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C++ TextureUnitState类代码示例

本文整理汇总了C++中TextureUnitState的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnitState类的具体用法?C++ TextureUnitState怎么用?C++ TextureUnitState使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了TextureUnitState类的15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: LOG_INFO

	//-----------------------------------------------------------------------
	void MaterialService::createStandardMaterial(unsigned int idx, std::string matName, std::string textureName,
	        std::string resourceGroup) {
		Image tex;
		bool loaded = false; // indicates we were successful finding the texture

		StringVectorPtr texnames = ResourceGroupManager::getSingleton().findResourceNames(resourceGroup, textureName
		        + ".*");

		if (texnames->size() <= 0) {
			// no results, try the localised version
			// prev. path + /language/filename
			String locresname = mConfigService->getLocalisedResourcePath(textureName);

			LOG_INFO("Specified resource (%s) was not found, trying localized version: %s", textureName.c_str(), locresname.c_str());

			texnames = ResourceGroupManager::getSingleton().findResourceNames(resourceGroup, locresname
					        + ".*");
		}

		String txtfile;

		// Let's try the extensions from the extensions vector
		StringVector::iterator it = texnames->begin();

		for (; it != texnames->end(); it++) { // Try loading every given
			try {
				tex.load((*it), resourceGroup);

				TextureManager::getSingleton().loadImage(textureName, resourceGroup, tex, TEX_TYPE_2D, 5, 1.0f);

				txtfile = (*it);

				loaded = true;

				break; // we got it!
			} catch (Ogre::Exception) {
				// Nothing. We are trying more extensions
			}
		}

		if (!loaded)
			LOG_ERROR("Image %s was not found, texture will be invalid!", textureName.c_str());

		// Construct a material out of this texture. We'll just clone the material upstairs to enable lmap-txture combinations
		MaterialPtr shadMat = MaterialManager::getSingleton().create(matName, resourceGroup);

		shadMat->setReceiveShadows(true);

		Pass *shadPass = shadMat->getTechnique(0)->getPass(0);

		shadPass->setAmbient(0.5, 0.5, 0.5);
		shadPass->setDiffuse(1, 1, 1, 1);
		shadPass->setSpecular(1, 1, 1, 1);

		TextureUnitState* tus = createAnimatedTextureState(shadPass, txtfile, resourceGroup, 5);

		// Set replace on all first layer textures for now
		// tus->setColourOperation(LBO_REPLACE);
		tus->setTextureAddressingMode(TextureUnitState::TAM_WRAP);
		tus->setTextureCoordSet(0);
		tus->setTextureFiltering(TFO_BILINEAR);

		tus->setTextureUScale(1.0f);
		tus->setTextureVScale(1.0f);
		// tus->setTextureFiltering(TFO_NONE);

		// Set culling mode to none
		// shadMat->setCullingMode(CULL_ANTICLOCKWISE);

		// No dynamic lighting
		shadMat->setLightingEnabled(false);

		// DYNL:
		shadMat->load();


		// standard size
		addWorldMaterialTemplate(idx, shadMat);
	}
开发者ID:Painpillow,项目名称:openDarkEngine,代码行数:80,代码来源:MaterialService.cpp

示例2: Degree

void Viewer::setupLights ()
    {
        mSceneMgr->setAmbientLight(ColourValue(0.8, 0.8, 0.8));

		
		if ( Ogre::Root::getSingletonPtr()->getRenderSystem()->getCapabilities()->hasCapability(RSC_HWRENDER_TO_TEXTURE) )
		{
			mSceneMgr->setShadowTextureSettings(1024, 2);
		}
		else
		{
			mSceneMgr->setShadowTextureSettings(512, 2);
		}
		
		
		mSceneMgr->setShadowColour(ColourValue(0.5,0.5,0.5));

        Light * mSunLight = mSceneMgr->createLight("SunLight");
		
		mSunLight->setCastShadows(true);

        mSunLight->setType(Light::LT_SPOTLIGHT);
        mSunLight->setPosition(500, 500, 500);
        mSunLight->setSpotlightRange(Degree(30), Degree(50));
        Vector3 dir;
        dir = - mSunLight->getPosition();
        dir.normalise();
        mSunLight->setDirection(dir);
        mSunLight->setDiffuseColour(0.35, 0.35, 0.38);
        mSunLight->setSpecularColour(0.9, 0.9, 1);

		timeSince = 0.0f;
        mBuildMode = BM_NONE;
		
#if 0

        mReflectCam = mSceneMgr->createCamera("ReflectCam");

        mRTTTex = mRenderer->getRoot()->getRenderSystem()->createRenderTexture("RttTex",    512, 384,
                                                                               TEX_TYPE_2D, PF_R8G8B8);

        {
        mReflectCam = mSceneMgr->createCamera("ReflectCam");
        mReflectCam->setPosition(mCamera->getPosition());
        mReflectCam->setOrientation(mCamera->getOrientation());
        mReflectCam->setNearClipDistance(mCamera->getNearClipDistance());
        mReflectCam->setFarClipDistance(mCamera->getFarClipDistance());

        Viewport * v = mRTTTex->addViewport(mReflectCam);
        mReflectCam->setAspectRatio(Real(v->getWidth()) / Real(v->getHeight()));
        v->setOverlaysEnabled(false);
        v->setClearEveryFrame(true);
        v->setBackgroundColour(ColourValue::Black);
        }

        MaterialPtr mat = MaterialManager::getSingleton().create("RttMat",
                                                                 ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
        TextureUnitState * t = mat->getTechnique(0)->getPass(0)->createTextureUnitState("RttTex");
        t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
        //t->setProjectiveTexturing(true, mReflectCam);

        mat->clone("RttMat.over");

        //mGui->createWindow(Vector4(16, 16, 512, 384), "RttMat", BetaGUI::WFT_NONE, "");

#endif

    }
开发者ID:bytewrench,项目名称:NxOgre-Pinball,代码行数:68,代码来源:Viewer.cpp

示例3: getBlendFactor

void NIFLoader::createMaterial(const String &name,
                           const Vector &ambient,
                           const Vector &diffuse,
                           const Vector &specular,
                           const Vector &emissive,
                           float glossiness, float alpha,
                           int alphaFlags, float alphaTest,
                           const String &texName)
{
    MaterialPtr material = MaterialManager::getSingleton().create(name, resourceGroup);


