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C++ LogManager::logMessage方法代码示例

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


在下文中一共展示了LogManager::logMessage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: loadImpl

void SoundFX::loadImpl() {
  Ogre::LogManager* pLogManager = Ogre::LogManager::getSingletonPtr();

  // Ruta al archivo.
  Ogre::FileInfoListPtr info;
  info = Ogre::ResourceGroupManager::getSingleton().findResourceFileInfo(mGroup, mName);
  for (Ogre::FileInfoList::iterator i = info->begin(); i != info->end(); ++i) {
    _path = i->archive->getName() + "/" + i->filename;
  }
  
  // Archivo no encontrado...
  if (_path == "") {
    pLogManager->logMessage("SoundFX::loadImpl() Imposible encontrar el recurso.");
    throw (Ogre::Exception(Ogre::Exception::ERR_FILE_NOT_FOUND,
			   "Imposible encontrar el recurso", "SoundFX::loadImpl()"));
  }
  
  // Cargar el efecto de sonido.
  if ((_pSound = Mix_LoadWAV(_path.c_str())) == NULL) {
    pLogManager->logMessage("SoundFX::loadImpl() Imposible cargar el efecto.");
    throw (Ogre::Exception(Ogre::Exception::ERR_INTERNAL_ERROR,
			   "Imposible cargar el efecto", "SoundFX::loadImpl()"));
  }
  
  // Cálculo del tamaño del recurso de sonido.
  std::ifstream stream;
  char byteBuffer;
  stream.open(_path.c_str(), std::ios_base::binary);
  
  while (stream >> byteBuffer) {
    ++_size;
  }
  
  stream.close();
}
开发者ID:RiballoJose,项目名称:Get-the-Cup,代码行数:35,代码来源:SoundFX.cpp

示例2: Execute

//---------------------------------------------------------------------
int MilkshapePlugin::Execute (msModel* pModel)
{
    // Do nothing if no model selected
    if (!pModel)
        return -1;

	Ogre::LogManager logMgr;
	logMgr.createLog("msOgreExporter.log", true);
	logMgr.logMessage("OGRE Milkshape Exporter Log");
	logMgr.logMessage("---------------------------");
	Ogre::ResourceGroupManager resGrpMgr;

	//
    // check, if we have something to export
    //
    if (msModel_GetMeshCount (pModel) == 0)
    {
        ::MessageBox (NULL, "The model is empty!  Nothing exported!", "OGRE Export", MB_OK | MB_ICONWARNING);
        return 0;
    }

    if (!showOptions()) return 0;

    if (exportMesh)
    {
        doExportMesh(pModel);
    }

    return 0;

}
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:32,代码来源:MilkshapePlugin.cpp

示例3: fadeOut

// Fachada de MixFadeOutMusic()
void Track::fadeOut (int ms) {
  Ogre::LogManager* pLogManager = Ogre::LogManager::getSingletonPtr();

  if (Mix_FadeOutMusic(ms) == -1) {
    pLogManager->logMessage("Track::fadeIn() Error al aplicar efecto de sonido.");
    throw (Ogre::Exception(Ogre::Exception::ERR_INTERNAL_ERROR,
			   "Imposible aplicar suavizado de sonido", "Track::fadeIn()"));
    }
}
开发者ID:RubenCardos,项目名称:CrackShot,代码行数:10,代码来源:Track.cpp

示例4: play

int SoundFX::play(int loop) {
  int channel;
  Ogre::LogManager* pLogManager = Ogre::LogManager::getSingletonPtr();

  // Si el primer parámetro es un -1, maneja nuevos canales para efectos simultáneos
  if ((channel = Mix_PlayChannel(1, _pSound, loop)) == -1) {
    pLogManager->logMessage("SoundFX::play() Imposible reproducir el efecto de sonido.");
    throw (Ogre::Exception(Ogre::Exception::ERR_INTERNAL_ERROR,
			   "Imposible reproducir el efecto de sonido", "SoundFX::play()"));
  }

  return channel;
}
开发者ID:RiballoJose,项目名称:Get-the-Cup,代码行数:13,代码来源:SoundFX.cpp

示例5: loadImpl

// Carga del recurso.
void Track::loadImpl() {
  Ogre::LogManager* pLogManager = Ogre::LogManager::getSingletonPtr();

