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类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;
}