kStream;
bool bLoaded = kStream.Load("Face.mgc");
if ( !bLoaded )
return false;
m_spkModel = (Node*) kStream.GetObjectAt(0);
m_spkTrnNode->AttachChild(m_spkModel);
// attach environment map
Image* pkImage = Image::Load("SphereMap.mif");
if ( !pkImage )
return false;
Texture* pkTexture = new Texture;
pkTexture->SetImage(pkImage);
pkTexture->Filter() = Texture::FM_LINEAR;
pkTexture->Mipmap() = Texture::MM_NONE;
pkTexture->Apply() = Texture::AM_DECAL;
pkTexture->Envmap() = Texture::EM_SPHERE;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkTexture);
m_spkModel->SetRenderState(pkTS);
return true;
}
示例2: CreateCloth
//----------------------------------------------------------------------------
void Cloth::CreateCloth ()
{
// create quadratic spline using particles as control points
m_pkSpline = new BSplineRectanglef(m_pkModule->GetRows(),
m_pkModule->GetCols(),m_pkModule->Positions2D(),2,2,false,false,
true,true);
// generate a rectangle surface
int iUSamples = 16;
int iVSamples = 32;
bool bWantNormals = false;
bool bWantColors = false;
bool bDoubleSided = true;
Vector2f kTextureMin(0.0f,0.0f), kTextureMax(1.0f,1.0f);
m_spkCloth = new RectangleSurface(m_pkSpline,iUSamples,iVSamples,
bWantNormals,bWantColors,bDoubleSided,&kTextureMin,&kTextureMax);
// attach a texture for the surface
Texture* pkTexture = new Texture;
pkTexture->SetImage(Image::Load("purplecloth.mif"));
pkTexture->Filter() = Texture::FM_LINEAR;
pkTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkTexture->Apply() = Texture::AM_REPLACE;
pkTexture->Wrap() = Texture::WM_WRAP_S_WRAP_T;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkTexture);
m_spkCloth->SetRenderState(pkTS);
m_spkTrnNode->AttachChild(m_spkCloth);
}
示例3: CreateGround
//----------------------------------------------------------------------------
TriMesh* BallHill::CreateGround ()
{
TriMesh* pkGround = NULL;
CreateRectangleMesh(pkGround,Vector3f::ZERO,Vector3f::UNIT_X,
Vector3f::UNIT_Y,Vector3f::UNIT_Z,32.0f,32.0f,false,false,true);
m_spkGround = pkGround;
// change the texture repeat
int iVQuantity = m_spkGround->GetVertexQuantity();
Vector2f* akUV = m_spkGround->Textures();
for (int i = 0; i < iVQuantity; i++)
akUV[i] *= 8.0f;
Texture* pkTexture = new Texture;
pkTexture->SetImage(Image::Load("grass.mif"));
pkTexture->Filter() = Texture::FM_LINEAR;
pkTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkTexture->Apply() = Texture::AM_REPLACE;
pkTexture->Wrap() = Texture::WM_WRAP_S_WRAP_T;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkTexture);
m_spkGround->SetRenderState(pkTS);
return pkGround;
}
示例4: brushSize
void gfx::GraphicsEngine::RenderToTexture(RenderQueue* drawQueue){
TextureHandle target = drawQueue->GetTargetTexture();
m_FrameBuffer.SetTexture(target);
m_FrameBuffer.Apply();
ShaderProgram* spriteProg = g_ShaderBank.GetProgramFromHandle(m_SpriteShader);
spriteProg->Apply();
glBindVertexArray(0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
static bool additive = false;
ImGui::Checkbox("Additive", &additive);
if (additive){
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
else {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
//static glm::vec4 color = glm::vec4(1);
//ImGui::ColorEdit4("BrushColor", &color[0], true);
for (auto& brush : drawQueue->GetBrushQueue()){
Texture* brushTex = g_MaterialBank.GetTexture(brush.Texture);
glm::vec2 brushSize(brush.Size / (m_Width * 0.5f), brush.Size / m_Height);
spriteProg->SetUniformVec4("g_Pos", glm::vec4(glm::vec2(brush.Position.x - brushSize.x * 0.5f, 1.0f - brush.Position.y + brushSize.y * 0.5f), 0, 0));
spriteProg->SetUniformVec4("g_Size", glm::vec4(brushSize.x, brushSize.y, 1, 1));
spriteProg->SetUniformVec4("g_Color", ColorPicker::m_color);
brushTex->Apply(spriteProg->FetchUniform("g_Texture"), 0);
spriteProg->SetUniformBool("g_GreyScale", false);
glDrawArrays(GL_POINTS, 0, 1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
示例5: CreateBall
//----------------------------------------------------------------------------
TriMesh* BallHill::CreateBall ()
{
TriMesh* pkBall = NULL;
m_fRadius = (float)m_kModule.Radius;
CreateSphereMesh(pkBall,16,16,Vector3f::ZERO,m_fRadius,Vector3f::UNIT_X,
Vector3f::UNIT_Y,Vector3f::UNIT_Z,false,false,true,true);
