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C++ TextureUnitState::getParent方法代码示例

本文整理汇总了C++中TextureUnitState::getParent方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnitState::getParent方法的具体用法?C++ TextureUnitState::getParent怎么用?C++ TextureUnitState::getParent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::getParent方法的1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: translateTextureUnit

/*
note: we can know the texture unit index by getting parent then finding it in the list of children
*/
void SGScriptTranslator::translateTextureUnit(ScriptCompiler* compiler, const AbstractNodePtr &node)
{
    ObjectAbstractNode *obj = static_cast<ObjectAbstractNode*>(node.get());    
    TextureUnitState* texState = any_cast<TextureUnitState*>(obj->parent->context);
    Pass* pass = texState->getParent();
    Technique* technique = pass->getParent();
    Material* material = technique->getParent();
    ShaderGenerator* shaderGenerator = ShaderGenerator::getSingletonPtr();
    String dstTechniqueSchemeName = obj->name;
    bool techniqueCreated;

    // Make sure the scheme name is valid - use default if none exists.
    if (dstTechniqueSchemeName.empty()) 
        dstTechniqueSchemeName = ShaderGenerator::DEFAULT_SCHEME_NAME;  


    //check if technique already created
    techniqueCreated = shaderGenerator->hasShaderBasedTechnique(material->getName(), 
        material->getGroup(),
        technique->getSchemeName(), 
        dstTechniqueSchemeName);
    
    if (techniqueCreated == false)
    {
        // Create the shader based technique.
        techniqueCreated = shaderGenerator->createShaderBasedTechnique(material->getName(), 
            material->getGroup(),
            technique->getSchemeName(), 
            dstTechniqueSchemeName,
            shaderGenerator->getCreateShaderOverProgrammablePass());
    }


                    
    // Case technique successfully created.
    if (techniqueCreated)
    {
        //Attempt to get the render state which might have been created by the pass parsing
        mGeneratedRenderState = shaderGenerator->getRenderState(dstTechniqueSchemeName, 
                    material->getName(), material->getGroup(), pass->getIndex());
    
        // Go over all the render state properties.
        for(AbstractNodeList::iterator i = obj->children.begin(); i != obj->children.end(); ++i)
        {
            if((*i)->type == ANT_PROPERTY)
            {
                PropertyAbstractNode *prop = static_cast<PropertyAbstractNode*>((*i).get());
                SubRenderState* subRenderState = ShaderGenerator::getSingleton().createSubRenderState(compiler, prop, texState, this);
                
                if (subRenderState)
                {
                    addSubRenderState(subRenderState, dstTechniqueSchemeName, material->getName(), 
                        material->getGroup(), pass->getIndex());
                }
            }
            else
            {
                processNode(compiler, *i);
            }
        }

        mGeneratedRenderState = NULL;
    }   
}
开发者ID:Gerviba,项目名称:MuOnline,代码行数:67,代码来源:OgreShaderScriptTranslator.cpp


注:本文中的TextureUnitState::getParent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。