    //Hardware Skinning code, textures may be the wrong color if enabled

    /* if(!mSkel.isNull()){
    material->removeAllTechniques();

        Ogre::Technique* tech = material->createTechnique();
        //tech->setSchemeName("blahblah");
        Pass* pass = tech->createPass();
        pass->setVertexProgram("Ogre/BasicVertexPrograms/AmbientOneTexture");*/
   

    // This assigns the texture to this material. If the texture name is
    // a file name, and this file exists (in a resource directory), it
    // will automatically be loaded when needed. If not (such as for
    // internal NIF textures that we might support later), we should
    // already have inserted a manual loader for the texture.


    if (!texName.empty())
    {
        Pass *pass = material->getTechnique(0)->getPass(0);
        /*TextureUnitState *txt =*/
        pass->createTextureUnitState(texName);

        pass->setVertexColourTracking(TVC_DIFFUSE);

        // As of yet UNTESTED code from Chris:
        /*pass->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
        pass->setDepthFunction(Ogre::CMPF_LESS_EQUAL);
        pass->setDepthCheckEnabled(true);

        // Add transparency if NiAlphaProperty was present
        if (alphaFlags != -1)
        {
            std::cout << "Alpha flags set!" << endl;
            if ((alphaFlags&1))
            {
                pass->setDepthWriteEnabled(false);
                pass->setSceneBlending(getBlendFactor((alphaFlags>>1)&0xf),
                                       getBlendFactor((alphaFlags>>5)&0xf));
            }
            else
                pass->setDepthWriteEnabled(true);

            if ((alphaFlags>>9)&1)
                pass->setAlphaRejectSettings(getTestMode((alphaFlags>>10)&0x7),
                                             alphaTest);

            pass->setTransparentSortingEnabled(!((alphaFlags>>13)&1));
        }
        else
            pass->setDepthWriteEnabled(true); */


        // Add transparency if NiAlphaProperty was present
        if (alphaFlags != -1)
        {
            // The 237 alpha flags are by far the most common. Check
            // NiAlphaProperty in nif/property.h if you need to decode
            // other values. 237 basically means normal transparencly.
            if (alphaFlags == 237)
            {
                NifOverrides::TransparencyResult result = NifOverrides::Overrides::getTransparencyOverride(texName);
                if (result.first)
                {
                    pass->setAlphaRejectFunction(CMPF_GREATER_EQUAL);
                    pass->setAlphaRejectValue(result.second);
                }
                else
                {
                    // Enable transparency
                    pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);

                    //pass->setDepthCheckEnabled(false);
                    pass->setDepthWriteEnabled(false);
                    //std::cout << "alpha 237; material: " << name << " texName: " << texName << std::endl;
                }
            }
            else
                warn("Unhandled alpha setting for texture " + texName);
        }
        else
        {
            material->getTechnique(0)->setShadowCasterMaterial("depth_shadow_caster_noalpha");
        }
    }

    if (Settings::Manager::getBool("enabled", "Shadows"))
//.........这里部分代码省略.........
开发者ID:Thynix,项目名称:openmw,代码行数:101,代码来源:ogre_nif_loader.cpp

示例4: ShaderHelperCg

	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorA::SM2Profile::addTechnique(
		const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt)
	{
		Technique* tech = mat->createTechnique();

		// Only supporting one pass
		Pass* pass = tech->createPass();

		GpuProgramManager& gmgr = GpuProgramManager::getSingleton();
		HighLevelGpuProgramManager& hmgr = HighLevelGpuProgramManager::getSingleton();
		if (!mShaderGen)
		{
			bool check2x = mLayerNormalMappingEnabled || mLayerParallaxMappingEnabled;
			if (hmgr.isLanguageSupported("cg"))
            {
				mShaderGen = OGRE_NEW ShaderHelperCg();
            }
			else if (hmgr.isLanguageSupported("hlsl") &&
				((check2x && gmgr.isSyntaxSupported("ps_4_0")) ||
				(check2x && gmgr.isSyntaxSupported("ps_2_x")) ||
				(!check2x && gmgr.isSyntaxSupported("ps_2_0"))))
            {
				mShaderGen = OGRE_NEW ShaderHelperHLSL();
            }
			else if (hmgr.isLanguageSupported("glsl"))
            {
				mShaderGen = OGRE_NEW ShaderHelperGLSL();
            }
			else if (hmgr.isLanguageSupported("glsles"))
            {
				mShaderGen = OGRE_NEW ShaderHelperGLSLES();
            }
			
			// check SM3 features
			mSM3Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0");
			mSM4Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0");
		}

		HighLevelGpuProgramPtr vprog = mShaderGen->generateVertexProgram(this, terrain, tt);
		HighLevelGpuProgramPtr fprog = mShaderGen->generateFragmentProgram(this, terrain, tt);

		pass->setVertexProgram(vprog->getName());
		pass->setFragmentProgram(fprog->getName());

		if (tt == HIGH_LOD || tt == RENDER_COMPOSITE_MAP)
		{
			// global normal map
			TextureUnitState* tu = pass->createTextureUnitState();
			tu->setTextureName(terrain->getTerrainNormalMap()->getName());
			tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

			// global colour map
			if (terrain->getGlobalColourMapEnabled() && isGlobalColourMapEnabled())
			{
				tu = pass->createTextureUnitState(terrain->getGlobalColourMap()->getName());
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// light map
			if (isLightmapEnabled())
			{
				tu = pass->createTextureUnitState(terrain->getLightmap()->getName());
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// blend maps
			uint maxLayers = getMaxLayers(terrain);
			uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
			uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
			for (uint i = 0; i < numBlendTextures; ++i)
			{
				tu = pass->createTextureUnitState(terrain->getBlendTextureName(i));
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// layer textures
			for (uint i = 0; i < numLayers; ++i)
			{
				// diffuse / specular
				pass->createTextureUnitState(terrain->getLayerTextureName(i, 0));
				// normal / height
				pass->createTextureUnitState(terrain->getLayerTextureName(i, 1));
			}

		}
		else
		{
			// LOW_LOD textures
			// composite map
			TextureUnitState* tu = pass->createTextureUnitState();
			tu->setTextureName(terrain->getCompositeMap()->getName());
			tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

			// That's it!

