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C++ MaterialPtr::setCullingMode方法代码示例

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


在下文中一共展示了MaterialPtr::setCullingMode方法的6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: createMaterialIfNotExists

  std::string createMaterialIfNotExists(const float r, const float g, const float b, const float a)
  {
    char buf[128];
    sprintf(buf, "ShapeColor%f;%f;%f;%f",r,g,b,a);
    if(!Ogre::MaterialManager::getSingleton().getByName(buf, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME).isNull())
      return buf;

    Ogre::ColourValue color( r,g,b,a );
    Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().create( buf, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
    mat->setAmbient(color * 0.01f);
    mat->setDiffuse(color);
    mat->setLightingEnabled(true);
    mat->setReceiveShadows(true);
    mat->setCullingMode(Ogre::CULL_NONE);

    return buf;
  }
开发者ID:ipa-goa-jh,项目名称:cob_environment_perception,代码行数:17,代码来源:shape_marker.cpp

示例2: onInitialize

void ImageSelectionToolCustom::onInitialize()
{
    move_tool_->initialize( context_ );

    // Create our highlight rectangle
    Ogre::SceneManager* scene_manager = context_->getSceneManager();
    highlight_node_ = scene_manager->getRootSceneNode()->createChildSceneNode();

    std::stringstream ss;
    static int count = 0;
    ss << "ImageSelectionRect" << count++;
    highlight_rectangle_ = new Ogre::Rectangle2D(true);

    const static uint32_t texture_data[1] = { 0xffff0070 };
    Ogre::DataStreamPtr pixel_stream;
    pixel_stream.bind(new Ogre::MemoryDataStream( (void*)&texture_data[0], 4 ));

    Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton().loadRawData(ss.str() + "Texture", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, pixel_stream, 1, 1, Ogre::PF_R8G8B8A8, Ogre::TEX_TYPE_2D, 0);

    Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create(ss.str(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    material->setLightingEnabled(false);
    //material->getTechnique(0)->getPass(0)->setPolygonMode(Ogre::PM_WIREFRAME);
    highlight_rectangle_->setMaterial(material->getName());
    Ogre::AxisAlignedBox aabInf;
    aabInf.setInfinite();
    highlight_rectangle_->setBoundingBox(aabInf);
    highlight_rectangle_->setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY + 4);
    material->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
    material->setCullingMode(Ogre::CULL_NONE);

    Ogre::TextureUnitState* tex_unit = material->getTechnique(0)->getPass(0)->createTextureUnitState();
    tex_unit->setTextureName(tex->getName());
    tex_unit->setTextureFiltering( Ogre::TFO_NONE );

    highlight_node_->attachObject(highlight_rectangle_);
}
开发者ID:lucasw,项目名称:vigir_ocs_common,代码行数:36,代码来源:image_selection_tool_custom.cpp

示例3: frameStarted


//.........这里部分代码省略.........
		if ( crowdMember.mbReversing )
		{
			crowdMember.mFrameIdx--;
			if ( crowdMember.mFrameIdx < 0 )
			{
				crowdMember.mFrameIdx = 1;
				crowdMember.mbReversing = false;
			}
		}
		else
		{
			crowdMember.mFrameIdx++;
			if ( crowdMember.mFrameIdx >= NUM_FRAMES_TO_RECORD )
			{
				crowdMember.mFrameIdx = NUM_FRAMES_TO_RECORD-1;
				crowdMember.mbReversing = true;
			}
		}
	}


	// Check to see if we can stop recording
	if ( mbRecording )
	{
		mRecordingFrameIdx++;
		if ( mRecordingFrameIdx >= NUM_FRAMES_TO_RECORD )
		{
			// Create a new crowd member
			Ogre::Image image;
			image.loadDynamicImage(
				mpImageData, SMALL_FRAME_WIDTH, NUM_FRAMES_TO_RECORD*SMALL_FRAME_HEIGHT, 1, Ogre::PF_A4L4 );

			std::stringstream ss;
			ss << "RecordedSequenceTex_" << numCrowdMembers;
			Ogre::String texName = ss.str();

			Ogre::TextureManager* pTextureMgr = Ogre::TextureManager::getSingletonPtr();
			Ogre::TexturePtr pTexture = pTextureMgr->loadImage( texName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, image );

			ss.clear();
			ss << "RecordedSequenceMat_" << numCrowdMembers;
			Ogre::String matName = ss.str();

