本文整理汇总了C++中TextureList::begin方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureList::begin方法的具体用法?C++ TextureList::begin怎么用?C++ TextureList::begin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TextureList
的用法示例。
在下文中一共展示了TextureList::begin方法的4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:
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2TextureBlock(LE_NCONST IFF::SubChunkHeader* head, unsigned int size )
{
ai_assert(!mSurfaces->empty());
LWO::Surface& surf = mSurfaces->back();
LWO::Texture tex;
// load the texture header
LoadLWO2TextureHeader(head->length,tex);
size -= head->length + 6;
// now get the exact type of the texture
switch (head->type)
{
case AI_LWO_PROC:
LoadLWO2Procedural(size,tex);
break;
case AI_LWO_GRAD:
LoadLWO2Gradient(size,tex);
break;
case AI_LWO_IMAP:
LoadLWO2ImageMap(size,tex);
}
// get the destination channel
TextureList* listRef = NULL;
switch (tex.type)
{
case AI_LWO_COLR:
listRef = &surf.mColorTextures;break;
case AI_LWO_DIFF:
listRef = &surf.mDiffuseTextures;break;
case AI_LWO_SPEC:
listRef = &surf.mSpecularTextures;break;
case AI_LWO_GLOS:
listRef = &surf.mGlossinessTextures;break;
case AI_LWO_BUMP:
listRef = &surf.mBumpTextures;break;
case AI_LWO_TRAN:
listRef = &surf.mOpacityTextures;break;
case AI_LWO_REFL:
listRef = &surf.mReflectionTextures;break;
default:
DefaultLogger::get()->warn("LWO2: Encountered unknown texture type");
return;
}
// now attach the texture to the parent surface - sort by ordinal string
for (TextureList::iterator it = listRef->begin();it != listRef->end(); ++it) {
if (::strcmp(tex.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
listRef->insert(it,tex);
return;
}
}
listRef->push_back(tex);
}
示例2: freePooledTextures
//---------------------------------------------------------------------
void CompositorManager::freePooledTextures(bool onlyIfUnreferenced)
{
if (onlyIfUnreferenced)
{
for (TexturesByDef::iterator i = mTexturesByDef.begin(); i != mTexturesByDef.end(); ++i)
{
TextureList* texList = i->second;
for (TextureList::iterator j = texList->begin(); j != texList->end();)
{
// if the resource system, plus this class, are the only ones to have a reference..
// NOTE: any material references will stop this texture getting freed (e.g. compositor demo)
// until this routine is called again after the material no longer references the texture
if (j->useCount() == ResourceGroupManager::RESOURCE_SYSTEM_NUM_REFERENCE_COUNTS + 1)
{
TextureManager::getSingleton().remove((*j)->getHandle());
j = texList->erase(j);
}
else
++j;
}
}
for (ChainTexturesByDef::iterator i = mChainTexturesByDef.begin(); i != mChainTexturesByDef.end(); ++i)
{
TextureDefMap& texMap = i->second;
for (TextureDefMap::iterator j = texMap.begin(); j != texMap.end();)
{
const TexturePtr& tex = j->second;
if (tex.useCount() == ResourceGroupManager::RESOURCE_SYSTEM_NUM_REFERENCE_COUNTS + 1)
{
TextureManager::getSingleton().remove(tex->getHandle());
texMap.erase(j++);
}
else
++j;
}
}
}
else
{
// destroy all
for (TexturesByDef::iterator i = mTexturesByDef.begin(); i != mTexturesByDef.end(); ++i)
{
OGRE_DELETE_T(i->second, TextureList, MEMCATEGORY_GENERAL);
}
mTexturesByDef.clear();
mChainTexturesByDef.clear();
}
}
示例3: getPooledTexture
//---------------------------------------------------------------------
TexturePtr CompositorManager::getPooledTexture(const String& name,
const String& localName,
size_t w, size_t h, PixelFormat f, uint aa, const String& aaHint, bool srgb,
CompositorManager::UniqueTextureSet& texturesAssigned,
CompositorInstance* inst, CompositionTechnique::TextureScope scope)
{
if (scope == CompositionTechnique::TS_GLOBAL)
{
OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
"Global scope texture can not be pooled.",
"CompositorManager::getPooledTexture");
}
TextureDef def(w, h, f, aa, aaHint, srgb);
if (scope == CompositionTechnique::TS_CHAIN)
{
StringPair pair = std::make_pair(inst->getCompositor()->getName(), localName);
TextureDefMap& defMap = mChainTexturesByDef[pair];
TextureDefMap::iterator it = defMap.find(def);
if (it != defMap.end())
{
return it->second;
}
// ok, we need to create a new one
TexturePtr newTex = TextureManager::getSingleton().createManual(
name,
ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D,
(uint)w, (uint)h, 0, f, TU_RENDERTARGET, 0,
srgb, aa, aaHint);
defMap.insert(TextureDefMap::value_type(def, newTex));
return newTex;
}
TexturesByDef::iterator i = mTexturesByDef.find(def);
if (i == mTexturesByDef.end())
{
TextureList* texList = OGRE_NEW_T(TextureList, MEMCATEGORY_GENERAL);