		}

		// Add shadow textures (always at the end)
		if (isShadowingEnabled(tt, terrain))
//.........这里部分代码省略.........
开发者ID:albmarvil,项目名称:The-Eternal-Sorrow,代码行数:101,代码来源:OgreTerrainMaterialGeneratorA.cpp

示例5: _setVertexTexture

//-----------------------------------------------------------------------
void RenderSystem::_setTextureUnitSettings(size_t texUnit, TextureUnitState& tl)
{
    // This method is only ever called to set a texture unit to valid details
    // The method _disableTextureUnit is called to turn a unit off

    const TexturePtr& tex = tl._getTexturePtr();
    // Vertex texture binding?
    if (mCurrentCapabilities->hasCapability(RSC_VERTEX_TEXTURE_FETCH) &&
            !mCurrentCapabilities->getVertexTextureUnitsShared())
    {
        if (tl.getBindingType() == TextureUnitState::BT_VERTEX)
        {
            // Bind vertex texture
            _setVertexTexture(texUnit, tex);
            // bind nothing to fragment unit (hardware isn't shared but fragment
            // unit can't be using the same index
            _setTexture(texUnit, true, sNullTexPtr);
        }
        else
        {
            // vice versa
            _setVertexTexture(texUnit, sNullTexPtr);
            _setTexture(texUnit, true, tex);
        }
    }
    else
    {
        // Shared vertex / fragment textures or no vertex texture support
        // Bind texture (may be blank)
        _setTexture(texUnit, true, tex);
    }

    // Set texture coordinate set
    _setTextureCoordSet(texUnit, tl.getTextureCoordSet());

    // Set texture layer filtering
    _setTextureUnitFiltering(texUnit,
                             tl.getTextureFiltering(FT_MIN),
                             tl.getTextureFiltering(FT_MAG),
                             tl.getTextureFiltering(FT_MIP));

    // Set texture layer filtering
    _setTextureLayerAnisotropy(texUnit, tl.getTextureAnisotropy());

    // Set mipmap biasing
    _setTextureMipmapBias(texUnit, tl.getTextureMipmapBias());

    // Set blend modes
    // Note, colour before alpha is important
    _setTextureBlendMode(texUnit, tl.getColourBlendMode());
    _setTextureBlendMode(texUnit, tl.getAlphaBlendMode());

    // Texture addressing mode
    const TextureUnitState::UVWAddressingMode& uvw = tl.getTextureAddressingMode();
    _setTextureAddressingMode(texUnit, uvw);
    // Set texture border colour only if required
    if (uvw.u == TextureUnitState::TAM_BORDER ||
            uvw.v == TextureUnitState::TAM_BORDER ||
            uvw.w == TextureUnitState::TAM_BORDER)
    {
        _setTextureBorderColour(texUnit, tl.getTextureBorderColour());
    }

    // Set texture effects
    TextureUnitState::EffectMap::iterator effi;
    // Iterate over new effects
    bool anyCalcs = false;
    for (effi = tl.mEffects.begin(); effi != tl.mEffects.end(); ++effi)
    {
        switch (effi->second.type)
        {
        case TextureUnitState::ET_ENVIRONMENT_MAP:
            if (effi->second.subtype == TextureUnitState::ENV_CURVED)
            {
                _setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP);
                anyCalcs = true;
            }
            else if (effi->second.subtype == TextureUnitState::ENV_PLANAR)
            {
                _setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_PLANAR);
                anyCalcs = true;
            }
            else if (effi->second.subtype == TextureUnitState::ENV_REFLECTION)
            {
                _setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_REFLECTION);
                anyCalcs = true;
            }
            else if (effi->second.subtype == TextureUnitState::ENV_NORMAL)
            {
                _setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_NORMAL);
                anyCalcs = true;
            }
            break;
        case TextureUnitState::ET_UVSCROLL:
        case TextureUnitState::ET_USCROLL:
        case TextureUnitState::ET_VSCROLL:
        case TextureUnitState::ET_ROTATE:
        case TextureUnitState::ET_TRANSFORM:
            break;
//.........这里部分代码省略.........
开发者ID:logtcn,项目名称:ogre,代码行数:101,代码来源:OgreRenderSystem.cpp

示例6: if

    //-----------------------------------------------------------------------
    MaterialPtr Quake3Shader::createAsMaterial(int lightmapNumber)
    {
		String matName;
		StringUtil::StrStreamType str;
        String resourceGroup = ResourceGroupManager::getSingleton().getWorldResourceGroupName();

        str << mName << "#" << lightmapNumber;
		matName = str.str();

        MaterialPtr mat = MaterialManager::getSingleton().create(matName, 
            resourceGroup);
		Ogre::Pass* ogrePass = mat->getTechnique(0)->getPass(0);

        LogManager::getSingleton().logMessage("Using Q3 shader " + mName, LML_CRITICAL);
        for (int p = 0; p < numPasses; ++p)
        {
            TextureUnitState* t;
            // Create basic texture
            if (pass[p].textureName == "$lightmap")
            {
                StringUtil::StrStreamType str2;
				str2 << "@lightmap" << lightmapNumber;
                t = ogrePass->createTextureUnitState(str2.str());
            }
            // Animated texture support
            else if (pass[p].animNumFrames > 0)
            {
                Real sequenceTime = pass[p].animNumFrames / pass[p].animFps;
                /* Pre-load textures
                   We need to know if each one was loaded OK since extensions may change for each
                   Quake3 can still include alternate extension filenames e.g. jpg instead of tga
                   Pain in the arse - have to check for each frame as letters<n>.tga for example
                   is different per frame!
                */
                for (unsigned int alt = 0; alt < pass[p].animNumFrames; ++alt)
                {
                    if (!ResourceGroupManager::getSingleton().resourceExists(
                        resourceGroup, pass[p].frames[alt]))
                    {
                        // Try alternate extension
                        pass[p].frames[alt] = getAlternateName(pass[p].frames[alt]);
                        if (!ResourceGroupManager::getSingleton().resourceExists(
                            resourceGroup, pass[p].frames[alt]))
                        { 
                            // stuffed - no texture
                            continue;
                        }
                    }

                }

                t = ogrePass->createTextureUnitState("");
                t->setAnimatedTextureName(pass[p].frames, pass[p].animNumFrames, sequenceTime);

