本文整理汇总了C++中TextureUnitState::setTextureCoordSet方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnitState::setTextureCoordSet方法的具体用法?C++ TextureUnitState::setTextureCoordSet怎么用?C++ TextureUnitState::setTextureCoordSet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::setTextureCoordSet方法的4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: createJorgeMaterial
// ---------------------------------------------------------------------
void MaterialService::createJorgeMaterial(const Ogre::String& resourceGroup) {
std::string shaderName("@template0");
if (!MaterialManager::getSingleton().resourceExists(shaderName)) {
MaterialPtr shadMat = MaterialManager::getSingleton().create(shaderName, 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);
// Texture unit state for the main texture...
// jorge.png is compiled-in - see the RenderService::prepareHardcodedMedia
TextureUnitState* tus = shadPass->createTextureUnitState("jorge.png");
// Set replace on all first layer textures for now
tus->setTextureAddressingMode(TextureUnitState::TAM_WRAP);
tus->setTextureCoordSet(0);
tus->setTextureFiltering(TFO_BILINEAR);
tus->setTextureUScale(1.0f);
tus->setTextureVScale(1.0f);
// No dynamic lighting
shadMat->setLightingEnabled(false);
shadMat->load();
addWorldMaterialTemplate(0, shadMat); // fixed at slot 0
}
}
示例3: if
//.........这里部分代码省略.........
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'
CompareFunction currFunc = ogrePass->getAlphaRejectFunction();
unsigned char currVal = ogrePass->getAlphaRejectValue();
if (pass[p].alphaFunc > currFunc ||
(pass[p].alphaFunc == currFunc && pass[p].alphaVal < currVal))
{
ogrePass->setAlphaRejectSettings(
pass[p].alphaFunc, pass[p].alphaVal);
}
}
// Tex coords
if (pass[p].texGen == TEXGEN_BASE)
{
t->setTextureCoordSet(0);
}
else if (pass[p].texGen == TEXGEN_LIGHTMAP)
{
t->setTextureCoordSet(1);
}
else if (pass[p].texGen == TEXGEN_ENVIRONMENT)
{
t->setEnvironmentMap(true, TextureUnitState::ENV_PLANAR);
}
// Tex mod
// Scale
t->setTextureUScale(pass[p].tcModScale[0]);
t->setTextureVScale(pass[p].tcModScale[1]);
// Procedural mods
// Custom - don't use mod if generating environment
// Because I do env a different way it look horrible
if (pass[p].texGen != TEXGEN_ENVIRONMENT)
{
if (pass[p].tcModRotate)
{
t->setRotateAnimation(pass[p].tcModRotate);
}
if (pass[p].tcModScroll[0] || pass[p].tcModScroll[1])
{
if (pass[p].tcModTurbOn)
{
// Turbulent scroll
if (pass[p].tcModScroll[0])
{
t->setTransformAnimation(TextureUnitState::TT_TRANSLATE_U, WFT_SINE,
pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]);
}
示例4: createStandardMaterial
//-----------------------------------------------------------------------
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);
}