  // Ruta al archivo.
  Ogre::FileInfoListPtr info;
  info = Ogre::ResourceGroupManager::getSingleton().findResourceFileInfo(mGroup, mName);

  for (Ogre::FileInfoList::const_iterator i = info->begin(); i != info->end(); ++i) {
    _path = i->archive->getName() + "/" + i->filename;
  }
 
  // Archivo no encontrado...
  if (_path == "") {
    pLogManager->logMessage("Track::loadImpl() Imposible cargar el recurso de sonido.");
    throw (Ogre::Exception(Ogre::Exception::ERR_FILE_NOT_FOUND,
			   "Archivo no encontrado", "Track::loadImpl()"));
  }
    cout << "\n\nPath: " << _path << "\n\n" << endl;
    // Cargar el recurso de sonido.
    if ((_pTrack = Mix_LoadMUS(_path.c_str())) == NULL) {
      pLogManager->logMessage("Track::loadI() Imposible cargar el recurso de sonido.");
      throw (Ogre::Exception(Ogre::Exception::ERR_FILE_NOT_FOUND,
			     "Archivo no encontrado", "Track::loadI()"));
    }
    
    // Cálculo del tamaño del recurso de sonido.
    std::ifstream stream;
    char byteBuffer;
    stream.open(_path.c_str(), std::ios_base::binary);
 
    while (stream >> byteBuffer) {
      _size++;
    }
    
    stream.close();
}
开发者ID:RubenCardos,项目名称:CrackShot,代码行数:37,代码来源:Track.cpp

示例6: play

void Track::play(int loop) {
  Ogre::LogManager* pLogManager = Ogre::LogManager::getSingletonPtr();

  // Estaba pausada?
  if(Mix_PausedMusic()) {
    Mix_ResumeMusic();  // Reanudación.
  }

  // Si no, se reproduce desde el principio.
  else { 
    if (Mix_PlayMusic(_pTrack, loop) == -1) {
      pLogManager->logMessage("Track::play() Error al reproducir el recurso de sonido.");
      throw (Ogre::Exception(Ogre::Exception::ERR_FILE_NOT_FOUND,
			     "Imposible reproducir el recurso de sonido", "Track::play()"));
        }
    }
}
开发者ID:RubenCardos,项目名称:CrackShot,代码行数:17,代码来源:Track.cpp

示例7: createActions


//.........这里部分代码省略.........
        mNodeEditor->addNode(mMaterialNode);
    }
}

//****************************************************************************/
void EditorDockWidget::doTechniqueHToolbarAction(void)
{
    // Add a technique node
    Magus::QtNodeTechnique* techniqueNode = new Magus::QtNodeTechnique(NODE_TITLE_TECHNIQUE);
    mNodeEditor->addNode(techniqueNode);
}

//****************************************************************************/
void EditorDockWidget::doPassHToolbarAction(void)
{
    // Add a pass node
    Magus::QtNodePass* passNode = new Magus::QtNodePass(NODE_TITLE_PASS);
    mNodeEditor->addNode(passNode);
}

//****************************************************************************/
void EditorDockWidget::doTextureHToolbarAction(void)
{
    // Add a texture unit node
    Magus::QtNodeTextureUnit* textureUnitNode = new Magus::QtNodeTextureUnit(NODE_TITLE_TEXTURE_UNIT);
    mNodeEditor->addNode(textureUnitNode);
}

//****************************************************************************/
void EditorDockWidget::doCogHToolbarAction(void)
{
    if (!mMaterialNode)
        return;

    if (mMaterialNode->getMaterialName().isEmpty())
        return;