            }
            else
            {
                // Quake3 can still include alternate extension filenames e.g. jpg instead of tga
                // Pain in the arse - have to check for failure
                if (!ResourceGroupManager::getSingleton().resourceExists(
                    resourceGroup, pass[p].textureName))
                {
                    // Try alternate extension
                    pass[p].textureName = getAlternateName(pass[p].textureName);
                    if (!ResourceGroupManager::getSingleton().resourceExists(
                        resourceGroup, pass[p].textureName))
                    { 
                        // stuffed - no texture
                        continue;
                    }
                }
                t = ogrePass->createTextureUnitState(pass[p].textureName);
            }
            // Blending
            if (p == 0)
            {
                // scene blend
                mat->setSceneBlending(pass[p].blendSrc, pass[p].blendDest);
                if (mat->isTransparent())
                    mat->setDepthWriteEnabled(false);

                t->setColourOperation(LBO_REPLACE);
				// Alpha mode
				ogrePass->setAlphaRejectSettings(
					pass[p].alphaFunc, pass[p].alphaVal);
            }
            else
            {
                if (pass[p].customBlend)
                {
                    // Fallback for now
                    t->setColourOperation(LBO_MODULATE);
                }
                else
                {
                    // simple layer blend
                    t->setColourOperation(pass[p].blend);
                }
				// Alpha mode, prefer 'most alphary'
//.........这里部分代码省略.........
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:101,代码来源:OgreQuake3Shader.cpp

示例7: clearIlluminationPasses

    //-----------------------------------------------------------------------
    void Technique::_compileIlluminationPasses(void)
    {
        clearIlluminationPasses();

		if (!checkManuallyOrganisedIlluminationPasses())
		{
			// Build based on our own heuristics

			Passes::iterator i, iend;
			iend = mPasses.end();
			i = mPasses.begin();

			IlluminationStage iStage = IS_AMBIENT;

			bool haveAmbient = false;
			while (i != iend)
			{
				IlluminationPass* iPass;
				Pass* p = *i;
				switch(iStage)
				{
				case IS_AMBIENT:
					// Keep looking for ambient only
					if (p->isAmbientOnly())
					{
						// Add this pass wholesale
						iPass = OGRE_NEW IlluminationPass();
						iPass->destroyOnShutdown = false;
						iPass->originalPass = iPass->pass = p;
						iPass->stage = iStage;
						mIlluminationPasses.push_back(iPass);
						haveAmbient = true;
						// progress to next pass
						++i;
					}
					else
					{
						// Split off any ambient part
						if (p->getAmbient() != ColourValue::Black ||
							p->getSelfIllumination() != ColourValue::Black ||
							p->getAlphaRejectFunction() != CMPF_ALWAYS_PASS)
						{
							// Copy existing pass
							Pass* newPass = OGRE_NEW Pass(this, p->getIndex(), *p);
							if (newPass->getAlphaRejectFunction() != CMPF_ALWAYS_PASS)
							{
								// Alpha rejection passes must retain their transparency, so
								// we allow the texture units, but override the colour functions
								Pass::TextureUnitStateIterator tusi = newPass->getTextureUnitStateIterator();
								while (tusi.hasMoreElements())
								{
									TextureUnitState* tus = tusi.getNext();
									tus->setColourOperationEx(LBX_SOURCE1, LBS_CURRENT);
								}
							}
							else
							{
								// Remove any texture units
								newPass->removeAllTextureUnitStates();
							}
							// Remove any fragment program
							if (newPass->hasFragmentProgram())
								newPass->setFragmentProgram("");
							// We have to leave vertex program alone (if any) and
							// just trust that the author is using light bindings, which
							// we will ensure there are none in the ambient pass
							newPass->setDiffuse(0, 0, 0, newPass->getDiffuse().a);  // Preserving alpha
							newPass->setSpecular(ColourValue::Black);

							// Calculate hash value for new pass, because we are compiling
							// illumination passes on demand, which will loss hash calculate
							// before it add to render queue first time.
							newPass->_recalculateHash();

							iPass = OGRE_NEW IlluminationPass();
							iPass->destroyOnShutdown = true;
							iPass->originalPass = p;
							iPass->pass = newPass;
							iPass->stage = iStage;

							mIlluminationPasses.push_back(iPass);
							haveAmbient = true;

						}

						if (!haveAmbient)
						{
							// Make up a new basic pass
							Pass* newPass = OGRE_NEW Pass(this, p->getIndex());
							newPass->setAmbient(ColourValue::Black);
							newPass->setDiffuse(ColourValue::Black);

							// Calculate hash value for new pass, because we are compiling
							// illumination passes on demand, which will loss hash calculate
							// before it add to render queue first time.
							newPass->_recalculateHash();

							iPass = OGRE_NEW IlluminationPass();
							iPass->destroyOnShutdown = true;
//.........这里部分代码省略.........
开发者ID:j-rivero,项目名称:ogre-acornacorn,代码行数:101,代码来源:OgreTechnique.cpp

示例8: loadMesh

void MeshObject::loadMesh()
{
    try
    {
        Ogre::String resourceGroup = Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME;
        mesh = static_cast<Ogre::MeshPtr>(Ogre::MeshManager::getSingleton().create(meshName, resourceGroup));
        if(backgroundLoading)
        {
            mesh->setBackgroundLoaded(true);
            mesh->addListener(this);
            ticket = Ogre::ResourceBackgroundQueue::getSingleton().load(
                         Ogre::MeshManager::getSingletonPtr()->getResourceType(),
                         mesh->getName(),
                         resourceGroup,
                         false,
                         0,
                         0,
                         0);

