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C++ GpuProgramParametersSharedPtr::setIgnoreMissingParams方法代码示例

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


在下文中一共展示了GpuProgramParametersSharedPtr::setIgnoreMissingParams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: _updateShaders


//.........这里部分代码省略.........
                  "    { \n";
            } else if (blend) {
              vertexProgSource += "    if (gl_MultiTexCoord0.y != 0.0) \n"
                  "    { \n";
            }

            if (blend) {
              vertexProgSource +=
              //Blend the base of nearby grass into the terrain
                  "        color.w = clamp(color.w, 0.0, 1.0) * 4.0 * ((dist / fadeRange) - 0.1); \n"
                      "    } \n";
            }

            if (fadeTechnique == FADETECH_GROW || fadeTechnique == FADETECH_ALPHAGROW) {
              vertexProgSource += "    position.y -= grassHeight * clamp((2.0 * dist / fadeRange) - 1.0, 0.0, 1.0); \n";
            }

            vertexProgSource += "    gl_Position = gl_ModelViewProjectionMatrix * position; \n"
                "    gl_FrontColor = color; \n"
                "    gl_TexCoord[0] = gl_MultiTexCoord0; \n";
            if (geom->getSceneManager()->getFogMode() == Ogre::FOG_EXP2) {
              vertexProgSource += "	gl_FogFragCoord = clamp(exp(- gl_Fog.density * gl_Fog.density * gl_Position.z * gl_Position.z), 0.0, 1.0); \n";
            } else {
              vertexProgSource += "	gl_FogFragCoord = gl_Position.z; \n";
            }

            vertexProgSource += "}";
          }

          vertexShader = HighLevelGpuProgramManager::getSingleton().createProgram(vsName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, shaderLanguage, GPT_VERTEX_PROGRAM);

          vertexShader->setSource(vertexProgSource);

          if (shaderLanguage == "hlsl") {
            vertexShader->setParameter("target", "vs_1_1");
            vertexShader->setParameter("entry_point", "main");
          } else if (shaderLanguage == "cg") {
            vertexShader->setParameter("profiles", "vs_1_1 arbvp1");
            vertexShader->setParameter("entry_point", "main");
          }
          // GLSL can only have one entry point "main".

          vertexShader->load();
        }
        //Now the vertex shader (vertexShader) has either been found or just generated
        //(depending on whether or not it was already generated).

        tmpMat->load();
        Ogre::Material::TechniqueIterator techIterator = tmpMat->getSupportedTechniqueIterator();
        while (techIterator.hasMoreElements()) {
          Ogre::Technique* tech = techIterator.getNext();
          //Apply the shader to the material
          Pass *pass = tech->getPass(0);
          pass->setVertexProgram(vsName);
          GpuProgramParametersSharedPtr params = pass->getVertexProgramParameters();

          if (shaderLanguage.compare("glsl"))
            //glsl can use the built in gl_ModelViewProjectionMatrix
            params->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
          params->setNamedAutoConstant("camPos", GpuProgramParameters::ACT_CAMERA_POSITION_OBJECT_SPACE);
          params->setNamedAutoConstant("fadeRange", GpuProgramParameters::ACT_CUSTOM, 1);

          if (animate) {
            params->setNamedConstant("time", 1.0f);
            params->setNamedConstant("frequency", 1.0f);
            params->setNamedConstant("direction", Ogre::Vector4::ZERO);
          }

          if (lighting) {
            params->setNamedAutoConstant("objSpaceLight", GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
            params->setNamedAutoConstant("lightDiffuse", GpuProgramParameters::ACT_DERIVED_LIGHT_DIFFUSE_COLOUR);
            params->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_DERIVED_AMBIENT_LIGHT_COLOUR);
          }

          if (fadeTechnique == FADETECH_GROW || fadeTechnique == FADETECH_ALPHAGROW) {
            params->setNamedConstant("grassHeight", maxHeight * 1.05f);
          }

          pass->getVertexProgramParameters()->setNamedConstant("fadeRange", fadeRange);
        }
      }
      //Now the material (tmpMat) has either been found or just created (depending on whether or not it was already
      //created). The appropriate vertex shader should be applied and the material is ready for use.

      //Apply the new material
      material = tmpMat;
    }

    Ogre::Technique* tech = material->getBestTechnique();
    if (tech && tech->getNumPasses()) {
      Ogre::Pass* pass = tech->getPass(0);
      if (pass->hasVertexProgram()) {
        Ogre::GpuProgramParametersSharedPtr params = pass->getVertexProgramParameters();
        if (!params.isNull()) {
          params->setIgnoreMissingParams(true);
        }
      }
    }
  }
}
开发者ID:junrw,项目名称:ember-gsoc2012,代码行数:101,代码来源:GrassLoader.cpp


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