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C++ TextureManager::GetTexture方法代码示例

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


在下文中一共展示了TextureManager::GetTexture方法的7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: Init

/////////////////////////////////////////////////////////////////////////////////////////////////////
// Function Name: Init
// Purpose: Initializes the state.
// Original Author: Ethan Pendergraft
// Creation Date: 5/12/2012
// Last Modification By:
// Last Modification Date:
/////////////////////////////////////////////////////////////////////////////////////////////////////
void COptionsState::Init ()
{
	m_pGame = CGame::GetInstance();
	m_pInput = m_pGame->GetInputManager();
	m_pAudio = m_pGame->GetAudioManager();

	TextureManager* pTM = TextureManager::GetInstance();

	m_lpOptionsVideo		= pTM->GetTexture( pTM->LoadTexture("./Resources/Textures/PS_FE_OptionMenu_Video.png" ) );
	m_lpOptionsAudio        = pTM->GetTexture( pTM->LoadTexture("./Resources/Textures/PS_FE_OptionMenu_Audio.png" ) );
	m_lpOptionsExit			= pTM->GetTexture( pTM->LoadTexture("./Resources/Textures/PS_FE_OptionMenu_Exit.png" ) );
	m_nReticle				= pTM->GetTexture( pTM->LoadTexture("./Resources/Textures/T_Reticle_D.png"));

	m_nCurrentlySelected	= OPT_VIDEO;
}						  
开发者ID:Ethanthecrazy,项目名称:PudgeNSludge,代码行数:23,代码来源:COptionsState.cpp

示例2: imAdr

AnimatedSprite::AnimatedSprite(TextureManager & TM, std::string adr,int nbrFX,int nbrFY,int size,int vit,bool centrer)
{
    std::string imAdr(adr);
    imAdr.append(".png");
    std::string dataAdr(adr);
    dataAdr.append(".data");

    image.setTexture(*(TM.GetTexture(imAdr)));

    frameX = 1;
    frameY = 1;

    cpt = 0;
    vitesse  = vit;
    nbrFrameX = nbrFX;
    nbrFrameY = nbrFY;

    scale = size;
    image.setTextureRect(sf::IntRect(0,0,image.getTexture()->getSize().x/nbrFrameX,image.getTexture()->getSize().y/nbrFrameY));

    image.setScale((((float)size*nbrFrameX)/((float)image.getTexture()->getSize().x)),
                   (((float)size*nbrFrameY)*(((float)image.getTexture()->getSize().y)/((float)image.getTexture()->getSize().x)))
                   /((float)image.getTexture()->getSize().y));
    if(centrer){
     //   if(nbrFrame == 1)
       //     image.SetCenter(0,image.GetImage()->GetHeight()/2);
       // else
        image.setOrigin(image.getTexture()->getSize().x/(2*(nbrFrameX)),image.getTexture()->getSize().y/(2*nbrFrameY));
    }
   // dataAnalyser(width,dataAdr);

}
开发者ID:AntipodGames,项目名称:CoffeeBot,代码行数:32,代码来源:animatedsprite.cpp

示例3:

Carte::Carte(TextureManager &TM, std::string adr1, std::string adr2, std::string adr3)
{

    //hb = new Hitbox(IM,adr);


    Iinf.setTexture(*(TM.GetTexture(adr1)));

    Isup.setTexture(*(TM.GetTexture(adr2)));
    hitbox.setTexture(*(TM.GetTexture(adr3)));
    hbpath = adr3;

//    Iinf.Resize(w,h);
//    Isup.Resize(w,h);
//    hitbox.Resize(w,h);


}
开发者ID:AntipodGames,项目名称:AntipodGameEngine,代码行数:18,代码来源:carte.cpp

示例4: Render

void Sprite::Render(ID3DXSprite *sprite) {
  TextureManager *TexMan = TextureManager::GetSingleton();

  if (enabled && TexMan->IsTextureValid(tex)) {
    TextureRecord *TexRec = TexMan->GetTexture(tex);

    if (TexRec->IsType(TR_PLANAR)) {
      sprite->SetTransform(&transform);
      sprite->Draw((LPDIRECT3DTEXTURE9)TexRec->GetTexture(), 0, 0, &pos, color);
    }
  }
}
开发者ID:Alenett,项目名称:OBGE-v3-Source,代码行数:12,代码来源:ScreenElements.cpp