m_spkBall = pkBall;
m_spkBall->Translate().Z() = (float)m_kModule.A3 + m_fRadius;
Texture* pkTexture = new Texture;
pkTexture->SetImage(Image::Load("BallTexture.mif"));
pkTexture->Filter() = Texture::FM_LINEAR;
pkTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkTexture->Apply() = Texture::AM_REPLACE;
pkTexture->Wrap() = Texture::WM_WRAP_S_WRAP_T;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkTexture);
m_spkBall->SetRenderState(pkTS);
UpdateBall();
return m_spkBall;
}
示例6: CreateRope
//----------------------------------------------------------------------------
void Rope::CreateRope ()
{
// create quadratic spline using particles as control points
int iNumCtrlPoints = m_pkModule->GetNumParticles();
Vector3f* akCtrlPoint = m_pkModule->Positions();
int iDegree = 2;
m_pkSpline = new BSplineCurve3f(iNumCtrlPoints,akCtrlPoint,iDegree,
false,true);
// generate a tube surface whose medial axis is the spline
bool bClosed = false;
Vector3f kUpVector = Vector3f::UNIT_Z;
int iMedialSamples = 64;
int iSliceSamples = 8;
bool bWantNormals = false;
bool bWantColors = false;
bool bSampleByArcLength = false;
bool bInsideView = false;
Vector2f kTextureMin(0.0f,0.0f), kTextureMax(1.0f,1.0f);
m_spkRope = new TubeSurface(m_pkSpline,Radial,bClosed,kUpVector,
iMedialSamples,iSliceSamples,bWantNormals,bWantColors,
bSampleByArcLength,bInsideView,&kTextureMin,&kTextureMax);
// attach a texture for the rope
Texture* pkTexture = new Texture;
pkTexture->SetImage(Image::Load("rope.mif"));
pkTexture->Filter() = Texture::FM_LINEAR;
pkTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkTexture->Apply() = Texture::AM_REPLACE;
pkTexture->Wrap() = Texture::WM_WRAP_S_WRAP_T;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkTexture);
m_spkRope->SetRenderState(pkTS);
m_spkTrnNode->AttachChild(m_spkRope);
}
示例7: CreateHill
//----------------------------------------------------------------------------
TriMesh* BallHill::CreateHill ()
{
TriMesh* pkHill = NULL;
CreateDiskMesh(pkHill,32,32,Vector3f::ZERO,2.0f,Vector3f::UNIT_X,
Vector3f::UNIT_Y,Vector3f::UNIT_Z,false,false,true);
m_spkHill = pkHill;
// change the texture repeat
int iVQuantity = m_spkHill->GetVertexQuantity();
Vector2f* akUV = m_spkHill->Textures();
int i;
for (i = 0; i < iVQuantity; i++)
akUV[i] *= 8.0f;
Texture* pkTexture = new Texture;
pkTexture->SetImage(Image::Load("gravel.mif"));
pkTexture->Filter() = Texture::FM_LINEAR;
pkTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkTexture->Apply() = Texture::AM_REPLACE;
pkTexture->Wrap() = Texture::WM_WRAP_S_WRAP_T;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkTexture);
m_spkHill->SetRenderState(pkTS);
// adjust disk vertices to form elliptical paraboloid for the hill
Vector3f* akVertex = m_spkHill->Vertices();
for (i = 0; i < iVQuantity; i++)
{
akVertex[i].Z() = m_kModule.GetHeight(akVertex[i].X(),
akVertex[i].Y());
}
m_spkHill->UpdateModelBound();
m_spkHill->UpdateModelNormals();
return m_spkHill;
}
示例8:
void gfx::GraphicsEngine::RenderActiveTarget(){
glViewport((GLint)(m_Width * 0.5f), BUTTON_SIZE, (GLint)(m_Width * 0.5f), m_Height - BUTTON_SIZE * 2);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ShaderProgram* spriteProg = g_ShaderBank.GetProgramFromHandle(m_SpriteShader);
spriteProg->Apply();
glBindVertexArray(0);
Texture* tex = g_MaterialBank.GetTexture(m_FrameBuffer.GetTexture());
float sizeH;
sizeH = tex->GetHeight() / tex->GetWidth();
tex->Apply(spriteProg->FetchUniform("g_Texture"), 0);
spriteProg->SetUniformVec4("g_Color", glm::vec4(1));
spriteProg->SetUniformVec4("g_Pos", glm::vec4(0.0f, 0.5f + sizeH * 0.5f, 0.0f,0.0f));
spriteProg->SetUniformVec4("g_Size", glm::vec4(1.0f, sizeH, 1.0f, 1.0f));
if (tex->GetChannels() == 1){
spriteProg->SetUniformBool("g_GreyScale", true);
}
else{
spriteProg->SetUniformBool("g_GreyScale", false);
}
glDrawArrays(GL_POINTS, 0, 1);
}
示例9: Setup
//----------------------------------------------------------------------------
bool RipplingOcean::Setup ()
{
m_bStopped = false;
m_fStopTime = GetTimeInSeconds();
m_spkScene = new Node(1);
m_spkTrnNode = new Node(1);
m_spkScene->AttachChild(m_spkTrnNode);
// Root node for a scene graph that contains a bump-mapped triangle mesh
// square.