i = mTexturesByDef.insert(TexturesByDef::value_type(def, texList)).first;
}
CompositorInstance* previous = inst->getChain()->getPreviousInstance(inst);
CompositorInstance* next = inst->getChain()->getNextInstance(inst);
TexturePtr ret;
TextureList* texList = i->second;
// iterate over the existing textures and check if we can re-use
for (TextureList::iterator t = texList->begin(); t != texList->end(); ++t)
{
TexturePtr& tex = *t;
// check not already used
if (texturesAssigned.find(tex.get()) == texturesAssigned.end())
{
bool allowReuse = true;
// ok, we didn't use this one already
// however, there is an edge case where if we re-use a texture
// which has an 'input previous' pass, and it is chained from another
// compositor, we can end up trying to use the same texture for both
// so, never allow a texture with an input previous pass to be
// shared with its immediate predecessor in the chain
if (isInputPreviousTarget(inst, localName))
{
// Check whether this is also an input to the output target of previous
// can't use CompositorInstance::mPreviousInstance, only set up
// during compile
if (previous && isInputToOutputTarget(previous, tex))
allowReuse = false;
}
// now check the other way around since we don't know what order they're bound in
if (isInputToOutputTarget(inst, localName))
{
if (next && isInputPreviousTarget(next, tex))
allowReuse = false;
}
if (allowReuse)
{
ret = tex;
break;
}
}
}
if (ret.isNull())
{
// ok, we need to create a new one
ret = TextureManager::getSingleton().createManual(
name,
ResourceGroupManager::INTERNAL_RESOURCE_GROUP_NAME, TEX_TYPE_2D,
(uint)w, (uint)h, 0, f, TU_RENDERTARGET, 0,
srgb, aa, aaHint);
texList->push_back(ret);
}
// record that we used this one in the requester's list
texturesAssigned.insert(ret.get());
//.........这里部分代码省略.........
示例4: HandleTextures
// ------------------------------------------------------------------------------------------------
bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTextureType type)
{
ai_assert(NULL != pcMat);
unsigned int cur = 0, temp = 0;
aiString s;
bool ret = false;
for (TextureList::const_iterator it = in.begin(), end = in.end();it != end;++it) {
if (!(*it).enabled || !(*it).bCanUse)
continue;
ret = true;
// Convert lightwave's mapping modes to ours. We let them
// as they are, the GenUVcoords step will compute UV
// channels if they're not there.
aiTextureMapping mapping;
switch ((*it).mapMode)
{
case LWO::Texture::Planar:
mapping = aiTextureMapping_PLANE;
break;
case LWO::Texture::Cylindrical:
mapping = aiTextureMapping_CYLINDER;
break;
case LWO::Texture::Spherical:
mapping = aiTextureMapping_SPHERE;
break;
case LWO::Texture::Cubic:
mapping = aiTextureMapping_BOX;
break;
case LWO::Texture::FrontProjection:
DefaultLogger::get()->error("LWO2: Unsupported texture mapping: FrontProjection");
mapping = aiTextureMapping_OTHER;
break;
case LWO::Texture::UV:
{
if( UINT_MAX == (*it).mRealUVIndex ) {
// We have no UV index for this texture, so we can't display it
continue;
}
// add the UV source index
temp = (*it).mRealUVIndex;
pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_UVWSRC(type,cur));
mapping = aiTextureMapping_UV;
}
break;
default:
ai_assert(false);
};
if (mapping != aiTextureMapping_UV) {
// Setup the main axis
aiVector3D v;
switch ((*it).majorAxis) {
case Texture::AXIS_X:
v = aiVector3D(1.f,0.f,0.f);
break;
case Texture::AXIS_Y:
v = aiVector3D(0.f,1.f,0.f);
break;
default: // case Texture::AXIS_Z:
v = aiVector3D(0.f,0.f,1.f);
break;
}
pcMat->AddProperty(&v,1,AI_MATKEY_TEXMAP_AXIS(type,cur));
// Setup UV scalings for cylindric and spherical projections
if (mapping == aiTextureMapping_CYLINDER || mapping == aiTextureMapping_SPHERE) {
aiUVTransform trafo;
trafo.mScaling.x = (*it).wrapAmountW;
trafo.mScaling.y = (*it).wrapAmountH;
BOOST_STATIC_ASSERT(sizeof(aiUVTransform)/sizeof(float) == 5);
pcMat->AddProperty(&trafo,1,AI_MATKEY_UVTRANSFORM(type,cur));
}
DefaultLogger::get()->debug("LWO2: Setting up non-UV mapping");
}
// The older LWOB format does not use indirect references to clips.
// The file name of a texture is directly specified in the tex chunk.
if (mIsLWO2) {
// find the corresponding clip (take the last one if multiple
// share the same index)
ClipList::iterator end = mClips.end(), candidate = end;
temp = (*it).mClipIdx;
for (ClipList::iterator clip = mClips.begin(); clip != end; ++clip) {
if ((*clip).idx == temp) {
candidate = clip;
}
}
if (candidate == end) {
DefaultLogger::get()->error("LWO2: Clip index is out of bounds");
temp = 0;
//.........这里部分代码省略.........