            // try to load its textures in the background
            for(int i=0; i<mesh->getNumSubMeshes(); i++)
            {
                SubMesh *sm = mesh->getSubMesh(i);
                String materialName = sm->getMaterialName();
                Ogre::MaterialPtr mat = static_cast<Ogre::MaterialPtr>(Ogre::MaterialManager::getSingleton().getByName(materialName)); //, resourceGroup));
                if(mat.isNull()) continue;
                for(int tn=0; tn<mat->getNumTechniques(); tn++)
                {
                    Technique *t = mat->getTechnique(tn);
                    for(int pn=0; pn<t->getNumPasses(); pn++)
                    {
                        Pass *p = t->getPass(pn);
                        for(int tun=0; tun<p->getNumTextureUnitStates(); tun++)
                        {
                            TextureUnitState *tu = p->getTextureUnitState(tun);
                            String textureName = tu->getTextureName();
                            // now add this texture to the background loading queue
                            Ogre::TexturePtr tex = static_cast<Ogre::TexturePtr>(Ogre::TextureManager::getSingleton().create(textureName, resourceGroup));
                            tex->setBackgroundLoaded(true);
                            tex->addListener(this);
                            ticket = Ogre::ResourceBackgroundQueue::getSingleton().load(
                                         Ogre::TextureManager::getSingletonPtr()->getResourceType(),
                                         tex->getName(),
                                         resourceGroup,
                                         false,
                                         0,
                                         0,
                                         0);

                        }
                    }

                }
            }
        }

        if(!backgroundLoading)
            postProcess();
    }
    catch (Ogre::Exception* e)
    {
        LOG("exception while loading mesh: " + e->getFullDescription());
    }

}
开发者ID:Winceros,项目名称:main,代码行数:65,代码来源:MeshObject.cpp

示例9: ShadowCameraSetupPtr


//.........这里部分代码省略.........
		}
		
		mSceneMgr->setShadowTextureSelfShadow(bDepth ? true : false);  //-?
		mSceneMgr->setShadowCasterRenderBackFaces((bDepth && !bSoft) ? true : false);

		mSceneMgr->setShadowTextureCasterMaterial(bDepth ? "shadowcaster_default" : "");
	}

	mSceneMgr->setShadowColour(Ogre::ColourValue(0,0,0,1));


#if 0  /// TEST overlays
	//  add overlay elements to show shadow or terrain maps
	OverlayManager& mgr = OverlayManager::getSingleton();
	Overlay* overlay = mgr.getByName("DebugOverlay");
	if (overlay)
		mgr.destroy(overlay);
	overlay = mgr.create("DebugOverlay");
	TexturePtr tex;

	#if 0  /// shadow
	for (int i = 0; i < pSet->shadow_count; ++i)
	{	
		TexturePtr tex = mSceneMgr->getShadowTexture(i);
	#else  /// terrain
	for (int i = 0; i < 2/*pSet->shadow_count*/; ++i)
	{	
		TexturePtr tex = !terrain ? mSceneMgr->getShadowTexture(i) :
			i==0 ? terrain->getCompositeMap() : terrain->getLightmap();
	#endif
		// Set up a debug panel to display the shadow
		if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + toStr(i)))
			MaterialManager::getSingleton().remove("Ogre/DebugTexture" + toStr(i));
		MaterialPtr debugMat = MaterialManager::getSingleton().create(
			"Ogre/DebugTexture" + toStr(i), rgDef);
			
		debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
		TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
		t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

		OverlayContainer* debugPanel;
		
		// destroy container if exists
		try
		{
			if (debugPanel = static_cast<OverlayContainer*>(mgr.getOverlayElement("Ogre/DebugTexPanel" + toStr(i))))
				mgr.destroyOverlayElement(debugPanel);
		}
		catch (Ogre::Exception&) {}
		
		debugPanel = (OverlayContainer*)
			(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
		debugPanel->_setPosition(0.8, i*0.31);  //aspect.. 0.25 0.24
		debugPanel->_setDimensions(0.2, 0.3);
		debugPanel->setMaterialName(debugMat->getName());
		debugPanel->show();
		overlay->add2D(debugPanel);
		overlay->show();
	}
#endif
	
	UpdPSSMMaterials();


	//  rebuild static geom after materials change
	if (vdrTrack)
	{
		vdrTrack->destroy();
		vdrTrack->build();
	}

	LogO(String("::: Time Shadows: ") + fToStr(ti.getMilliseconds(),0,3) + " ms");
}


/// . . . . . . . . 
void CScene::UpdPSSMMaterials()
{
	if (app->pSet->shadow_type == Sh_None)  return;
	
	if (app->pSet->shadow_count == 1)  // 1 tex
	{
		float dist = app->pSet->shadow_dist;
		sh::Vector3* splits = new sh::Vector3(dist, 0,0);  //dist*2, dist*3);
		sh::Factory::getInstance().setSharedParameter("pssmSplitPoints", sh::makeProperty<sh::Vector3>(splits));
		return;
	}
	
	if (!mPSSMSetup.get())  return;
	
	//--  pssm params
	PSSMShadowCameraSetup* pssmSetup = static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get());
	const PSSMShadowCameraSetup::SplitPointList& sp = pssmSetup->getSplitPoints();
	const int last = sp.size()-1;

	sh::Vector3* splits = new sh::Vector3(
		sp[std::min(1,last)], sp[std::min(2,last)], sp[std::min(3,last)] );

	sh::Factory::getInstance().setSharedParameter("pssmSplitPoints", sh::makeProperty<sh::Vector3>(splits));
}
开发者ID:ddxxpp,项目名称:stuntrally,代码行数:101,代码来源:Shadows.cpp

示例10: if

void CarReflection::Create()
{
	bFirstFrame = true;
	if (pSet->refl_mode == "single")  cubetexName = "ReflectionCube"; // single: use 1st cubemap
	else if (pSet->refl_mode == "full")
	{
		cubetexName = "ReflectionCube" + toStr(iIndex);
		// first cubemap: no index
		if (cubetexName == "ReflectionCube0")
			cubetexName = "ReflectionCube";
	}
	else /* static */
		cubetexName = "ReflectionCube";
	
	TextureManager* tm = TextureManager::getSingletonPtr();
	int size = ciShadowSizesA[pSet->refl_size];  // /2 ?

