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C++ MaterialPtr::setShininess方法代码示例

本文整理汇总了C++中ogre::MaterialPtr::setShininess方法的典型用法代码示例。如果您正苦于以下问题:C++ MaterialPtr::setShininess方法的具体用法?C++ MaterialPtr::setShininess怎么用?C++ MaterialPtr::setShininess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::setShininess方法的3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:

void
Terrain::_applySurfaceParams(const Ogre::MaterialPtr& material) const
{
    material->setAmbient(mData->mSurfaceParams.ambient);
    material->setDiffuse(mData->mSurfaceParams.diffuse);
    material->setSpecular(mData->mSurfaceParams.specular);
    material->setSelfIllumination(mData->mSurfaceParams.emissive);
    material->setShininess(mData->mSurfaceParams.shininess);
}
开发者ID:gitrider,项目名称:wxsj2,代码行数:9,代码来源:Terrain.cpp

示例2: doExportMaterials

void MilkshapePlugin::doExportMaterials(msModel* pModel)
{
	Ogre::LogManager& logMgr = Ogre::LogManager::getSingleton();
	Ogre::MaterialManager matMgrSgl;
	Ogre::String msg;

    matMgrSgl.initialise();

	int numMaterials = msModel_GetMaterialCount(pModel);
	msg = "Number of materials: " + Ogre::StringConverter::toString(numMaterials);
	logMgr.logMessage(msg);

	OPENFILENAME ofn;
	memset (&ofn, 0, sizeof (OPENFILENAME));

	char szFile[MS_MAX_PATH];
	char szFileTitle[MS_MAX_PATH];
	char szDefExt[32] = "material";
	char szFilter[128] = "OGRE .material Files (*.material)\0*.material\0All Files (*.*)\0*.*\0\0";
	szFile[0] = '\0';
	szFileTitle[0] = '\0';

	ofn.lStructSize = sizeof (OPENFILENAME);
	ofn.lpstrDefExt = szDefExt;
	ofn.lpstrFilter = szFilter;
	ofn.lpstrFile = szFile;
	ofn.nMaxFile = MS_MAX_PATH;
	ofn.lpstrFileTitle = szFileTitle;
	ofn.nMaxFileTitle = MS_MAX_PATH;
	ofn.Flags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT | OFN_PATHMUSTEXIST;
	ofn.lpstrTitle = "Export to OGRE Material";

	if (!::GetSaveFileName (&ofn))
		return;

	// Strip off the path
	Ogre::String matName = szFile;
	size_t lastSlash = matName.find_last_of("\\");
	matName = matName.substr(lastSlash+1);

	// Set up
	logMgr.logMessage("Trying to create Material object");

	Ogre::MaterialSerializer matSer;

	for (int i = 0; i < numMaterials; ++i)
	{
		msMaterial *mat = msModel_GetMaterialAt(pModel, i);

		msg = "Creating material " + Ogre::String(mat->szName);
		logMgr.logMessage(msg);
        Ogre::MaterialPtr ogremat = matMgrSgl.create(mat->szName, 
            Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
		logMgr.logMessage("Created.");

		ogremat->setAmbient(msVec4ToColourValue(mat->Ambient));
		ogremat->setDiffuse(msVec4ToColourValue(mat->Diffuse));
		ogremat->setSpecular(msVec4ToColourValue(mat->Specular));
		ogremat->setShininess(mat->fShininess);

		if (0 < strlen(mat->szDiffuseTexture))
			ogremat->getTechnique(0)->getPass(0)->createTextureUnitState(mat->szDiffuseTexture);

        if (0 < strlen(mat->szAlphaTexture))
			ogremat->getTechnique(0)->getPass(0)->createTextureUnitState(mat->szAlphaTexture);


		matSer.queueForExport(ogremat);
	}

	msg = "Exporting materials to " + matName;
	logMgr.logMessage(msg);
	matSer.exportQueued(matName);
}
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:74,代码来源:MilkshapePlugin.cpp

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.........
开发者ID:Ali-il,项目名称:gamekit,代码行数:101,代码来源:gkOgreMaterialLoader.cpp


注:本文中的ogre::MaterialPtr::setShininess方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。