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C++ Texture2DEffect::GetAlphaState方法代码示例

本文整理汇总了C++中Texture2DEffect::GetAlphaState方法的典型用法代码示例。如果您正苦于以下问题:C++ Texture2DEffect::GetAlphaState方法的具体用法?C++ Texture2DEffect::GetAlphaState怎么用?C++ Texture2DEffect::GetAlphaState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Texture2DEffect的用法示例。


在下文中一共展示了Texture2DEffect::GetAlphaState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


//.........这里部分代码省略.........

	// Load the biped just for some model to display.
#ifdef WM5_LITTLE_ENDIAN
	std::string path = Environment::GetPathR("SkinnedBipedPN.wmof");
#else
	std::string path = Environment::GetPathR("SkinnedBipedPN.be.wmof");
#endif
	InStream source;
	source.Load(path);
	mScene = DynamicCast<Node>(source.GetObjectAt(0));
	assertion(mScene != 0, "Error in biped stream.\n");

	// The background is a textured screen polygon (z = 1).
	VertexFormat* vformat = VertexFormat::Create(2,
	                        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
	                        VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
	int vstride = vformat->GetStride();

	VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
	VertexBufferAccessor vba(vformat, vbuffer);
	vba.Position<Float3>(0) = Float3(0.0f, 0.0f, 1.0f);
	vba.Position<Float3>(1) = Float3(1.0f, 0.0f, 1.0f);
	vba.Position<Float3>(2) = Float3(1.0f, 1.0f, 1.0f);
	vba.Position<Float3>(3) = Float3(0.0f, 1.0f, 1.0f);
	vba.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
	vba.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
	vba.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
	vba.TCoord<Float2>(0, 3) = Float2(0.0f, 1.0f);

	IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
	int* indices = (int*)ibuffer->GetData();
	indices[0] = 0;
	indices[1] = 1;
	indices[2] = 2;
	indices[3] = 0;
	indices[4] = 2;
	indices[5] = 3;

	mBackPoly = new0 TriMesh(vformat, vbuffer, ibuffer);
	path = Environment::GetPathR("RedSky.wmtf");
	Texture2DEffect* effect = new0 Texture2DEffect(Shader::SF_LINEAR);
	Texture2D* texture = Texture2D::LoadWMTF(path);
	mBackPoly->SetEffectInstance(effect->CreateInstance(texture));

	// The middle polygon, which may be translated via '+' or '-'.
	vbuffer = new0 VertexBuffer(4, vstride);
	vba.ApplyTo(vformat, vbuffer);
	vba.Position<Float3>(0) = Float3(0.0f, 0.3f, 0.0f);
	vba.Position<Float3>(1) = Float3(1.0f, 0.3f, 0.0f);
	vba.Position<Float3>(2) = Float3(1.0f, 0.7f, 0.0f);
	vba.Position<Float3>(3) = Float3(0.0f, 0.7f, 0.0f);
	vba.TCoord<Float2>(0, 0) = Float2(0.0f, 0.3f);
	vba.TCoord<Float2>(0, 1) = Float2(1.0f, 0.3f);
	vba.TCoord<Float2>(0, 2) = Float2(1.0f, 0.7f);
	vba.TCoord<Float2>(0, 3) = Float2(0.0f, 0.7f);

	mMidPoly = new0 TriMesh(vformat, vbuffer, ibuffer);
	path = Environment::GetPathR("BallTexture.wmtf");
	texture = Texture2D::LoadWMTF(path);
	mMidPoly->SetEffectInstance(effect->CreateInstance(texture));

	mLinearZ = 1.0f;
	mDepthZ = 1.0f;
	mMidPoly->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, mLinearZ));

	// A portion of the foreground is a textured screen polygon (z = 0).
	vbuffer = new0 VertexBuffer(5, vstride);
	vba.ApplyTo(vformat, vbuffer);
	vba.Position<Float3>(0) = Float3(0.0f,  0.0f,  0.0f);
	vba.Position<Float3>(1) = Float3(0.5f,  0.0f,  0.0f);
	vba.Position<Float3>(2) = Float3(0.75f, 0.5f,  0.0f);
	vba.Position<Float3>(3) = Float3(0.5f,  0.75f, 0.0f);
	vba.Position<Float3>(4) = Float3(0.0f,  0.5f,  0.0f);
	vba.TCoord<Float2>(0, 0) = Float2(0.0f,  0.0f);
	vba.TCoord<Float2>(0, 1) = Float2(0.67f, 0.0f);
	vba.TCoord<Float2>(0, 2) = Float2(1.0f,  0.67f);
	vba.TCoord<Float2>(0, 3) = Float2(0.67f, 1.0f);
	vba.TCoord<Float2>(0, 4) = Float2(0.0f,  0.67f);

	ibuffer = new0 IndexBuffer(9, sizeof(int));
	indices = (int*)ibuffer->GetData();
	indices[0] = 0;
	indices[1] = 1;
	indices[2] = 2;
	indices[3] = 0;
	indices[4] = 2;
	indices[5] = 3;
	indices[6] = 0;
	indices[7] = 3;
	indices[8] = 4;

	mForePoly = new0 TriMesh(vformat, vbuffer, ibuffer);
	path = Environment::GetPathR("Flower.wmtf");
	Texture2DEffect* foreEffect = new0 Texture2DEffect(Shader::SF_LINEAR);
	texture = Texture2D::LoadWMTF(path);
	mForePoly->SetEffectInstance(foreEffect->CreateInstance(texture));

	// Make the foreground semitransparent.
	foreEffect->GetAlphaState(0, 0)->BlendEnabled = true;
}
开发者ID:bhlzlx,项目名称:WildMagic,代码行数:101,代码来源:ScreenPolygons.cpp


注:本文中的Texture2DEffect::GetAlphaState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。