本文整理汇总了C++中ogre::MaterialPtr::setDepthWriteEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ MaterialPtr::setDepthWriteEnabled方法的具体用法?C++ MaterialPtr::setDepthWriteEnabled怎么用?C++ MaterialPtr::setDepthWriteEnabled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ogre::MaterialPtr
的用法示例。
在下文中一共展示了MaterialPtr::setDepthWriteEnabled方法的4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: createPureColourMaterial
AxisRenderable::AxisRenderable(int lineCount,Ogre::Camera* camera,Ogre::Viewport* viewport)
{
// Disable cast shadows by default
mCastShadows = false;
mPrevAxisGizmoSelAxis = -1;
mCamera = camera;
mViewport = viewport;
m_max_line_count = m_line_count = lineCount;
m_line_count = 0;
mLength = 200;
mProjectDistance = mCamera->getFarClipDistance();
m_local = false;
m_locked_data = 0;
//m_locked_buffer = 0;
mRenderOp.vertexData = new Ogre::VertexData();
m_radius = 0;
mRenderOp.indexData = 0;
mRenderOp.vertexData->vertexCount = m_line_count*2;
mRenderOp.vertexData->vertexStart = 0;
mRenderOp.operationType = Ogre::RenderOperation::OT_LINE_LIST;
mRenderOp.useIndexes = false;
Ogre::VertexDeclaration* decl = mRenderOp.vertexData->vertexDeclaration;
Ogre::VertexBufferBinding* bind = mRenderOp.vertexData->vertexBufferBinding;
decl->addElement(0, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
decl->addElement(0, 3*sizeof(Ogre::Real), Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
Ogre::HardwareVertexBufferSharedPtr vbuf =
Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
decl->getVertexSize(0),
2*m_max_line_count,
Ogre::HardwareBuffer::HBU_WRITE_ONLY);
bind->setBinding(0, vbuf);
// Obtain the pure colour material
Ogre::MaterialPtr pureColourMaterial = createPureColourMaterial(Ogre::ColourValue(1,1,0));
Ogre::String realName = pureColourMaterial->getName() + "_NoDepthBuffer";
Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName(realName);
if (material.isNull())
{
// Clone to avoid confuse somewhere else that using the same material
material = pureColourMaterial->clone(realName);
material->setDepthCheckEnabled(false);
material->setDepthWriteEnabled(false);
}
setMaterial(material->getName());
mBox.setExtents(-10,-10,-10,10,10,10);
setQueryFlags(0);
}
示例2:
Ogre::MaterialPtr
IntersectGrid::_createIntersectGridMaterial(void)
{
String name = "IntersectGridMaterial";
Ogre::ResourcePtr res = Ogre::MaterialManager::getSingleton().getByName(name);
if (!res.isNull())
return res;
Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create(name, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
material->setLightingEnabled(false);
material->setSceneBlending(Ogre::SBF_SOURCE_ALPHA, Ogre::SBF_ONE_MINUS_SOURCE_ALPHA);
material->setDepthWriteEnabled(false);
// Use wireframe polygon mode
material->getTechnique(0)->getPass(0)->setPolygonMode(Ogre::PM_WIREFRAME);
return material;
}
示例3: 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.........
示例4: 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.........