本文整理汇总了C++中TextureUnitState::setColourOperation方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnitState::setColourOperation方法的具体用法?C++ TextureUnitState::setColourOperation怎么用?C++ TextureUnitState::setColourOperation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TextureUnitState
的用法示例。
在下文中一共展示了TextureUnitState::setColourOperation方法的2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: prepareMaterialInstance
//------------------------------------------------------
void MaterialService::prepareMaterialInstance(MaterialPtr& mat, unsigned int idx, int tag) {
if (tag < 0) // Should not be here if the polygon is sky textured
OPDE_EXCEPT("Non-instanced material instance requested", "MaterialService::prepareMaterialInstance");
mat->setReceiveShadows(true);
StringUtil::StrStreamType lightmapName;
lightmapName << "@lightmap" << tag;
Pass *shadPass = mat->getTechnique(0)->getPass(0);
if (shadPass->getNumTextureUnitStates() <= 1) {
// Lightmap texture is added here
TextureUnitState* tex = shadPass->createTextureUnitState(lightmapName.str());
// Blend
tex->setColourOperation(LBO_MODULATE);
// Use 2nd texture co-ordinate set
tex->setTextureCoordSet(1);
// Clamp
tex->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
// Switch filtering off to see lmap pixels: TFO_NONE
tex->setTextureFiltering(TFO_BILINEAR);
} else {
// There is a definition of the lightmapping pass already, we only update that definition
TextureUnitState* tex = shadPass->getTextureUnitState(1);
tex->setTextureName(lightmapName.str());
tex->setTextureCoordSet(1);
}
}
示例2: 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.........