本文整理汇总了C++中TextureChunkPtr::setEnvColor方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureChunkPtr::setEnvColor方法的具体用法?C++ TextureChunkPtr::setEnvColor怎么用?C++ TextureChunkPtr::setEnvColor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TextureChunkPtr
的用法示例。
在下文中一共展示了TextureChunkPtr::setEnvColor方法的2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: traverseGState
//.........这里部分代码省略.........
intformat = tex->getFormat(PFTEX_INTERNAL_FORMAT);
ImagePtr img = Image::create();
beginEditCP(img);
img->set(pf, w, h, d, 1, 1, 0, NULL, type, 1, sides);
if(sides == 1)
{
memcpy(img->getData(), pdata, img->getSize());
}
else
{
FWARNING(("PerformerLoader::traverseGState: "
"CubeTex not impl yet!\n"));
}
endEditCP(img);
texc->setImage(img);
texc->setInternalFormat(intformat);
texc->setWrapS(tex->getRepeat(PFTEX_WRAP_S));
texc->setWrapT(tex->getRepeat(PFTEX_WRAP_T));
texc->setWrapR(tex->getRepeat(PFTEX_WRAP_R));
static int ptexfilter[] = { PFTEX_POINT,
PFTEX_LINEAR,
PFTEX_BILINEAR,
PFTEX_TRILINEAR,
PFTEX_QUADLINEAR,
PFTEX_MIPMAP_POINT,
PFTEX_MIPMAP_LINEAR,
PFTEX_MIPMAP_BILINEAR,
PFTEX_MIPMAP_TRILINEAR,
PFTEX_MIPMAP_QUADLINEAR,
-1
};
static int otexfilter[] = { GL_NEAREST,
GL_LINEAR,
GL_LINEAR,
GL_LINEAR,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_LINEAR
};
int ptf = tex->getFilter(PFTEX_MINFILTER);
UInt32 otf = GL_NONE;
for (UInt16 i = 0; ptexfilter[i] != -1; ++i)
if(ptexfilter[i] == ptf)
otf = otexfilter[i];
texc->setMinFilter(otf);
ptf = tex->getFilter(PFTEX_MAGFILTER);
otf = GL_NONE;
for (UInt16 i = 0; ptexfilter[i] != -1; ++i)
if(ptexfilter[i] == ptf)
otf = otexfilter[i];
texc->setMagFilter(otf);
}
if (!(inherit & PFSTATE_TEXENV))
{
pfTexEnv *te =
(pfTexEnv*)gstate->getMultiAttr(PFSTATE_TEXENV, t);
if(te != NULL)
{
texc->setEnvMode(te->getMode());
float r,g,b,a;
te->getBlendColor(&r,&g,&b,&a);
texc->setEnvColor(Color4f(r,g,b,a));
}
}
endEditCP(texc);
}
mat->addChunk(texc);
} // for t
}
/* Unhandled: lightmodel, lights, fog, texgen, texlod, vtxprog, fragprog,
gprogparms, colortable, highlight, lpointstate, shadprog
*/
endEditCP(mat);
_materials[gstate] = mat;
return mat;
}
示例2: main
//.........这里部分代码省略.........
mchunk1->setShininess( 20 );
mchunk2 = MaterialChunk::create();
mchunk2->setDiffuse( Color4f( 0,1,0,0 ) );
mchunk2->setAmbient( Color4f( 0,1,0,0 ) );
mchunk2->setShininess( 50 );
// Texture chunk
// UChar8 imgdata[] =
// { 255,0,0,0, 0,255,0,0, 0,0,255,255, 255,255,255,255 };
UChar8 imgdata[] =
{ 255,0,0, 255,0,0, 255,0,255,
255,0,0, 255,0,0, 255,0,255,
255,255,0, 255,255,0, 255,255,255,
255,255,0, 255,255,0, 255,255,255, };
// UChar8 limgdata[] =
// { 0, 128, 64, 255 };
pImage->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata );
if ( argc > 1 )
pImage->read( argv[1] );
xchunk1 = TextureChunk::create();
beginEditCP(xchunk1);
xchunk1->setImage( pImage ); // NOTE: the image is NOT copied, the variable
// needs to be kept around as long as the
// texture is used
xchunk1->setMinFilter( GL_LINEAR );
xchunk1->setMagFilter( GL_NEAREST );
xchunk1->setWrapS( GL_REPEAT );
xchunk1->setWrapT( GL_REPEAT );
xchunk1->setEnvMode( GL_REPLACE );
xchunk1->setEnvColor( Color4f(.5,.5,.5,0) );
xchunk1->setScale( false );
// xchunk1->setShaderOperation(GL_PASS_THROUGH_NV);
endEditCP(xchunk1);
xchunk1->imageContentChanged();
beginEditCP(xchunk1);
xchunk1->setImage( pImage );
endEditCP(xchunk1);
// blend chunk
blchunk = BlendChunk::create();
#ifdef GL_EXT_blend_color
blchunk->setSrcFactor( GL_CONSTANT_ALPHA );
blchunk->setDestFactor( GL_ONE_MINUS_CONSTANT_ALPHA );
#endif
blchunk->setColor( Color4f( .5,.5,.5,0.1 ) );
blchunk->setEquation(GL_FUNC_SUBTRACT);
std::cout << "BlendChunk is trans:" << blchunk->isTransparent() << std::endl;
// texture transform chunk
txchunk = TextureTransformChunk::create();
beginEditCP(txchunk);
txchunk->setMatrix( Matrix(4,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1) );
endEditCP(txchunk);
// polygon chunk