m_spkModel = new Node(1);
// create the triangle mesh surface
TriMesh* pkMesh = NULL;
CreateRectangleMesh(pkMesh, Vector3f::ZERO,
Vector3f::UNIT_X, Vector3f::UNIT_Y, -Vector3f::UNIT_Z,
1400.0f, 1200.0f, 50, 50, true, true, true);
m_spkTriMesh = pkMesh;
m_spkTriMesh->SetVertexShader(m_spkVertShader);
m_spkTriMesh->SetPixelShader(m_spkPixShader);
SetupShaders();
Image* pkNormal = Image::Load("plasma.mif");
if ( !pkNormal )
return false;
HeightToNormalMap( pkNormal );
Texture* pkNormalTex = new Texture;
pkNormalTex->SetImage(pkNormal);
pkNormalTex->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkNormalTex->Filter() = Texture::FM_LINEAR;
pkNormalTex->Apply() = Texture::AM_DECAL;
pkNormalTex->Wrap() = Texture::WM_WRAP_S_WRAP_T;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkNormalTex);
Image* pkWater = Image::Load("watergradient.mif");
if (!pkWater)
return false;
Texture* pkWaterTex = new Texture;
pkWaterTex->SetImage(pkWater);
pkWaterTex->Apply() = Texture::AM_DECAL;
pkWaterTex->Wrap() = Texture::WM_CLAMP_S_CLAMP_T;
pkTS->Set(1,pkWaterTex);
Image* pkSkySphere = Image::Load("sky.mif");
if (!pkSkySphere)
return false;
Texture* pkSkySphereTex = new Texture;
pkSkySphereTex->SetImage(pkSkySphere);
pkTS->Set(2,pkSkySphereTex);
m_spkTriMesh->SetRenderState(pkTS);
m_spkModel->AttachChild(m_spkTriMesh);
m_spkTrnNode->AttachChild(m_spkModel);
// I'll admit that this is kind of a hack, but it puts the sun
// a smidge higher in the sky. It makes it look nicest to start. =)
Matrix3f kIncr;
kIncr.FromAxisAngle(Vector3f::UNIT_X, -0.08f);
m_spkTrnNode->Rotate() = kIncr;
return true;
}
示例10: gpMultiDraw
void gfx::BasicRenderProgram::Draw(DrawData* data)
{
//draw
int flag = data->ShaderFlags;
g_ModelBank.ApplyBuffers( POS_NORMAL_TEX_TANGENT );
ShaderProgram* prog = g_ShaderBank.GetProgramFromHandle(m_ProgramHandle);
prog->Apply();
m_RenderJobManager->BindBuffers(prog);
GLint loc = -1;
if(flag & FRAGMENT_DIFFUSEMAP)
{
Texture* diffuse = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Diffuse);
loc = prog->FetchUniform("g_DiffuseTex");
diffuse->Apply(loc, 0);
prog->SetUniformBool("useDiffuse",true);
}
else
{
prog->SetUniformBool("useDiffuse",false);
}
if(flag & FRAGMENT_NORMALMAP)
{
Texture* normal = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Normal);
loc = prog->FetchUniform("g_NormalTex");
normal->Apply(loc, 1);
prog->SetUniformBool("useNormal",true);
}
else
{
prog->SetUniformBool("useNormal",false);
}
if(flag & FRAGMENT_ROUGHNESSMAP)
{
Texture* roughness = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Roughness);
loc = prog->FetchUniform("g_RoughnessTex");
roughness->Apply(loc, 2);
prog->SetUniformBool("useRoughness",true);
}
else
{
prog->SetUniformBool("useRoughness",false);
}
if(flag & FRAGMENT_METALMAP)
{
Texture* metal = g_MaterialBank.GetTextureAtlasTex(Texture_Atlas_Type::Metal);
loc = prog->FetchUniform("g_MetalTex");
metal->Apply(loc, 3);
prog->SetUniformBool("useMetal",true);
}
else
{
prog->SetUniformBool("useMetal",false);
}
BasicData* frameData = (BasicData*)(data->ExtraData);
prog->SetUniformInt("numPLights", frameData->PointLightCount);
prog->SetUniformInt("numDLights", frameData->DirLightCount);