			Ogre::MaterialManager* pMatMgr = Ogre::MaterialManager::getSingletonPtr();
			Ogre::MaterialPtr pSrcMat = (Ogre::MaterialPtr)pMatMgr->getByName( "Template/CutOut", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
			Ogre::MaterialPtr pMat = pSrcMat->clone( matName ); //  (Ogre::MaterialPtr)pMatMgr->create( matName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );

			pMat->getTechnique( 0 )->getPass( 0 )->removeAllTextureUnitStates();
			Ogre::TextureUnitState* pTex = pMat->getTechnique( 0 )->getPass( 0 )->createTextureUnitState( texName, 0 );
			pMat->getTechnique( 0 )->getPass( 0 )->addTextureUnitState( pTex );

			/*Ogre::Technique* pTech = pMat->getTechnique( 0 );
			pTech->setSceneBlending( Ogre::SBT_TRANSPARENT_ALPHA );

			Ogre::Pass *pPass = pTech->createPass();

			pPass->setLightingEnabled( false );

			pPass->setAmbient( 1.0, 1.0, 1.0 );
			pPass->setDiffuse( 1.0, 1.0, 1.0, 1.0 );
			pPass->setSpecular( 0.0, 0.0, 0.0, 0.0 );

			Ogre::ColourValue val(0.0f, 0.0f, 0.0f, 1.0f);
			pPass->setSelfIllumination(val);

			//pPass->setE ( 0.0, 0.0, 0.0, 0.0 );

			pPass->setSceneBlending( Ogre::SBT_TRANSPARENT_ALPHA );
			pPass->setDepthWriteEnabled( false );

			Ogre::TextureUnitState* pTex = pPass->createTextureUnitState( texName, 0 );
			pPass->addTextureUnitState( pTex );


			pTex->setColourOperation( Ogre::LBO_MODULATE );*/

			pMat->setCullingMode( Ogre::CULL_NONE );
			pMat->compile();

			CrowdMember crowdMember;
			crowdMember.mMaterialName = matName;
			crowdMember.mFrameIdx = 0;
			crowdMember.mColourIdx = rand()%NUM_COLOURS;
			crowdMember.mbReversing = false;

			int32_t rowIdx = rand()%NUM_ROWS;
			float angle = MIN_CROWD_ANGLE + ((float)rand()/(float)RAND_MAX)*(MAX_CROWD_ANGLE-MIN_CROWD_ANGLE);
			float x = ROW_DEPTHS[ rowIdx ]*sin( angle );
			float z = ROW_DEPTHS[ rowIdx ]*cos( angle );
			crowdMember.mPos = Ogre::Vector3( x, ROW_HEIGHTS[ rowIdx ], z );
			mCrowdMembers.push_back( crowdMember );

			mbRecording = false;
			mRecordingGapTimer.reset();		// Reset time so that there's a gap between recording
			printf( "Got frame\n" );
		}
	}

	return true;
}
开发者ID:voidnoise,项目名称:kswipe,代码行数:101,代码来源:DiscoApplication.cpp

示例4: loadSubMeshMaterial

void gkMaterialLoader::loadSubMeshMaterial(gkSubMesh* mesh, const gkString& group)
{
	using namespace Ogre;

	gkMaterialProperties& gma = mesh->getMaterial();
	if (gma.m_name.empty())
		gma.m_name = "<gkBuiltin/DefaultMaterial>";

	Ogre::MaterialPtr oma = Ogre::MaterialManager::getSingleton().getByName(gma.m_name.c_str(), group);
	if (!oma.isNull())
		return;

	oma = Ogre::MaterialManager::getSingleton().create(gma.m_name, group);

	if (gma.m_mode & gkMaterialProperties::MA_INVISIBLE)
	{
		// disable writing to this material
		oma->setReceiveShadows(false);
		oma->setColourWriteEnabled(false);
		oma->setDepthWriteEnabled(false);
		oma->setDepthCheckEnabled(false);
		oma->setLightingEnabled(false);
		return;
	}

	if (gma.m_mode & gkMaterialProperties::MA_TWOSIDE)
	{
		oma->setCullingMode(Ogre::CULL_NONE);
		oma->setManualCullingMode(Ogre::MANUAL_CULL_NONE);
	}

