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C++ TextureUnitState::_getTexturePtr方法代码示例

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


在下文中一共展示了TextureUnitState::_getTexturePtr方法的3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: execute

//-----------------------------------------------------------------------
void DeferredLightRenderOperation::execute(SceneManager *sm, RenderSystem *rs)
{
    Ogre::Camera* cam = mViewport->getCamera();

	mAmbientLight->updateFromCamera(cam);
    Technique* tech = mAmbientLight->getMaterial()->getBestTechnique();
	injectTechnique(sm, tech, mAmbientLight, 0);

	const LightList& lightList = sm->_getLightsAffectingFrustum();
    for (LightList::const_iterator it = lightList.begin(); it != lightList.end(); it++) 
	{
        Light* light = *it;
		Ogre::LightList ll;
		ll.push_back(light);

		//if (++i != 2) continue;
        //if (light->getType() != Light::LT_DIRECTIONAL) continue;
		//if (light->getDiffuseColour() != ColourValue::Red) continue;

		LightsMap::iterator dLightIt = mLights.find(light);
		DLight* dLight = 0;
		if (dLightIt == mLights.end()) 
		{
			dLight = createDLight(light);
		}
		else 
		{
			dLight = dLightIt->second;
			dLight->updateFromParent();
		}
		dLight->updateFromCamera(cam);
		tech = dLight->getMaterial()->getBestTechnique();

		//Update shadow texture
		if (dLight->getCastChadows())
		{
			SceneManager::RenderContext* context = sm->_pauseRendering();

			sm->prepareShadowTextures(cam, mViewport, &ll);
			sm->_resumeRendering(context);
			
			Pass* pass = tech->getPass(0);
			TextureUnitState* tus = pass->getTextureUnitState("ShadowMap");
			assert(tus);
			const TexturePtr& shadowTex = sm->getShadowTexture(0);
			if (tus->_getTexturePtr() != shadowTex)
			{
				tus->_setTexturePtr(shadowTex);
			}
			
		}
		
        injectTechnique(sm, tech, dLight, &ll);
	}
}
开发者ID:Strongc,项目名称:game-ui-solution,代码行数:56,代码来源:DeferredLightCP.cpp

示例2: setPaintTexutreName

	// 替换指定纹理层的纹理
	bool TerrainImpl::setPaintTexutreName(size_t nPaintChannel , const String &strTextureName)
	{
		Technique *pTech = mMaterial->getTechnique(0);
		Pass *pass = pTech->getPass(nPaintChannel / SPLATTING_TEXTURE_NUM);
		if(pass)
		{
			TextureUnitState *texture = pass->getTextureUnitState(COVERAGE_TEXTURE_NUM + (nPaintChannel % SPLATTING_TEXTURE_NUM));
			if(texture)
			{
				texture->setTextureName(strTextureName);
				return texture->getTextureName() == strTextureName && !texture->_getTexturePtr().isNull() && texture->_getTexturePtr()->isLoaded();
			}
		}
		return false;
	}
开发者ID:duzhi5368,项目名称:FKOgreWorldEdit,代码行数:16,代码来源:ETTerrainImpl.cpp

示例3: _setTextureUnitSettings

    //-----------------------------------------------------------------------
    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:dryadf68116,项目名称:vuforia-gamekit-integration,代码行数:101,代码来源:OgreRenderSystem.cpp


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