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C++ Texture::GetName方法代码示例

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


在下文中一共展示了Texture::GetName方法的7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: LoadTexture

 Texture* Graphics::LoadTexture(const std::string& tex)
 {
   Texture* newTex = graphicsAPI->MakeTexture("Content/Textures/" + tex);
   textures_.insert(newTex->GetName(), newTex);
   newTex->Initialize();
   return newTex;
 }
开发者ID:Marktopus,项目名称:WickedSickSingle,代码行数:7,代码来源:Graphics.cpp

示例2: LoadTexture

void TextureAtlasLoader::LoadTexture (const std::string& filename, TextureAtlas* texAtlas)
{
	Texture* texture = Resources::LoadTexture (filename);

	texAtlas->SetName (texture->GetName ());
	texAtlas->SetSize (texture->GetSize ());
	texAtlas->SetPixels (texture->GetPixels (), 4u * texture->GetSize ().width * texture->GetSize ().height);
}
开发者ID:maritim,项目名称:LiteEngine,代码行数:8,代码来源:TextureAtlasLoader.cpp

示例3: Save

bool Material::Save(XMLElement& dest) const
{
    if (dest.IsNull())
    {
        LOGERROR("Can not save material to null XML element");
        return false;
    }
    
    // Write techniques
    for (unsigned i = 0; i < techniques_.Size(); ++i)
    {
        const TechniqueEntry& entry = techniques_[i];
        if (!entry.technique_)
            continue;
        
        XMLElement techniqueElem = dest.CreateChild("technique");
        techniqueElem.SetString("name", entry.technique_->GetName());
        techniqueElem.SetInt("quality", entry.qualityLevel_);
        techniqueElem.SetFloat("loddistance", entry.lodDistance_);
    }
    
    // Write texture units
    for (unsigned j = 0; j < MAX_MATERIAL_TEXTURE_UNITS; ++j)
    {
        Texture* texture = GetTexture((TextureUnit)j);
        if (texture)
        {
            XMLElement textureElem = dest.CreateChild("texture");
            textureElem.SetString("unit", textureUnitNames[j]);
            textureElem.SetString("name", texture->GetName());
        }
    }
    
    // Write shader parameters
    for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator j = shaderParameters_.Begin(); j != shaderParameters_.End(); ++j)
    {
        XMLElement parameterElem = dest.CreateChild("parameter");
        parameterElem.SetString("name", j->second_.name_);
        parameterElem.SetVectorVariant("value", j->second_.value_);
    }
    
    // Write culling modes
    XMLElement cullElem = dest.CreateChild("cull");
    cullElem.SetString("value", cullModeNames[cullMode_]);
    
    XMLElement shadowCullElem = dest.CreateChild("shadowcull");
    shadowCullElem.SetString("value", cullModeNames[shadowCullMode_]);
    
    // Write depth bias
    XMLElement depthBiasElem = dest.CreateChild("depthbias");
    depthBiasElem.SetFloat("constant", depthBias_.constantBias_);
    depthBiasElem.SetFloat("slopescaled", depthBias_.slopeScaledBias_);
    
    return true;
}
开发者ID:SkunkWorks99,项目名称:Urho3D,代码行数:55,代码来源:Material.cpp

示例4:

  Texture * Graphics::LoadBumpMap(const std::string & map)
  {
    std::vector <unsigned char> png;
    std::vector <unsigned char> image;
    std::vector <Vector4> normals;

    //x - tan
    //y - bitan

    unsigned width, height;
    lodepng::load_file(png, "Content/Textures/" + map);
    auto error = lodepng::decode(image, width, height, png);
    if(error)
    {
      auto realerror = lodepng_error_text(error);
      __debugbreak();
    }
    for(unsigned heightEntry = 0; heightEntry < height; ++heightEntry)
    {
      for(unsigned widthEntry = 0; widthEntry < width; ++widthEntry)
      {
        Vector3 uTan;
        Vector3 vTan;

        int leftSample;
        int rightSample;
        if((widthEntry + 1) < width)
        {
          rightSample = as_2d(image, width, heightEntry * 4, (widthEntry + 1) * 4);
        }
        else
        {
          rightSample = as_2d(image, width, heightEntry * 4, widthEntry * 4);
        }

        if(widthEntry > 0)
        {
          leftSample = as_2d(image, width, heightEntry * 4, (widthEntry - 1) * 4);
        }
        else
        {
          leftSample = as_2d(image, width, heightEntry * 4, widthEntry * 4);
        }

        uTan = Vector3(1.0f, 0.0f, (rightSample - leftSample));