	// apply lighting params

	bool enableLights = (gma.m_mode & gkMaterialProperties::MA_LIGHTINGENABLED) != 0;
	oma->setReceiveShadows((gma.m_mode & gkMaterialProperties::MA_RECEIVESHADOWS) != 0);

	oma->setLightingEnabled(enableLights);
	if (enableLights)
	{
		gkColor emissive, ambient, specular, diffuse;

		emissive    = gma.m_diffuse * gma.m_emissive;
		ambient     = gma.m_diffuse * gma.m_ambient;
		specular    = gma.m_specular * gma.m_spec;
		diffuse     = gma.m_diffuse * (gma.m_emissive + gma.m_refraction);

		emissive.a = ambient.a = specular.a = 1.f;

		oma->setSelfIllumination(emissive);
		oma->setAmbient(ambient);
		oma->setSpecular(specular);
		oma->setDiffuse(diffuse);
		oma->setShininess(gma.m_hardness);
	}
	
	Ogre::Pass* pass = oma->getTechnique(0)->getPass(0);

	bool matBlending = gkEngine::getSingleton().getUserDefs().matblending;

	if (matBlending && (gma.m_mode & gkMaterialProperties::MA_HASRAMPBLEND))
	{
		switch (gma.m_rblend)
		{
		case GK_BT_MULTIPLY:			
			pass->setSceneBlending(SBT_MODULATE);			
			break;
		case GK_BT_SUBTRACT:			
			pass->setSceneBlending(SBF_ONE_MINUS_SOURCE_COLOUR, SBF_ONE);
			break;
		case GK_BT_DARKEN:
			pass->setSceneBlendingOperation(SBO_MIN);
			pass->setSceneBlending(SBF_ONE, SBF_ONE);
			break;
		case GK_BT_LIGHTEN:
			pass->setSceneBlendingOperation(SBO_MAX);
			pass->setSceneBlending(SBF_ONE, SBF_ONE);
			break;
		case GK_BT_SCREEN:			
			pass->setSceneBlending(SBF_ONE_MINUS_DEST_COLOUR, SBF_ONE);
			break;
		case GK_BT_ADDITIVE:
			pass->setSceneBlending(SBT_ADD);
			break;
		case GK_BT_MIXTURE:
		default:
			pass->setSceneBlending(SBF_ONE, SBF_ZERO);
			break;
		}
	}

	bool hasNormap = false;
	bool rtss = gkEngine::getSingleton().getUserDefs().rtss;

	for (int i = 0; i < gma.m_totaltex; ++i)
	{		
		gkTextureProperties& gte = gma.m_textures[i];

#ifdef OGREKIT_USE_RTSHADER_SYSTEM
		if (gte.m_mode & gkTextureProperties::TM_NORMAL)
		{
//.........这里部分代码省略.........
开发者ID:Ali-il,项目名称:gamekit,代码行数:101,代码来源:gkOgreMaterialLoader.cpp

示例5: assembleScene

void AerialMapDisplay::assembleScene() {
  if (!dirty_) {
    return; //  nothing to update
  }
  dirty_ = false;
  
  if (!loader_) {
    return; //  no tiles loaded, don't do anything
  }
  
  //  get rid of old geometry, we will re-build this
  clearGeometry();
  
  //  iterate over all tiles and create an object for each of them
  const double resolution = loader_->resolution();
  const std::vector<TileLoader::MapTile> &tiles = loader_->tiles();
  for (const TileLoader::MapTile &tile : tiles) {
    const int w = tile.image().width();
    const int h = tile.image().height();
    //  we here assume that the tiles are uniformly sized...
    const double tileW = w * resolution;
    const double tileH = h * resolution;
    const double origin_x = -loader_->originX() * tileW;
    const double origin_y = -(1 - loader_->originY()) * tileH;

    //  determine location of this tile
    const double x = (tile.x() - loader_->tileX()) * tileW + origin_x;
    const double y = -(tile.y() - loader_->tileY()) * tileH + origin_y;
    //  don't re-use any ids
    const std::string name_suffix =
        std::to_string(tile.x()) + "_" + std::to_string(tile.y()) + "_" +
        std::to_string(map_id_) + "_" + std::to_string(scene_id_);