示例5: Render

/////////////////////////////////////////////////////////////////////////////////////////////////////
// Function Name: Render
// Purpose: Render the state.
// Original Author: Rueben Massey
// Creation Date: 5/30/2012
// Last Modification By:
// Last Modification Date:
/////////////////////////////////////////////////////////////////////////////////////////////////////
void CVideoOptionsState::Render()
{
	TextureManager* pTM = TextureManager::GetInstance();
	RenderEngine::RasterTexture( pTM->GetTexture(m_lpCurrentSelection), 0.0f, 0.0f, 1.0f, 1.0f );
	// Render Brightness Slider
	//RenderEngine::RasterTexture( m_lpOptionsSlider, m_fBrightnessSliderPosVec.x, m_fBrightnessSliderPosVec.y, m_fBrightnessSliderPosVec.x + VSLIDER_WIDTH, m_fBrightnessSliderPosVec.y + VSLIDER_HEIGHT );

	// render block out if full screen
	if( m_pGame->GetFullScreen() )
	{
		// Render Gamma Slider
		if(m_pInput->LeftMouseButtonDown() && m_nCurrentlySelected == VIDEO_GAMMA && m_bLocked)
		{
			RenderEngine::RasterTexture( pTM->GetTexture(m_lpOptionsSlider), m_fGammaSliderPosVec.x, m_fGammaSliderPosVec.y, m_fGammaSliderPosVec.x + VSLIDER_DOWN_WIDTH, m_fGammaSliderPosVec.y + VSLIDER_DOWN_HEIGHT );
		}
		else
		{
			RenderEngine::RasterTexture( pTM->GetTexture(m_lpOptionsSlider), m_fGammaSliderPosVec.x, m_fGammaSliderPosVec.y, m_fGammaSliderPosVec.x + VSLIDER_WIDTH, m_fGammaSliderPosVec.y + VSLIDER_HEIGHT );
		}
	}
	else
	{
		RenderEngine::RasterTexture( pTM->GetTexture(m_lpFullScreenBlockOut), m_fGammaSliderPosVec.x, m_fGammaSliderPosVec.y, m_fGammaSliderPosVec.x + VSLIDER_WIDTH, m_fGammaSliderPosVec.y + VSLIDER_HEIGHT );
	}

	// Render The Check Mark
	RenderEngine::RasterTexture( pTM->GetTexture(m_lpOptionsCheck), m_fCheckMarkPos.x, m_fCheckMarkPos.y, m_fCheckMarkPos.x + VCHECKMARK_WIDTH, m_fCheckMarkPos.y + VCHECKMARK_HEIGHT );

	//Render the cursor reticle at the mouse position
	RenderEngine::RasterTexture(pTM->GetTexture(m_nReticle), _mousePos.x - 0.02f, (-_mousePos.y - 0.02f) + 1.0f, _mousePos.x + 0.02f, (-_mousePos.y + 0.02f) + 1.0f );
}	
开发者ID:Ethanthecrazy,项目名称:PudgeNSludge,代码行数:39,代码来源:CVideoOptionsState.cpp

示例6: GetTexture

	Texture* TextureUnit::GetTexture(void)
	{
		if (mTexture)
		{
			return mTexture;
		}

		// get from texture manager
		TextureManager* texMgr = TextureManager::getSingleton();
		if(texMgr)
       		{
            		mTexture = texMgr->GetTexture(this->mPicName);
        	}

		return mTexture;
	}
开发者ID:Neilfy,项目名称:OgreSimple,代码行数:16,代码来源:TextureUnit.cpp

示例7: FillSunMoonStruct


//.........这里部分代码省略.........
														time );
			break;
		}
	}


	for ( i=0; true; ++i )
	{
		if ( time >= ambientColorState[i].hour && time < ambientColorState[i+1].hour )
		{
			sunMoon.rawAmbientColor.r = Interpolate(  ambientColorState[i].hour, ambientColorState[i].color.r,
														ambientColorState[i+1].hour, ambientColorState[i+1].color.r,
														time );
			sunMoon.rawAmbientColor.g = Interpolate(  ambientColorState[i].hour, ambientColorState[i].color.g,
														ambientColorState[i+1].hour, ambientColorState[i+1].color.g,
														time );
			sunMoon.rawAmbientColor.b = Interpolate(  ambientColorState[i].hour, ambientColorState[i].color.b,
														ambientColorState[i+1].hour, ambientColorState[i+1].color.b,
														time );
			break;
		}
	}


	sunMoon.ambientColorH = sunMoon.rawAmbientColor * ambientAmountH;
	sunMoon.diffuseColorH = sunMoon.rawDiffuseColor * diffuseAmountH;