    // ---------------------------------------- Create a material ----------------------------------------
    Ogre::LogManager* logManager = Ogre::LogManager::getSingletonPtr();
    Ogre::MaterialManager* materialManager = Ogre::MaterialManager::getSingletonPtr();
    Ogre::String materialName = mMaterialNode->getMaterialName().toStdString(); // Convert to std format
    logManager->logMessage("SME: create Ogre material: " + materialName);
    Ogre::MaterialPtr material = materialManager->create(materialName, "General");

    // Remark: Sceneblending is done for each pass individually, although it is defined on material level

    // ---------------------------------------- Add the technique ----------------------------------------
    Magus::QtNode* node = mMaterialNode->getNodeConnectedToPort(PORT_TECHNIQUE_OUT);
    if (!node)
    {
        logManager->logMessage("SME: No technique node available");
        return;
    }

    Magus::QtNodeTechnique* techniqueNode = static_cast<Magus::QtNodeTechnique*>(node);
    material->removeAllTechniques();
    Ogre::Technique* technique = material->createTechnique();
    technique->removeAllPasses();
    logManager->logMessage("SME: Technique created" + Ogre::StringConverter::toString(material->getNumTechniques()));

    // ---------------------------------------- Add the passes ----------------------------------------
    Magus::QtNodePass* passNode;
    Magus::QtNodeTextureUnit* textureUnitNode;
    Ogre::Pass* pass;
    Ogre::TextureUnitState* textureUnit;
    for (unsigned int i = 1; i < 5; ++i)
    {
        node = techniqueNode->getNodeConnectedToPort(PORT_PASS_OUT, i); // node with the same name
        if (node)
        {
            passNode = static_cast<Magus::QtNodePass*>(node);
            pass = technique->createPass();
            pass->removeAllTextureUnitStates();
            logManager->logMessage("SME: Pass on port nr. " + Ogre::StringConverter::toString(i) + " created");
            propagatePassNodeData(passNode, pass);

            // ---------------------------------------- Add the texture units ----------------------------------------
            for (unsigned int j = 1; j < 9; ++j)
            {
                node = passNode->getNodeConnectedToPort(PORT_TEXTURE_OUT, j);
                if (node)
                {
                    logManager->logMessage("SME: Texture unit on port nr. " +
                                           Ogre::StringConverter::toString(j) +
                                           " of Pass port nr. " +
                                           Ogre::StringConverter::toString(i) +
                                           " created");
                    textureUnitNode = static_cast<Magus::QtNodeTextureUnit*>(node);
                    textureUnit = pass->createTextureUnitState();
                    propagateTextureUnitNodeData(textureUnitNode, textureUnit);
                }
            }
        }
    }

    // Assign the material to the ogrehead
    material->compile();
    material->load();
    mParent->getOgreManager()->getOgreWidget(1)->mEntity->setMaterial(material);
}
开发者ID:galek,项目名称:Magus,代码行数:101,代码来源:editor_dockwidget.cpp

示例8: lightdir

bool
    GraphicsController::onInit(Ogre::SceneManager* scnMgr, Ogre::Viewport* viewport, Ogre::Camera* camera,
    		Ogre::int32 windowWidth, Ogre::int32 windowHeight)
{

    _cam = camera;
    _scnMgr = scnMgr;
    _vp = viewport;
    //_dynLightsManager = packet->workspaceCtrl->getZWorkspace()->getWorldController()->getDynamicLightManager();
    //generate random textures
    
    for(size_t i = 0; i < NUM_OF_BANDS * 4; i++)
    {
        _SHC_R[i] = 0.0f;
        _SHC_G[i] = 0.0f;
        _SHC_B[i] = 0.0f;
    }

    Ogre::LogManager* lm = Ogre::LogManager::getSingletonPtr();
    lm->logMessage(Ogre::LML_TRIVIAL, "In GraphicsController::onInit()");
    lm->logMessage(Ogre::LML_NORMAL, "Adding compositor bloom");

    //First build the lights.
    _lightDir.normalise();

