当前位置: 首页>>代码示例>>C++>>正文


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

本文整理汇总了C++中TextureUnitState::setTextureFiltering方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnitState::setTextureFiltering方法的具体用法?C++ TextureUnitState::setTextureFiltering怎么用?C++ TextureUnitState::setTextureFiltering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::setTextureFiltering方法的8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: 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
		}
	}
开发者ID:Painpillow,项目名称:openDarkEngine,代码行数:34,代码来源:MaterialService.cpp

示例2: 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);
		}
	}
开发者ID:Painpillow,项目名称:openDarkEngine,代码行数:35,代码来源:MaterialService.cpp

示例3: makeMaterialReceiveDecal

void FiveApp::makeMaterialReceiveDecal(const String & matName)
{
	MaterialPtr mat = (MaterialPtr)MaterialManager::getSingleton().getByName(matName);
	Pass *pass = mat->getTechnique(0)->createPass();

	pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
	pass->setDepthBias(1);
	pass->setLightingEnabled(true);

	TextureUnitState *texState = pass->createTextureUnitState("decal.png");
	texState->setProjectiveTexturing(true,mDecalFrustum);
	texState->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
	texState->setTextureFiltering(FO_LINEAR,FO_LINEAR,FO_NONE);

	texState = pass->createTextureUnitState("decal_filter.png");
	texState->setProjectiveTexturing(true,mFilterFrustum);
	texState->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
	texState->setTextureFiltering(TFO_NONE);
}
开发者ID:harr999y,项目名称:OgreFramework,代码行数:19,代码来源:FiveApp.cpp

示例4:

void Canvas::Texture::createMaterial()
{
	Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create(mTexture->getName(), "General");

	Pass* pass = material->getTechnique(0)->getPass(0);
	pass->setDepthCheckEnabled(false);
	pass->setDepthWriteEnabled(false);
	pass->setLightingEnabled(false);	
	pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);

	TextureUnitState* texUnit = pass->createTextureUnitState(mTexture->getName());
	texUnit->setTextureFiltering(FO_NONE, FO_NONE, FO_NONE);
}
开发者ID:SimplyNishant,项目名称:PhotoSynthToolkit,代码行数:13,代码来源:CanvasTexture.cpp

示例5: createWebcamMaterial

void GPUSurfApplication::createWebcamMaterial()
{
	Ogre::DShowTextureSource *videoTextureSource = (DShowTextureSource *)Ogre::ExternalTextureSourceManager::getSingleton().getExternalTextureSource("dshow");
	if(videoTextureSource == NULL)
	{
		OGRE_EXCEPT(Exception::ERR_FILE_NOT_FOUND, "Could not find Plugin_DShow.dll", "GPUSurfApplication::createWebcamMaterial()");
	}

	try
	{
		//create texture
		videoTextureSource->initialise();
		//videoTextureSource->setInputFileName(videoFileName);		
		videoTextureSource->setInputCaptureDevice(0);
		videoTextureSource->setFPS(90);
		videoTextureSource->setVideoSize(640, 480);
		mVideo = videoTextureSource->_createVideo("WebcamVideoTexture");
		mVideo->createTexture("WebcamVideoTexture");		
		mVideo->load();
		mVideo->start();		
		mVideo->addListener(mGPUSurf);	

		//create material
		Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create("WebcamVideoMaterial", "General");
		Pass* pass = material->getTechnique(0)->getPass(0);
		pass->setDepthCheckEnabled(false);
		pass->setDepthWriteEnabled(false);
		pass->setLightingEnabled(false);		
		pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);		
		TextureUnitState* texUnit = pass->createTextureUnitState("WebcamVideoTexture");
		texUnit->setTextureFiltering(FO_POINT, FO_POINT, FO_POINT);	
	}
	catch (const InternalErrorException &)
	{
		OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Could not init webcam", "GPUSurfApplication::createWebcamMaterial()");
	}
}
开发者ID:g0402559,项目名称:visual-experiments,代码行数:37,代码来源:GPUSurfApplication.cpp

示例6: addTerrainBlockerPass

	// 为地形添加一个障碍区域的显示Pass
	void TerrainEditorPlugin::addTerrainBlockerPass(ETTerrain *terrain)
	{
		MaterialPtr mat = terrain->getTerrainImpl()->getMaterial();
		Technique *tech = mat->getTechnique(0);
		// 看有没有这个Blocker的Pass,如果有就不用添加了
		for(size_t i = 0 ; i < tech->getNumPasses() ; i ++)
		{
			if(tech->getPass(i)->getName() == "Blocker")
				return;
		}
		Pass *blockerPass = mat->getTechnique(0)->createPass();
		blockerPass->setName("Blocker");
		// 使用透明渲染
		blockerPass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
		blockerPass->setVertexProgram("ET/Programs/VSLodMorph2");
		//blockerPass->setPolygonMode(PM_WIREFRAME);
		//blockerPass->setLightingEnabled(false);
		blockerPass->setCullingMode(CULL_ANTICLOCKWISE);
		//blockerPass->setDepthCheckEnabled(false);
		// 创建个贴图
		TextureUnitState *state = blockerPass->createTextureUnitState(terrain->getBlockerTexture()->getName());
		state->setTextureFiltering(TFO_NONE);

	}
开发者ID:duzhi5368,项目名称:FKOgreWorldEdit,代码行数:25,代码来源:TerrainEditorPlugin.cpp

示例7: initialise


//.........这里部分代码省略.........
		{
			float xcoord = coords[y][0]-0.5;
			float ycoord = coords[y][1]-0.5;
			float zcoord = -((float)x/(float)(mSlices-1)  - 0.5f);
			// 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
	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;
	m_pMaterial = material;
}
开发者ID:Argos86,项目名称:dt2370,代码行数:101,代码来源:VolumeRenderable.cpp

示例8: 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);
	}
开发者ID:Painpillow,项目名称:openDarkEngine,代码行数:80,代码来源:MaterialService.cpp


注:本文中的TextureUnitState::setTextureFiltering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。