	sunMoon.ambientColorL = sunMoon.rawAmbientColor * ambientAmountL;
	sunMoon.diffuseColorL = sunMoon.rawDiffuseColor * diffuseAmountL;

	sunMoon.ambientColorL4.r = sunMoon.ambientColorL.r;
	sunMoon.ambientColorL4.g = sunMoon.ambientColorL.g;
	sunMoon.ambientColorL4.b = sunMoon.ambientColorL.b;
	sunMoon.ambientColorL4.a = 1.0f;

	sunMoon.diffuseColorL4.r = sunMoon.diffuseColorL.r;
	sunMoon.diffuseColorL4.g = sunMoon.diffuseColorL.g;
	sunMoon.diffuseColorL4.b = sunMoon.diffuseColorL.b;
	sunMoon.diffuseColorL4.a = 1.0f;

	sunMoon.ambientColorH4.r = sunMoon.ambientColorH.r;
	sunMoon.ambientColorH4.g = sunMoon.ambientColorH.g;
	sunMoon.ambientColorH4.b = sunMoon.ambientColorH.b;
	sunMoon.ambientColorH4.a = 1.0f;

	sunMoon.diffuseColorH4.r = sunMoon.diffuseColorH.r;
	sunMoon.diffuseColorH4.g = sunMoon.diffuseColorH.g;
	sunMoon.diffuseColorH4.b = sunMoon.diffuseColorH.b;
	sunMoon.diffuseColorH4.a = 1.0f;

	sunMoon.vector4.x = sunMoon.vector.x;
	sunMoon.vector4.y = sunMoon.vector.y;
	sunMoon.vector4.z = sunMoon.vector.z;
	sunMoon.vector4.w = 0.0f;	// Parallel

	//////////////////////////////////////////
	// Set up the skybox
	//////////////////////////////////////////

	TextureManager* texman = TextureManager::Instance();

	sunMoon.primarySkydomeTex = 0;
	sunMoon.secondarySkydomeTex = 0;

	switch( sunMoon.primarySky )
	{
		case SunMoon::SUNRISE:	sunMoon.primarySkydomeTex = texman->GetTexture( "skydomeSunrise", 0 );		break;
		case SunMoon::SUNSET:	sunMoon.primarySkydomeTex = texman->GetTexture( "skydomeSunset", 0 );		break;
		case SunMoon::DAYTIME:	sunMoon.primarySkydomeTex = texman->GetTexture( "skydomeDay", day&1 );		break;
		case SunMoon::NIGHT:	sunMoon.primarySkydomeTex = texman->GetTexture( "skydomeNight", 0 );		break;
		default:	
			GLASSERT( 0 );
	}
	if ( sunMoon.primarySky != sunMoon.secondarySky )
	{
		switch( sunMoon.secondarySky )
		{
		case SunMoon::SUNRISE:	sunMoon.secondarySkydomeTex = texman->GetTexture( "skydomeSunrise", 0 );	break;
		case SunMoon::SUNSET:	sunMoon.secondarySkydomeTex = texman->GetTexture( "skydomeSunset", 0 );		break;
		case SunMoon::DAYTIME:	sunMoon.secondarySkydomeTex = texman->GetTexture( "skydomeDay", day&1 );	break;
		case SunMoon::NIGHT:	sunMoon.secondarySkydomeTex = texman->GetTexture( "skydomeNight", 0 );		break;

			default:
				GLASSERT( 0 );
		}
	}

	if ( !sunMoon.secondarySkydomeTex )
	{
		sunMoon.skyColor = sunMoon.primarySkydomeTex->AverageOpaqueColor();
	}
	else
	{
		Color3F c0 = sunMoon.primarySkydomeTex->AverageOpaqueColor();
		Color3F c1 = sunMoon.secondarySkydomeTex->AverageOpaqueColor();
		sunMoon.skyColor.r = c0.r*(1.0f-sunMoon.skyBlend) + c1.r*sunMoon.skyBlend;
		sunMoon.skyColor.g = c0.g*(1.0f-sunMoon.skyBlend) + c1.g*sunMoon.skyBlend;
		sunMoon.skyColor.b = c0.b*(1.0f-sunMoon.skyBlend) + c1.b*sunMoon.skyBlend;
	}
}
开发者ID:gefariasjr,项目名称:projetofinal1,代码行数:101,代码来源:timeclock.cpp


注:本文中的TextureManager::GetTexture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。