	//  create cube render texture
	if (! (pSet->refl_mode == "single" && iIndex != 0) )
	{
		cubetex = tm->createManual(cubetexName, 
			ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_CUBE_MAP, 
			size,size, 0/*mips*/, PF_R8G8B8, TU_RENDERTARGET);
			//LogO("created rt cube");

		for (int face = 0; face < 6; face++)
		{
			Camera* mCam = pSceneMgr->createCamera("Reflect_" + toStr(iIndex) + "_" + toStr(face));
			mCam->setAspectRatio(1.0f);  mCam->setFOVy(Degree(90));
			mCam->setNearClipDistance(0.1);
			//mCam->setFarClipDistance(pSet->refl_dist);  //sky-

			RenderTarget* mRT = cubetex->getBuffer(face)->getRenderTarget();
			//LogO( "rt face Name: " + mRT->getName() );
			mRT->removeAllViewports();
			Viewport* vp = mRT->addViewport(mCam);
			vp->setOverlaysEnabled(false);
			vp->setVisibilityMask(RV_MaskReflect);
			mRT->setAutoUpdated(false);
			//mRT->addListener(this);  //-
			mCam->setPosition(Vector3::ZERO);

			Vector3 lookAt(0,0,0), up(0,0,0), right(0,0,0);  switch(face)
			{
				case 0:  lookAt.x =-1;  up.y = 1;  right.z = 1;  break;  // +X
				case 1:  lookAt.x = 1;  up.y = 1;  right.z =-1;  break;	 // -X
				case 2:  lookAt.y =-1;  up.z = 1;  right.x = 1;  break;	 // +Y
				case 3:  lookAt.y = 1;  up.z =-1;  right.x = 1;  break;	 // -Y
				case 4:  lookAt.z = 1;  up.y = 1;  right.x =-1;  break;	 // +Z
				case 5:  lookAt.z =-1;  up.y = 1;  right.x =-1;  break;	 // -Z
			}
			Quaternion orient( right, up, lookAt );  mCam->setOrientation( orient );
			pCams[face] = mCam;
			pRTs[face] = mRT;
		}
	}
	
	// Iterate through our materials and add an index to ReflectionCube texture reference
	for (int i=0; i < NumMaterials; i++)
	{
		MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr[i]);
		if (!mtr.isNull())
		{	Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
			while (techIt.hasMoreElements())
			{	Technique* tech = techIt.getNext();
				Technique::PassIterator passIt = tech->getPassIterator();
				while (passIt.hasMoreElements())
				{	Pass* pass = passIt.getNext();
					Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator();
					while (tusIt.hasMoreElements())
					{	
						TextureUnitState* tus = tusIt.getNext();
						if (tus->getTextureName() == "ReflectionCube")
							tus->setTextureName(cubetexName);
	}	}	}	}	}
}
开发者ID:jsj2008,项目名称:stuntrally,代码行数:76,代码来源:CarReflection.cpp

示例11: while

void MaterialFactory::setShaderParams(MaterialPtr mat)
{
	if (mat.isNull()) return;
		
	Material::TechniqueIterator techIt = mat->getTechniqueIterator();
	while (techIt.hasMoreElements())
	{
		Technique* tech = techIt.getNext();
		Technique::PassIterator passIt = tech->getPassIterator();
		while (passIt.hasMoreElements())
		{
			Pass* pass = passIt.getNext();
								
			if (pass->hasFragmentProgram())
			{
				// shadow fading parameters
				if ( getShadowsFade()
					&& pass->getFragmentProgramParameters()->_findNamedConstantDefinition("fadeStart_farDist", false)
					&& mSceneMgr
				)
				{
					float fadeDist;
					if (mSceneMgr->getShadowFarDistance() != 0)
						fadeDist = getShadowsFadeDistance()/mSceneMgr->getShadowFarDistance();
					else
						fadeDist = 0.f;
														
					pass->getFragmentProgramParameters()->setNamedConstant("fadeStart_farDist", Vector3(
						fadeDist,
						mSceneMgr->getShadowFarDistance(),
						float(getShadowsFade())
					));
				}
				// terrain lightmap name & size
				if ( mTerrain && !mTerrain->getLightmap().isNull() )
				{
					if (pass->getFragmentProgramParameters()->_findNamedConstantDefinition("terrainWorldSize", false))
						pass->getFragmentProgramParameters()->setNamedConstant( "terrainWorldSize", Real( mTerrain->getWorldSize() ) );
					
					Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator();
					while (tusIt.hasMoreElements())
					{
						TextureUnitState* tus = tusIt.getNext();
						if (tus->getName() == "terrainLightMap")
						{
							tus->setTextureName( mTerrain->getLightmap()->getName() );
						}
					}
				}
				
				if (pass->getFragmentProgramParameters()->_findNamedConstantDefinition("invTerSize", false))
					pass->getFragmentProgramParameters()->setNamedConstant("invTerSize", 1.f / Real(pApp->sc.td.fTerWorldSize));

				// pssm split points
				if ( pass->getFragmentProgramParameters()->_findNamedConstantDefinition("pssmSplitPoints", false) && mPSSM)
				{
					const PSSMShadowCameraSetup::SplitPointList& splitPointList = mPSSM->getSplitPoints();
					Vector4 splitPoints;
					for (size_t i = 0; i < splitPointList.size(); ++i)
						splitPoints[i] = splitPointList[i];
						
					pass->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
				}
			}
		}
	}
}
开发者ID:sureandrew,项目名称:stuntrally,代码行数:67,代码来源:MaterialFactory.cpp

示例12: createIndexBuffer


//.........这里部分代码省略.........
			// 1.0f .. a/(a+1)
			// coordinate
			vertices[x*4*elemsize+y*elemsize+0] = xcoord*(mSize/2.0f);
			vertices[x*4*elemsize+y*elemsize+1] = ycoord*(mSize/2.0f);
			vertices[x*4*elemsize+y*elemsize+2] = zcoord*(mSize/2.0f);
			// normal
			vertices[x*4*elemsize+y*elemsize+3] = 0.0f;
			vertices[x*4*elemsize+y*elemsize+4] = 0.0f;
			vertices[x*4*elemsize+y*elemsize+5] = 1.0f;
			// tex
			vertices[x*4*elemsize+y*elemsize+6] = xcoord*sqrtf(3.0f);
			vertices[x*4*elemsize+y*elemsize+7] = ycoord*sqrtf(3.0f);
			vertices[x*4*elemsize+y*elemsize+8] = zcoord*sqrtf(3.0f);
		} 
	}
	unsigned short *faces = new unsigned short[mSlices*6];
	for(x=0; x<mSlices; x++) 
	{
		faces[x*6+0] = x*4+0;
		faces[x*6+1] = x*4+1;
		faces[x*6+2] = x*4+2;
		faces[x*6+3] = x*4+1;
		faces[x*6+4] = x*4+2;
		faces[x*6+5] = x*4+3;
	}
	// Setup buffers
	vdata->vertexStart = 0;
	vdata->vertexCount = nvertices;
	
