本文整理汇总了C++中VisualEffectInstance::GetVertexConstant方法的典型用法代码示例。如果您正苦于以下问题:C++ VisualEffectInstance::GetVertexConstant方法的具体用法?C++ VisualEffectInstance::GetVertexConstant怎么用?C++ VisualEffectInstance::GetVertexConstant使用的例子?那么, 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VisualEffectInstance
的用法示例。
在下文中一共展示了VisualEffectInstance::GetVertexConstant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: CreateScene
//----------------------------------------------------------------------------
void MaterialTextures::CreateScene ()
{
mScene = new0 Node();
mTrnNode = new0 Node();
mScene->AttachChild(mTrnNode);
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
// Create a square object.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(-1.0f, -1.0f, 0.0f);
vba.Position<Float3>(1) = Float3(-1.0f, 1.0f, 0.0f);
vba.Position<Float3>(2) = Float3( 1.0f, 1.0f, 0.0f);
vba.Position<Float3>(3) = Float3( 1.0f, -1.0f, 0.0f);
vba.TCoord<Float2>(0, 0) = Float2(0.0f, 0.0f);
vba.TCoord<Float2>(0, 1) = Float2(1.0f, 0.0f);
vba.TCoord<Float2>(0, 2) = Float2(1.0f, 1.0f);
vba.TCoord<Float2>(0, 3) = Float2(0.0f, 1.0f);
IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0;
indices[1] = 1;
indices[2] = 3;
indices[3] = 3;
indices[4] = 1;
indices[5] = 2;
// Create a square with a door texture.
TriMesh* door = new0 TriMesh(vformat, vbuffer, ibuffer);
std::string path = Environment::GetPathR("Door.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
door->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_CLAMP_EDGE, Shader::SC_CLAMP_EDGE));
mTrnNode->AttachChild(door);
// Material-texture effect shared by two objects. The material is
// semitransparent, so alpha blending must be enabled.
MaterialTextureEffect* effect =
new0 MaterialTextureEffect(Shader::SF_LINEAR);
effect->GetAlphaState(0, 0)->BlendEnabled = true;
// Create a square with a material-texture effect. The texture is combined
// with the material to produce a semitransparenteffect on the sand. You
// should be able to see the door through it.
TriMesh* sand = new0 TriMesh(vformat, vbuffer, ibuffer);
sand->LocalTransform.SetTranslate(APoint(0.25f, 0.25f, -0.25f));
mTrnNode->AttachChild(sand);
mMaterial = new0 Material();
mMaterial->Diffuse = Float4(1.0f, 0.0f, 0.0f, 0.5f);
path = Environment::GetPathR("Sand.wmtf");
texture = Texture2D::LoadWMTF(path);
VisualEffectInstance* instance =
effect->CreateInstance(mMaterial, texture);
sand->SetEffectInstance(instance);
// The material alpha is adjustable during run time, so we must enable
// the corresponding shader constant to automatically update.
instance->GetVertexConstant(0, "MaterialDiffuse")->EnableUpdater();
// Create another square with a material-texture effect.
TriMesh* water = new0 TriMesh(vformat, vbuffer, ibuffer);
water->LocalTransform.SetTranslate(APoint(0.5f, 0.5f, -0.5f));
mTrnNode->AttachChild(water);
Material* material = new0 Material();
material->Diffuse = Float4(0.0f, 0.0f, 1.0f, 0.5f);
path = Environment::GetPathR("Water.wmtf");
texture = Texture2D::LoadWMTF(path);
water->SetEffectInstance(effect->CreateInstance(material, texture));
}