        int topSample;
        int bottomSample;
        if((heightEntry + 1) < height)
        {
          topSample = as_2d(image, width, (heightEntry + 1) * 4, widthEntry * 4);
        }
        else
        {
          topSample = as_2d(image, width, heightEntry * 4, widthEntry * 4);
        }

        if(heightEntry > 0)
        {
          bottomSample = as_2d(image, width, (heightEntry - 1) * 4, widthEntry * 4); 
        }
        else
        {
          bottomSample = as_2d(image, width, heightEntry * 4, widthEntry * 4);
        }
        vTan = Vector3(0.0f, 1.0f, (topSample - bottomSample));
        uTan.Normalize();
        vTan.Normalize();
        Vector3 normal = uTan.Cross(vTan);
        normals.push_back(Vector4(normal.GetNormalized(), 0.0f));
      }
    }
    
    
    std::vector<unsigned char> normalColorVersion;
    for(auto& it : normals)
    {
      normalColorVersion.push_back((it.x + 1) * 0.5f * 255);
      normalColorVersion.push_back((it.y + 1) * 0.5f * 255);
      normalColorVersion.push_back((it.z + 1) * 0.5f * 255);
      normalColorVersion.push_back(255);
    }
    TextureDesc desc;
    desc.size.x = width;
    desc.size.y = height;
    desc.writable = false;
    Texture* newTex = graphicsAPI->MakeTexture(normalColorVersion, desc);
    textures_.insert(newTex->GetName(), newTex);
    newTex->Initialize();
    return newTex;
  }
开发者ID:Marktopus,项目名称:WickedSickSingle,代码行数:91,代码来源:Graphics.cpp

示例5: CreateSurfaceTexture

/**
*  @brief
*    Creates/recreates the texture surface
*/
void SCRenderToTexture::CreateSurfaceTexture()
{
	// Get the renderer
	Renderer &cRenderer = GetSceneContext()->GetRendererContext().GetRenderer();

	// Delete the old render to texture buffer surface
	if (m_pSurfaceTextureBuffer) {
		delete m_pSurfaceTextureBuffer;
		m_pSurfaceTextureBuffer = nullptr;
	}

	// Delete the old resulting texture
	Texture *pTexture = m_pTextureHandler->GetResource();
	if (pTexture) {
		pTexture->Delete();
		m_pTextureHandler->SetResource(nullptr);
	}

	// Get the desired texture buffer format
	TextureBuffer::EPixelFormat nFormat;
	switch (m_nFormat) {
		case 0:
			nFormat = TextureBuffer::R8G8B8;
			break;

		case 1:
			nFormat = TextureBuffer::R8G8B8A8;
			break;

		default:
			nFormat = TextureBuffer::R8G8B8A8;
			break;
	}

	// Create 'render to texture buffer' surface
	if (m_bCube) {
		m_pSurfaceTextureBuffer = cRenderer.CreateSurfaceTextureBufferCube(m_nWidth, nFormat, m_nSurfaceFlags);
	} else {
		// If possible, we use a standard 2D texture buffer
		if (cRenderer.GetCapabilities().bTextureBufferNonPowerOfTwo || (Math::IsPowerOfTwo(m_nWidth) && Math::IsPowerOfTwo(m_nHeight)))
			m_pSurfaceTextureBuffer = cRenderer.CreateSurfaceTextureBuffer2D(Vector2i(m_nWidth, m_nHeight), nFormat, m_nSurfaceFlags);
		else
			m_pSurfaceTextureBuffer = cRenderer.CreateSurfaceTextureBufferRectangle(Vector2i(m_nWidth, m_nHeight), nFormat, m_nSurfaceFlags);
	}
	if (m_pSurfaceTextureBuffer) {
		// Setup the surface painter
		SurfacePainter *pSurfacePainter = cRenderer.CreateSurfacePainter(m_sPainter);
		m_pSurfaceTextureBuffer->SetPainter(pSurfacePainter);
		if (pSurfacePainter && pSurfacePainter->IsInstanceOf("PLScene::SPScene")) {
			// Do NOT let the renderer update this surface by default, WE update it inside DrawPre()
			m_pSurfaceTextureBuffer->SetActive(false);

			// THIS is the scene root :)
			SPScene *pPainter = static_cast<SPScene*>(pSurfacePainter);
			pPainter->SetRootContainer(this);

			// Tell the surface scene painter about the 'conrete scene'
			SceneNode *pSceneNode = GetByName(m_sSceneName);
			pPainter->SetSceneContainer((pSceneNode && pSceneNode->IsContainer()) ? static_cast<SceneContainer*>(pSceneNode) : nullptr);

			// Set default scene renderer
			pPainter->SetDefaultSceneRenderer(m_sSceneRenderer);
		}
	}