prog->SetUniformUInt("BatchCounts",frameData->BatchOffset);
prog->SetUniformVec2("g_WorldSize", frameData->WorldSize);
prog->SetUniformMat4("ShadowMat",frameData->ShadowMat);
loc = prog->FetchUniform("g_LightCubeTex");
frameData->SkyTex->Apply(loc, 4);
loc = prog->FetchUniform("g_IrradianceCube");
frameData->IrradianceTex->Apply(loc, 5);
//fog tex
loc = prog->FetchUniform("g_FogOfWarTex");
glUniform1i(loc,6);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, frameData->FogTex);
//fog tex
loc = prog->FetchUniform("g_ShadowMap");
glUniform1i(loc,7);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, frameData->ShadowTex);
if (m_HasDrawID)
{
GPU_PROFILE( AutoGPUProfiler gpMultiDraw( "BasicRenderProgramMultiDrawElementsIndirect" ); );
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, (GLvoid*)(sizeof(IndirectDrawCall) * (frameData->BatchOffset)), frameData->BatchCount, 0);
GPU_PROFILE( gpMultiDraw.Stop(); );
示例11:
void gfx::ShaderProgram::SetUniformTexture(const rString& name, Texture& tex){
tex.Apply(FetchUniform(name), m_TextureCount++);
}
示例12: CreateSnakeBody
//----------------------------------------------------------------------------
void WrigglingSnake::CreateSnakeBody ()
{
// create the B-spline curve for the snake body
Vector3f* akCtrl = new Vector3f[m_iNumCtrl];
int i;
for (i = 0; i < m_iNumCtrl; i++)
{
// control points for a snake
float fRatio = ((float)i)/(float)(m_iNumCtrl-1);
float fX = -1.0f + 2.0f*fRatio;
float fXMod = 10.0f*fX - 4.0f;
akCtrl[i].X() = fX;
akCtrl[i].Y() = ms_fRadius*(1.5f + Mathf::ATan(fXMod)/Mathf::PI);
akCtrl[i].Z() = 0.0f;
// sinusoidal motion for snake
m_afAmplitude[i] = 0.1f+fRatio*Mathf::Exp(-fRatio);
m_afPhase[i] = 1.5f*fRatio*Mathf::TWO_PI;
}
// the control points are copied by the curve objects
m_pkCenter = new BSplineCurve3f(m_iNumCtrl,akCtrl,m_iDegree,false,true);
delete[] akCtrl;
// generate a tube surface
bool bClosed = false;
Vector3f kUpVector = Vector3f::UNIT_Y;
int iMedialSamples = 128;
int iSliceSamples = 32;
bool bWantNormals = true;
bool bWantColors = false;
bool bSampleByArcLength = false;
bool bInsideView = false;
Vector2f kTextureMin(0.0f,0.0f), kTextureMax(1.0f,16.0f);
m_spkSnakeBody = new TubeSurface(m_pkCenter,Radial,bClosed,kUpVector,
iMedialSamples,iSliceSamples,bWantNormals,bWantColors,
bSampleByArcLength,bInsideView,&kTextureMin,&kTextureMax);
// attach a texture for the snake body
Texture* pkTexture = new Texture;
pkTexture->SetImage(Image::Load("snake.mif"));
pkTexture->Filter() = Texture::FM_LINEAR;
pkTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkTexture->Apply() = Texture::AM_REPLACE;
pkTexture->Wrap() = Texture::WM_WRAP_S_WRAP_T;
TextureState* pkTS = new TextureState;
pkTS->Set(0,pkTexture);
//m_spkSnakeBody->SetRenderState(pkTS);
// Set up a light map to add to the current color.
pkTexture = new Texture;
pkTexture->SetImage(Image::Load("LightMap.mif"));
pkTexture->Filter() = Texture::FM_LINEAR;
pkTexture->Mipmap() = Texture::MM_LINEAR_LINEAR;
pkTexture->Apply() = Texture::AM_ADD;
pkTexture->Envmap() = Texture::EM_SPHERE;
pkTS->Set(1,pkTexture);
m_spkSnakeBody->SetRenderState(pkTS);
m_spkSnakeRoot->AttachChild(m_spkSnakeBody);
}