	VertexDeclaration* decl = vdata->vertexDeclaration;
	VertexBufferBinding* bind = vdata->vertexBufferBinding;

	size_t offset = 0;
	decl->addElement(0, offset, VET_FLOAT3, VES_POSITION);
	offset += VertexElement::getTypeSize(VET_FLOAT3);
	decl->addElement(0, offset, VET_FLOAT3, VES_NORMAL);
	offset += VertexElement::getTypeSize(VET_FLOAT3);
	decl->addElement(0, offset, VET_FLOAT3, VES_TEXTURE_COORDINATES);
	offset += VertexElement::getTypeSize(VET_FLOAT3);

	HardwareVertexBufferSharedPtr vbuf = 
	HardwareBufferManager::getSingleton().createVertexBuffer(
		offset, nvertices, HardwareBuffer::HBU_STATIC_WRITE_ONLY);

	bind->setBinding(0, vbuf);

	vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true);
	
	HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton().
		createIndexBuffer(
			HardwareIndexBuffer::IT_16BIT, 
			mSlices*6, 
			HardwareBuffer::HBU_STATIC_WRITE_ONLY);

	idata->indexBuffer = ibuf;
	idata->indexCount = mSlices*6;
	idata->indexStart = 0;
	ibuf->writeData(0, ibuf->getSizeInBytes(), faces, true);

	// Delete temporary buffers
	delete [] vertices;
	delete [] faces;
	
	// Now make the render operation
	mRenderOp.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST;
	mRenderOp.indexData = idata;
	mRenderOp.vertexData = vdata;
	mRenderOp.useIndexes = true;
	
	 // Create a brand new private material
	if (!ResourceGroupManager::getSingleton().resourceGroupExists("VolumeRenderable"))
	{
		ResourceGroupManager::getSingleton().createResourceGroup("VolumeRenderable");
	}
	MaterialPtr material = 
		MaterialManager::getSingleton().create(mTexture, "VolumeRenderable",
			false, 0); // Manual, loader

	// Remove pre-created technique from defaults
	material->removeAllTechniques();
	
	// Create a techinique and a pass and a texture unit
 	Technique * technique = material->createTechnique();
	Pass * pass = technique->createPass();
	TextureUnitState * textureUnit = pass->createTextureUnitState();
	
	// Set pass parameters
	pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
	pass->setDepthWriteEnabled(false);
	pass->setCullingMode(CULL_NONE);
	pass->setLightingEnabled(false);
	
	// Set texture unit parameters
	textureUnit->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
	textureUnit->setTextureName(mTexture, TEX_TYPE_3D);
	textureUnit->setTextureFiltering(TFO_TRILINEAR);
	
	mUnit = textureUnit;
	mMaterial = material;
}
开发者ID:j-rivero,项目名称:ogre-acornacorn,代码行数:101,代码来源:VolumeRenderable.cpp

示例13: defined

	//---------------------------------------------------------------------
	bool Technique::checkHardwareSupport(bool autoManageTextureUnits, StringStream& compileErrors)
	{
		// Go through each pass, checking requirements
		Passes::iterator i;
		unsigned short passNum = 0;
		const RenderSystemCapabilities* caps =
			Root::getSingleton().getRenderSystem()->getCapabilities();
		unsigned short numTexUnits = caps->getNumTextureUnits();
		for (i = mPasses.begin(); i != mPasses.end(); ++i, ++passNum)
		{
			Pass* currPass = *i;
			// Adjust pass index
			currPass->_notifyIndex(passNum);
			// Check for advanced blending operation support
			if((currPass->getSceneBlendingOperation() != SBO_ADD || currPass->getSceneBlendingOperationAlpha() != SBO_ADD) && 
				!caps->hasCapability(RSC_ADVANCED_BLEND_OPERATIONS))
			{
				return false;		
			}
			// Check texture unit requirements
			size_t numTexUnitsRequested = currPass->getNumTextureUnitStates();
			// Don't trust getNumTextureUnits for programmable
			if(!currPass->hasFragmentProgram())
			{
#if defined(OGRE_PRETEND_TEXTURE_UNITS) && OGRE_PRETEND_TEXTURE_UNITS > 0
				if (numTexUnits > OGRE_PRETEND_TEXTURE_UNITS)
					numTexUnits = OGRE_PRETEND_TEXTURE_UNITS;
#endif
				if (numTexUnitsRequested > numTexUnits)
				{
					if (!autoManageTextureUnits)
					{
						// The user disabled auto pass split
						compileErrors << "Pass " << passNum << 
							": Too many texture units for the current hardware and no splitting allowed."
							<< std::endl;
						return false;
					}
					else if (currPass->hasVertexProgram())
					{
						// Can't do this one, and can't split a programmable pass
						compileErrors << "Pass " << passNum << 
							": Too many texture units for the current hardware and "
							"cannot split programmable passes."
							<< std::endl;
						return false;
					}
				}
			}
			if (currPass->hasComputeProgram())
			{
				// Check fragment program version
				if (!currPass->getComputeProgram()->isSupported())
				{
					// Can't do this one
					compileErrors << "Pass " << passNum << 
						": Compute program " << currPass->getComputeProgram()->getName()
						<< " cannot be used - ";
					if (currPass->getComputeProgram()->hasCompileError())
						compileErrors << "compile error.";
					else
						compileErrors << "not supported.";

					compileErrors << std::endl;
					return false;
				}
			}
			if (currPass->hasVertexProgram())
			{
				// Check vertex program version
				if (!currPass->getVertexProgram()->isSupported() )
				{
					// Can't do this one
					compileErrors << "Pass " << passNum << 
						": Vertex program " << currPass->getVertexProgram()->getName()
						<< " cannot be used - ";
					if (currPass->getVertexProgram()->hasCompileError())
						compileErrors << "compile error.";
					else
						compileErrors << "not supported.";

					compileErrors << std::endl;
					return false;
				}
			}
			if (currPass->hasTessellationHullProgram())
			{
				// Check tessellation control program version
				if (!currPass->getTessellationHullProgram()->isSupported() )
				{
					// Can't do this one
					compileErrors << "Pass " << passNum << 
						": Tessellation Hull program " << currPass->getTessellationHullProgram()->getName()
						<< " cannot be used - ";
					if (currPass->getTessellationHullProgram()->hasCompileError())
						compileErrors << "compile error.";
					else
						compileErrors << "not supported.";