	// Add the texture
	TextureManager &cTextureManager = cRenderer.GetRendererContext().GetTextureManager();
	// If there's already a texture with this name we have to get another, still free resource name
	if (cTextureManager.GetByName(m_sTextureName)) {
		// Find an unused resource name
		String sName = m_sTextureName + "_0";
		for (uint32 i=1; cTextureManager.GetByName(sName); i++)
			sName = m_sTextureName + '_' + static_cast<int>(i);

		// We have found an unused name
		m_sTextureName = sName;
	}
	if (m_pSurfaceTextureBuffer && m_pSurfaceTextureBuffer->GetTextureBuffer()) {
		pTexture = cTextureManager.CreateTexture(m_sTextureName, *m_pSurfaceTextureBuffer->GetTextureBuffer());
		if (pTexture)
			m_sTextureName = pTexture->GetName();
		m_pTextureHandler->SetResource(pTexture);
	}
}
开发者ID:ByeDream,项目名称:pixellight,代码行数:88,代码来源:SCRenderToTexture.cpp

示例6: Update

bool ManageTextureScreen::Update()
{
    assert( m_ScreenMgr );

    Vehicle* veh = m_ScreenMgr->GetVehiclePtr();
    vector< Geom* > select_vec = veh->GetActiveGeomPtrVec();

    if ( select_vec.size() != 1 )
    {
        Hide();
        return false;
    }

    // Redo list on each update.
    m_TextureMgrUI->compChoice->clear();
    m_CompDropDownList.clear();

    std::vector<Geom *> geomVec = veh->FindGeomVec( veh->GetGeomVec() );
    for( int i = 0; i < ( int )geomVec.size(); i++ )
    {
        CompDropDownItem item;
        item.GeomName = geomVec[i]->GetName();
        item.GeomID = geomVec[i]->GetID();

        // Hack to add duplicate names
        char str[256];
        sprintf( str, "%d", i );
        item.GUIIndex = m_TextureMgrUI->compChoice->add( str );

        m_CompDropDownList.push_back( item );
    }
    // Fill Hacked char array with correct names.
    for( int i = 0; i < ( int )m_CompDropDownList.size(); i++ )
    {
        m_TextureMgrUI->compChoice->replace( m_CompDropDownList[i].GUIIndex, m_CompDropDownList[i].GeomName.c_str() );
    }

    // Set compChoice to current selected and update texture dropdown list.
    for( int i = 0; i < ( int )m_CompDropDownList.size(); i++ )
    {
        if( m_CompDropDownList[i].GeomID == select_vec[0]->GetID() )
        {
            m_TextureMgrUI->compChoice->value( m_CompDropDownList[i].GUIIndex );

            // Update Texture Dropdown List. //

            // Redo texture list on each update.
            m_TextureMgrUI->textureChoice->clear();
            m_TexDropDownList.clear();

            // Clear preview window.
            VSPGraphic::Viewport * viewport = m_GlWin->getGraphicEngine()->getDisplay()->getViewport();
            assert( viewport );
            viewport->getBackground()->removeImage();

            // Load Textures...
            TextureMgr * texMgr = select_vec[0]->m_GuiDraw.getTextureMgr();
            std::vector<Texture*> texInfos = texMgr->FindTextureVec( texMgr->GetTextureVec() );
            for( int j = 0; j < ( int )texInfos.size(); j++ )
            {
                TexDropDownItem item;
                item.TexInfo = texInfos[j];

                // Hack to add duplicate names
                char str[256];
                sprintf( str, "%d", j );
                item.GUIIndex = m_TextureMgrUI->textureChoice->add( str );

                m_TexDropDownList.push_back( item );
            }
            // Fill Hacked char array with correct names.
            for( int j = 0; j < ( int )m_TexDropDownList.size(); j++ )
            {
                m_TextureMgrUI->textureChoice->replace( m_TexDropDownList[j].GUIIndex, m_TexDropDownList[j].TexInfo->GetName().c_str() );
            }
            if( !m_TexDropDownList.empty() )
            {
                if( m_SelectedTexItem )
                {
                    m_TextureMgrUI->textureChoice->value( m_SelectedTexItem->GUIIndex );
                }
                else
                {
                    // On refresh list, if nothing is selected, pick last item on list.
                    m_TextureMgrUI->textureChoice->value( m_TexDropDownList[m_TexDropDownList.size() - 1].GUIIndex );
                }
                UpdateCurrentSelected();

                assert( m_SelectedTexItem );

                viewport->getBackground()->attachImage( VSPGraphic::GlobalTextureRepo()->
                    get2DTexture( m_SelectedTexItem->TexInfo->m_FileName.c_str() ) );
            }
            else
            {
                ResetCurrentSelected();