    Ogre::TexturePtr tex;
    if (tile.hasImage()) {
      //  one material per texture
      std::string matName = "material_" + name_suffix;
      Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create(
          matName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
      material->setReceiveShadows(false);
      material->getTechnique(0)->setLightingEnabled(false);
      material->setDepthBias(-16.0f,
                             0.0f); /// @todo: what the fuck does this do?
      material->setCullingMode(Ogre::CULL_NONE);
      material->setDepthWriteEnabled(false);

      //  create textureing unit
      Ogre::Pass *pass = material->getTechnique(0)->getPass(0);
      Ogre::TextureUnitState *tex_unit = NULL;
      if (pass->getNumTextureUnitStates() > 0) {
        tex_unit = pass->getTextureUnitState(0);
      } else {
        tex_unit = pass->createTextureUnitState();
      }

      //  only add if we have a texture for it
      tex = textureFromImage(tile.image(), "texture_" + name_suffix);

      ROS_INFO("Rendering with texture: %s", tex->getName().c_str());
      tex_unit->setTextureName(tex->getName());
      tex_unit->setTextureFiltering(Ogre::TFO_BILINEAR);

      //  create an object
      const std::string obj_name = "object_" + name_suffix;
      Ogre::ManualObject *obj = scene_manager_->createManualObject(obj_name);
      scene_node_->attachObject(obj);

      //  configure depth & alpha properties
      if (alpha_ >= 0.9998) {
        material->setDepthWriteEnabled(!draw_under_);
        material->setSceneBlending(Ogre::SBT_REPLACE);
      } else {
        material->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
        material->setDepthWriteEnabled(false);
      }

      if (draw_under_) {
        obj->setRenderQueueGroup(Ogre::RENDER_QUEUE_4);
      } else {
        obj->setRenderQueueGroup(Ogre::RENDER_QUEUE_MAIN);
      }

      tex_unit->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL,
                                  Ogre::LBS_CURRENT, alpha_);

      //  create a quad for this tile
      obj->begin(material->getName(), Ogre::RenderOperation::OT_TRIANGLE_LIST);

      //  bottom left
      obj->position(x, y, 0.0f);
      obj->textureCoord(0.0f, 0.0f);
      obj->normal(0.0f, 0.0f, 1.0f);

      // top right
      obj->position(x + tileW, y + tileH, 0.0f);
      obj->textureCoord(1.0f, 1.0f);
      obj->normal(0.0f, 0.0f, 1.0f);

      // top left
      obj->position(x, y + tileH, 0.0f);
//.........这里部分代码省略.........
开发者ID:Exchizz,项目名称:rviz_satellite,代码行数:101,代码来源:aerialmap_display.cpp

示例6: createNewCrowdMember

void OgreCPP::createNewCrowdMember( float animationTime )
{
    char buffer[ 512 ];
    uint32_t numCrowdMembers = mCrowdMembers.size();

    // Create a new crowd member
    Ogre::TextureManager* pTextureMgr = Ogre::TextureManager::getSingletonPtr();
    Ogre::String frameTexNames[ 2*NUM_FRAMES_TO_RECORD ];
    Ogre::String lowResFrameTexNames[ 2*NUM_FRAMES_TO_RECORD ];
    for ( uint32_t frameIdx = 0; frameIdx < NUM_FRAMES_TO_RECORD; frameIdx++ )
    {
        Ogre::Image image;
        image.loadDynamicImage( mpImageData + frameIdx*SMALL_FRAME_WIDTH*SMALL_FRAME_HEIGHT,
            SMALL_FRAME_WIDTH, SMALL_FRAME_HEIGHT, 1, Ogre::PF_A4L4 );

        sprintf( buffer, "RecordedSequenceTex_%i_%i", numCrowdMembers, frameIdx );
        frameTexNames[ frameIdx ] = buffer;

        Ogre::TexturePtr pTexture = pTextureMgr->loadImage( frameTexNames[ frameIdx ],
            Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, image );

        sprintf( buffer, "LowResRecordedSequenceTex_%i_%i", numCrowdMembers, frameIdx );
        lowResFrameTexNames[ frameIdx ] = buffer;