	Vector3 lightdir(0.0, -0.5, 0.1);
		lightdir.normalise();
    lightdir *= -1;
    _scnMgr->setAmbientLight(Ogre::ColourValue(0.5f, 0.5f, 0.5f));
    light = _scnMgr->createLight("terrainLight");
	light->setType(Light::LT_DIRECTIONAL);
	light->setCastShadows(true);
	light->setShadowFarClipDistance(256);
    
	Ogre::ColourValue fadeColour(1.0, 1.0, 1.0);
    _scnMgr->setFog(Ogre::FOG_NONE);

    _initBackgroundHdr();
    _vp->setBackgroundColour(fadeColour);


    Ogre::CompositorManager& compMgr = Ogre::CompositorManager::getSingleton();
	_hdrLogic = new HDRLogic();
    compMgr.registerCompositorLogic("HDR", _hdrLogic);
    _ogreHdr = CompositorManager::getSingleton().addCompositor(_vp, "HDR", 0);
    Ogre::CompositorManager::getSingleton().setCompositorEnabled(_vp, "HDR", true);

    /*
	//setup the HDR options.
	auto sharedParams = Ogre::GpuProgramManager::getSingleton().getSharedParameters("HdrSharedParams");

	ZGame::Graphics::GraphicsOptions gfxOptions;

	sharedParams->setNamedConstant("MIDDLE_GREY", gfxOptions.hdr_middle_grey);
	sharedParams->setNamedConstant("BRIGHT_LIMITER", gfxOptions.hdr_bright_limiter);
	sharedParams->setNamedConstant("FUDGE", gfxOptions.hdr_fudge_factor);
	*/

    _deferredGfx->initialize(_cam, windowWidth, windowHeight);
    
    //addTextureDebugOverlay(_deferredGfx->getLightBufferTex()->getName(), 1);

    //Ogre::OverlayManager::getSingleton().getByName("PRJZ/DebugOverlay")->show();
	    
    //addTextureDebugOverlay(_deferredGfx->getGBuffer1Tex()->getName(), 0);
	//addTextureDebugOverlay(_rtLum4->getName(), 0);
	//addTextureDebugOverlay(_deferredGfx->getNormalDepthTex()->getName(), 0);
    //Overlay* debugOverlay = OverlayManager::getSingleton().getByName("PRJZ/DebugOverlay");
    //debugOverlay->show();
    //addTextureDebugOverlay(_deferredGfx->getLightBufferTex()->getName(), 0);
    //addTextureDebugOverlay(_ssaoBlurY->getName(), 0);
    //addTextureDebugOverlay(_ssaoTarget->getName(), 0);
    //addTextureDebugOverlay(_hfaoTarget->getName(), 0);
	//addTextureDebugOverlay(_hfaoBlurY->getName(), 0);
    //addTextureDebugOverlay(_wendlandFilter->getName(), 0);
    //addTextureDebugOverlay(_ssaoTarget->getName(), 0);
    //addTextureDebugOverlay(_bitwiseLookupTex->getName(), 0);
    //addTextureDebugOverlay(_hfaoBlurY, 0);

    //setup the texture data textures.

	 //setup lighting direction quad
    /*
    _directionLightQuad = new Ogre::Rectangle2D(true);
    _directionLightQuad->setCorners(-1, 1, 1, -1);
    _directionLightQuad->setBoundingBox(Ogre::AxisAlignedBox::BOX_INFINITE);
    //was 0xf0
    _directionLightQuad->setVisibilityFlags(0xf0); //FUCK: for mask see DynamicLightManager. We need to define these globally.
    _directionLightQuad->setCastShadows(false);
	_directionLightQuad->setRenderQueueGroup(Ogre::RENDER_QUEUE_6);
    _directionLightQuad->setVisible(true);
    _directionLightQuad->setMaterial("PRJZ/DirectionLightBuffer");

    _scnMgr->getRootSceneNode()->attachObject(_directionLightQuad);
	*/
    return true;
}
开发者ID:beyzend,项目名称:OgrePRJZSample,代码行数:97,代码来源:GraphicsController.cpp


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