//.........这里部分代码省略.........
开发者ID:j-rivero,项目名称:ogre-acornacorn,代码行数:101,代码来源:OgreTechnique.cpp

示例14: createBackground

// Create the background nebulae
void createBackground(SceneManager *sceneMgr) {
	
	// Get the background image
	String bgImage = ScriptSystem::getSingleton().getScriptString("backgroundImage");
	MaterialPtr mat = MaterialManager::getSingleton().getByName("Background");
	mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(bgImage);

	// Get the nebula textures, and set their colors
	ColourValue col;
	col.r = ScriptSystem::getSingleton().getScriptNumber("nebula1_R");
	col.g = ScriptSystem::getSingleton().getScriptNumber("nebula1_G");
	col.b = ScriptSystem::getSingleton().getScriptNumber("nebula1_B");
	mat = MaterialManager::getSingleton().getByName("BackgroundNebula1");
	TextureUnitState *tu = mat->getTechnique(0)->getPass(0)->getTextureUnitState(1);
	tu->setColourOperationEx(LBX_MODULATE, LBS_CURRENT, LBS_MANUAL, col, col);

	col.r = ScriptSystem::getSingleton().getScriptNumber("nebula2_R");
	col.g = ScriptSystem::getSingleton().getScriptNumber("nebula2_G");
	col.b = ScriptSystem::getSingleton().getScriptNumber("nebula2_B");
	mat = MaterialManager::getSingleton().getByName("BackgroundNebula2");
	tu = mat->getTechnique(0)->getPass(0)->getTextureUnitState(1);
	tu->setColourOperationEx(LBX_MODULATE, LBS_CURRENT, LBS_MANUAL, col, col);

	col.r = ScriptSystem::getSingleton().getScriptNumber("nebula3_R");
	col.g = ScriptSystem::getSingleton().getScriptNumber("nebula3_G");
	col.b = ScriptSystem::getSingleton().getScriptNumber("nebula3_B");
	mat = MaterialManager::getSingleton().getByName("BackgroundNebula3");
	tu = mat->getTechnique(0)->getPass(0)->getTextureUnitState(1);
	tu->setColourOperationEx(LBX_MODULATE, LBS_CURRENT, LBS_MANUAL, col, col);


	// Create background rectangle covering the whole screen
	bgRect = new Rectangle2D(true);
	// Flipping and mirroring
	Real bgx = rand()%100 < 50 ? -1.0f : 1.0f;
	Real bgy = rand()%100 < 50 ? -1.0f : 1.0f;
	bgRect->setCorners(-bgx, bgy, bgx, -bgy);
	bgRect->setMaterial(MaterialManager::getSingleton().getByName("Background"));

	// Render the background before everything else
	bgRect->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
	AxisAlignedBox box; box.setInfinite();
	bgRect->setBoundingBox(box);

	// Attach background to the scene
	SceneNode* node = sceneMgr->getRootSceneNode()->createChildSceneNode("Background");
	node->attachObject(bgRect);


	// Background stars
	int starsCount = (int)ScriptSystem::getSingleton().getScriptNumber("starsCount");
	ManualObject *stars[4];
	for(int ii=0; ii<4; ii++) {
		stars[ii] = sceneMgr->createManualObject("BackgroundStars" + StringConverter::toString(ii+1));
		stars[ii]->begin("BackgroundStars", RenderOperation::OT_POINT_LIST);
		for(int j=0; j<starsCount; j++) {
			Vector3 pos;
			pos.x = Math::RangeRandom(-playfieldWidth, playfieldWidth);
			pos.y = Math::RangeRandom(-playfieldHeight, playfieldHeight);
			pos.z = Math::RangeRandom(-140, -5);
			stars[ii]->position(pos);

			Real c = Math::RangeRandom(0.1f, 1.0f);
			stars[ii]->colour(c, c, c);
			stars[ii]->index(j);
		}
		stars[ii]->end();
		stars[ii]->setRenderQueueGroup(RENDER_QUEUE_1);
		stars[ii]->setCastShadows(false);
	}

	// Create four groups of stars
	SceneNode *starsNode = sceneMgr->getRootSceneNode()->createChildSceneNode("BackgroundStars1");
	starsNode->attachObject(stars[0]);
	starsNode->translate(-playfieldWidth/2, -playfieldHeight/2, 0);

	starsNode = sceneMgr->getRootSceneNode()->createChildSceneNode("BackgroundStars2");
	starsNode->attachObject(stars[1]);
	starsNode->translate(+playfieldWidth/2, -playfieldHeight/2, 0);

	starsNode = sceneMgr->getRootSceneNode()->createChildSceneNode("BackgroundStars3");
	starsNode->attachObject(stars[2]);
	starsNode->translate(+playfieldWidth/2, +playfieldHeight/2, 0);

	starsNode = sceneMgr->getRootSceneNode()->createChildSceneNode("BackgroundStars4");
	starsNode->attachObject(stars[3]);
	starsNode->translate(-playfieldWidth/2, +playfieldHeight/2, 0);


	// Create the nebulae
	nebulaCount = (int)ScriptSystem::getSingleton().getScriptNumber("nebulaCount");
	for(int f=0; f<nebulaCount; f++) {
		Entity *ent = sceneMgr->createEntity("BackgroundNebula" + StringConverter::toString(f), "Plane.mesh");
		ent->setMaterialName("BackgroundNebula" + StringConverter::toString(f%3 + 1));
		ent->setCastShadows(false);
		ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);

		Vector3 pos;
		pos.x = Math::RangeRandom(-playfieldWidth, playfieldWidth);
//.........这里部分代码省略.........
开发者ID:fishilico,项目名称:funguloids,代码行数:101,代码来源:bground.cpp

示例15: getPass

void Shader::setTexture(std::string name, std::string parameterName)
{
    TextureUnitState* texture = getPass()->createTextureUnitState(name);
    texture->setTextureNameAlias(parameterName);
    texture->setName(parameterName);
}
开发者ID:whztt07,项目名称:Mermelin,代码行数:6,代码来源:Shader.cpp


注:本文中的TextureUnitState类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。