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C++ Texture::GetPathname方法代码示例

本文整理汇总了C++中Texture::GetPathname方法的典型用法代码示例。如果您正苦于以下问题:C++ Texture::GetPathname方法的具体用法?C++ Texture::GetPathname怎么用?C++ Texture::GetPathname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::GetPathname方法的6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:

DAVA::uint32 TextureHelper::EnumerateSceneTexturesFileSize(DAVA::Scene* scene, const String& scenePath)
{
	Map<String, Texture *> textureMap;
	EnumerateTextures(scene, textureMap);

	String projectPath = scenePath;

	uint32 sceneTextureFilesSize = 0;
	for(Map<String, Texture *>::const_iterator it = textureMap.begin(); it != textureMap.end(); ++it)
	{
		Texture *t = it->second;
		if(String::npos == t->GetPathname().find(projectPath))
		{   // skip all textures that are not related the scene
			continue;
		}

		if(String::npos != t->GetPathname().find(projectPath))
		{   //We need real info about textures size. In Editor on desktop pvr textures are decompressed to RGBA8888, so they have not real size.
			String imageFileName = TextureDescriptor::GetPathnameForFormat(t->GetPathname(), t->GetSourceFileFormat());
			File * textureFile = File::Create(imageFileName, File::OPEN | File::READ);
			sceneTextureFilesSize += textureFile->GetSize();
			SafeRelease(textureFile);
		}
	}

	return sceneTextureFilesSize;
}
开发者ID:,项目名称:,代码行数:27,代码来源:

示例2:

DAVA::uint32 TextureHelper::EnumerateSceneTexturesFileSize(DAVA::Scene* scene)
{
	Map<String, Texture *> textureMap;
	EnumerateTextures(scene, textureMap);

	uint32 sceneTextureFilesSize = 0;
	for(Map<String, Texture *>::const_iterator it = textureMap.begin(); it != textureMap.end(); ++it)
	{
		Texture *t = it->second;

        TextureDescriptor *descriptor = TextureDescriptor::CreateFromFile(t->GetPathname());
        if(descriptor)
        {
            FilePath imageFileName = GPUFamilyDescriptor::CreatePathnameForGPU(descriptor, (eGPUFamily)descriptor->exportedAsGpuFamily);

            File * textureFile = File::Create(imageFileName, File::OPEN | File::READ);
            if(textureFile)
            {
                sceneTextureFilesSize += textureFile->GetSize();
                
                textureFile->Release();
            }
            
            delete descriptor;
        }
	}

	return sceneTextureFilesSize;
}
开发者ID:galek,项目名称:dava.framework,代码行数:29,代码来源:TextureHelper.cpp

示例3: EnumerateSceneTextures

uint32 TextureHelper::EnumerateSceneTextures(DAVA::Scene* scene)
{
	Map<String, Texture *> textureMap;
	EnumerateTextures(scene, textureMap);

	uint32 sceneTextureMemory = 0;
	for(Map<String, Texture *>::const_iterator it = textureMap.begin(); it != textureMap.end(); ++it)
	{
		Texture *t = it->second;
		//We need real info about textures size. In Editor on desktop pvr textures are decompressed to RGBA8888, so they have not real size.
        TextureDescriptor *descriptor = TextureDescriptor::CreateFromFile(t->GetPathname());
        if(descriptor)
        {
            FilePath imageFileName = GPUFamilyDescriptor::CreatePathnameForGPU(descriptor, (eGPUFamily)descriptor->exportedAsGpuFamily);
            if(imageFileName.IsEqualToExtension(".pvr"))
            {
                sceneTextureMemory += LibPVRHelper::GetDataSize(imageFileName);
            }
            else if(imageFileName.IsEqualToExtension(".dds"))
            {
                sceneTextureMemory += LibDxtHelper::GetDataSize(imageFileName);
            }
            else
            {
                sceneTextureMemory += t->GetDataSize();
            }
            
            delete descriptor;
        }
	}

	return sceneTextureMemory;
}
开发者ID:galek,项目名称:dava.framework,代码行数:33,代码来源:TextureHelper.cpp

示例4: EnumerateSceneTextures

uint32 TextureHelper::EnumerateSceneTextures(DAVA::Scene* scene, const String& scenePath)
{
	Map<String, Texture *> textureMap;
	EnumerateTextures(scene, textureMap);