        Ogre::Image lowResImage;
        lowResImage.loadDynamicImage( mpLowResImageData + frameIdx*LOW_RES_SMALL_FRAME_WIDTH*LOW_RES_SMALL_FRAME_HEIGHT,
            LOW_RES_SMALL_FRAME_WIDTH, LOW_RES_SMALL_FRAME_HEIGHT, 1, Ogre::PF_A4L4 );

        pTextureMgr->loadImage( lowResFrameTexNames[ frameIdx ],
            Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, lowResImage );
    }

    for ( uint32_t frameIdx = 0; frameIdx < NUM_FRAMES_TO_RECORD; frameIdx++ )
    {
        frameTexNames[ (2*NUM_FRAMES_TO_RECORD - 1) - frameIdx ] = frameTexNames[ frameIdx ];
        lowResFrameTexNames[ (2*NUM_FRAMES_TO_RECORD - 1) - frameIdx ] = lowResFrameTexNames[ frameIdx ];
    }

    // Create materials for the crowd member
    sprintf( buffer, "RecordedSequenceMat_%i", numCrowdMembers );
    Ogre::String matName = buffer;

    Ogre::MaterialManager* pMatMgr = Ogre::MaterialManager::getSingletonPtr();
    Ogre::MaterialPtr pSrcMat = (Ogre::MaterialPtr)pMatMgr->getByName( "Template/CutOut",
        Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
    Ogre::MaterialPtr pMat = pSrcMat->clone( matName );

    pMat->getTechnique( 0 )->getPass( 0 )->removeAllTextureUnitStates();
    Ogre::TextureUnitState* pTex = pMat->getTechnique( 0 )->getPass( 0 )->createTextureUnitState();
    pMat->getTechnique( 0 )->getPass( 0 )->addTextureUnitState( pTex );

    pTex->setAnimatedTextureName( frameTexNames, 2*NUM_FRAMES_TO_RECORD, 2.0*animationTime );

    pMat->setCullingMode( Ogre::CULL_NONE );
    pMat->compile();

    sprintf( buffer, "LowResRecordedSequenceMat_%i", numCrowdMembers );
    Ogre::String lowResMatName = buffer;

    pMat = pSrcMat->clone( lowResMatName );

    pMat->getTechnique( 0 )->getPass( 0 )->removeAllTextureUnitStates();
    pTex = pMat->getTechnique( 0 )->getPass( 0 )->createTextureUnitState();
    pMat->getTechnique( 0 )->getPass( 0 )->addTextureUnitState( pTex );

    pTex->setAnimatedTextureName( lowResFrameTexNames, 2*NUM_FRAMES_TO_RECORD, 2.0*animationTime );

    pMat->setCullingMode( Ogre::CULL_NONE );
    pMat->compile();

    CrowdMember newCrowdMember;
    newCrowdMember.mMaterialName = matName;
    newCrowdMember.mLowResMaterialName = lowResMatName;
    newCrowdMember.mFrameIdx = 0;
    newCrowdMember.mColourIdx = rand()%NUM_COLOURS;
    newCrowdMember.mbReversing = false;

    num = mCrowdMembers.size()%11;

	
	/** POSITION CROWD MEMBER HERE **/
    float x = (num*(5.0/11.0))-2.25;
    float y = 1.5;


    /* centre is 0,0, extremes are -3,+3 */
    newCrowdMember.mPos = Ogre::Vector3( x, y, 5.0 );
    newCrowdMember.mRow = 0;

    newCrowdMember.mpBillboard = OGRE_NEW PersonBillboard();
    newCrowdMember.mpBillboard->setMaterial( newCrowdMember.mMaterialName );
    newCrowdMember.mpBillboard->setCorners(
        Ogre::Vector3( -0.5f, -0.375f, 0.0f ),
        Ogre::Vector3( 0.5f, -0.375f, 0.0f ),
        Ogre::Vector3( -0.5f, 0.375f, 0.0f ),
        Ogre::Vector3( 0.5f, 0.375f, 0.0f )
    );

    // Make sure that the front row is drawn in front of everything else
    newCrowdMember.mpBillboard->setRenderQueueGroup( CROWD_FRONT_RENDER_QUEUE );
//.........这里部分代码省略.........
开发者ID:voidnoise,项目名称:kswipe,代码行数:101,代码来源:OgreCPP.cpp


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