                // Force redraw empty list.
                m_TextureMgrUI->textureChoice->redraw();
            }
//.........这里部分代码省略.........
开发者ID:hensomc,项目名称:OpenVSP-1,代码行数:101,代码来源:ManageTextureScreen.cpp

示例7: DebugInfoRender

void TextureManager::DebugInfoRender(const float &fRatio, const PosQuat &pq)
{
	Texture *pCurrent = 0;

	//render currently selected texture for debug display
	if (m_dwSelectedIndex < m_vTextures.size())
	{
		pCurrent = m_vTextures.at(m_dwSelectedIndex);
	}

	if (!pCurrent)
	{
		return;
	}

	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

	GLboolean bLightingWasOn = glIsEnabled(GL_LIGHTING);
	if (bLightingWasOn)
	{ //turn off lighting
		glDisable(GL_LIGHTING);
	}
	
	GLboolean bTextureWasOn = glIsEnabled(GL_TEXTURE_2D);
	if (!bTextureWasOn)
	{ //turn textures on if it wasn't already on
		glEnable(GL_TEXTURE_2D);
	}

	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	glBindTexture(GL_TEXTURE_2D, pCurrent->GetTexture());

	glMultMatrixf(pq.quat.ToMatrix().m);

	float fScale = 0.33f;
	float fBorder = fScale * 1.05f;
	float fBorderSize = fBorder - fScale;

	glBegin(GL_QUADS);
	glTexCoord2f(0.0f, 0.0f);  glVertex3f(-fScale, -fScale, 0.0f);
	glTexCoord2f(0.0f, 1.0f);  glVertex3f(-fScale, fScale, 0.0f);
	glTexCoord2f(1.0f, 1.0f);  glVertex3f(fScale, fScale, 0.0f);
	glTexCoord2f(1.0f, 0.0f);  glVertex3f(fScale, -fScale, 0.0f);
	glEnd();

	glDisable(GL_TEXTURE_2D);

	glBegin(GL_QUADS);
	glColor3f(1.0f, 0.0f, 1.0f);
	glNormal3f(0.0f, 0.0f, 1.0f);
	glVertex3f(-fBorder, -fBorder, 0.0f);
	glVertex3f(-fBorder, fBorder, 0.0f);
	glVertex3f(-fBorder + fBorderSize, fBorder, 0.0f);
	glVertex3f(-fBorder + fBorderSize, -fBorder, 0.0f);

	glVertex3f(fBorder, -fBorder, 0.0f);
	glVertex3f(fBorder, fBorder, 0.0f);
	glVertex3f(fBorder - fBorderSize, fBorder, 0.0f);
	glVertex3f(fBorder - fBorderSize, -fBorder, 0.0f);

	glVertex3f(-fBorder, -fBorder, 0.0f);
	glVertex3f(-fBorder, -fBorder + fBorderSize, 0.0f);
	glVertex3f(fBorder, -fBorder + fBorderSize, 0.0f);
	glVertex3f(fBorder, -fBorder, 0.0f);

	glVertex3f(-fBorder, fBorder, 0.0f);
	glVertex3f(-fBorder, fBorder - fBorderSize, 0.0f);
	glVertex3f(fBorder, fBorder - fBorderSize, 0.0f);
	glVertex3f(fBorder, fBorder, 0.0f);

	glEnd();
	glColor3f(1.0f, 1.0f, 1.0f);

	//reset matrices so text is always in the correct spot
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(60.0, fRatio, 0.1, 50.0); //update this so we dont get crappy distortion
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(0.0, 0.0, 1.75, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

	size_t size = 50 + strlen(pCurrent->GetName());
	char *pDetails = (char *)malloc(sizeof(char) * size);
	memset(pDetails, 0, size);
	sprintf_s(pDetails, size, "%dx%d, %u bytes, %s", pCurrent->GetSizeX(), pCurrent->GetSizeY(), pCurrent->GetSizeInBytes(), pCurrent->GetName());

	glRasterPos2f(-fRatio, 0.97f);
	for (const char *c = pDetails; *c != '\0'; c++)
	{
		glutBitmapCharacter(GLUT_BITMAP_8_BY_13, *c);
	}
	free(pDetails);

	this->RenderHelpText(fRatio);

	glEnable(GL_TEXTURE_2D);

	if (!bTextureWasOn)
	{ //disable textures if it wasn't on initially
		glDisable(GL_TEXTURE_2D);
//.........这里部分代码省略.........
开发者ID:scottrick,项目名称:dgame,代码行数:101,代码来源:TextureManager.cpp


注:本文中的Texture::GetName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。