	String projectPath = scenePath;

	uint32 sceneTextureMemory = 0;
	for(Map<String, Texture *>::const_iterator it = textureMap.begin(); it != textureMap.end(); ++it)
	{
		Texture *t = it->second;
		if(String::npos == t->GetPathname().find(projectPath))
		{   // skip all textures that are not related the scene
			continue;
		}

		if(String::npos != t->GetPathname().find(projectPath))
		{   //We need real info about textures size. In Editor on desktop pvr textures are decompressed to RGBA8888, so they have not real size.
			String imageFileName = TextureDescriptor::GetPathnameForFormat(t->GetPathname(), t->GetSourceFileFormat());
			switch (t->GetSourceFileFormat())
			{
				case DAVA::PVR_FILE:
				{
					sceneTextureMemory += LibPVRHelper::GetDataLength(imageFileName);
					break;
				}

				case DAVA::DXT_FILE:
				{
					sceneTextureMemory += (int32)LibDxtHelper::GetDataSize(imageFileName);
					break;
				}

				default:
					sceneTextureMemory += t->GetDataSize();
					break;
			}
		}
	}

	return sceneTextureMemory;
}
开发者ID:abaradulkin,项目名称:dava.framework,代码行数:42,代码来源:TextureHelper.cpp

示例5: EnumerateTextures

void TextureHelper::EnumerateTextures(DAVA::Entity *forNode, Map<String, Texture *> &textures)
{
	if(!forNode)  return;

	Vector<Entity *> nodes;
	forNode->GetChildNodes(nodes);

	nodes.push_back(forNode);

	for(int32 n = 0; n < (int32)nodes.size(); ++n)
	{
		RenderComponent *rc = static_cast<RenderComponent *>(nodes[n]->GetComponent(Component::RENDER_COMPONENT));
		if(!rc) continue;

		RenderObject *ro = rc->GetRenderObject();
		if(!ro) continue;

		uint32 count = ro->GetRenderBatchCount();
		for(uint32 b = 0; b < count; ++b)
		{
			RenderBatch *renderBatch = ro->GetRenderBatch(b);

			NMaterial *material = renderBatch->GetMaterial();
			if(material)
			{
				for(int32 t = 0; t < material->GetTextureCount(); ++t)
				{
					Texture* tx = material->GetTexture(t);
					CollectTexture(textures, tx->GetPathname(), tx);
				}
			}

			/*InstanceMaterialState *instanceMaterial = renderBatch->GetMaterialInstance();
			if(instanceMaterial)
			{
				CollectTexture(textures, instanceMaterial->GetLightmapName(), instanceMaterial->GetLightmap());
			}*/
		}

		Landscape *land = dynamic_cast<Landscape *>(ro);
		if(land)
		{
			CollectLandscapeTextures(textures, land);
		}
	}
}
开发者ID:galek,项目名称:dava.framework,代码行数:46,代码来源:TextureHelper.cpp

示例6: CreateTilemaskImage

void LandscapeEditorHeightmap::CreateTilemaskImage()
{
    SafeRelease(tilemaskImage);
    SafeRelease(toolImageTile);
    SafeRelease(tilemaskTexture);

    tilemaskWasChanged = false;
    prevToolSize = -1;
    
    copyFromCenter = Vector2(-1.0f, -1.0f);
    copyToCenter = Vector2(-1.0f, -1.0f);
    
    Texture *mask = workingLandscape->GetTexture(Landscape::TEXTURE_TILE_MASK);
    if(mask)
    {
        tilemaskPathname = mask->GetPathname();
        tilemaskImage = CreateTopLevelImage(TextureDescriptor::GetPathnameForFormat(tilemaskPathname, (ImageFileFormat)EditorSettings::Instance()->GetTextureViewFileFormat()));
        tilemaskTexture = Texture::CreateFromData(tilemaskImage->format, tilemaskImage->GetData(), tilemaskImage->GetWidth(), tilemaskImage->GetHeight(), false);
    }
    
    workingLandscape->SetTexture(Landscape::TEXTURE_TILE_MASK, tilemaskTexture);
    workingLandscape->UpdateFullTiledTexture();
}
开发者ID:vilonosec,项目名称:dava.framework,代码行数:23,代码来源:LandscapeEditorHeightmap.cpp


注:本文中的Texture::GetPathname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。