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C++ SubMesh::setMaterialName方法代码示例

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


在下文中一共展示了SubMesh::setMaterialName方法的13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: setMaterialNames

void GraphicsResourceMesh::setMaterialNames(GraphicsResourceMesh* resourcePtr)
{
  Ogre::ResourcePtr meshResource = Ogre::MeshManager::getSingleton().getByName(resourcePtr->getID());
  Ogre::Mesh* meshPtr = static_cast<Ogre::Mesh *>(&*meshResource);
  Ogre::Mesh::SubMeshIterator currSubMeshIter = meshPtr->getSubMeshIterator();

  while (currSubMeshIter.hasMoreElements()) {
    Ogre::SubMesh *curSubMesh = currSubMeshIter.getNext();

    if (!OPTION_ENABLE_TEXTURES->as<bool>()) {
      curSubMesh->setMaterialName("BaseWhiteTexture");
    }
    else {
      const Ogre::String& curMatName = curSubMesh->getMaterialName();
      int pos = curMatName.find_last_of(':');
      if (pos != -1) {
        String start = curMatName.substr(0, pos);
        String ending = curMatName.substr(pos);
        std::map<String, String>::iterator itr = resourcePtr->mMaterialNames.find(start);
        if (itr != resourcePtr->mMaterialNames.end())
          curSubMesh->setMaterialName(itr->second + ending);
      }
    }
  }
}
开发者ID:MikeSofaer,项目名称:sirikata,代码行数:25,代码来源:GraphicsResourceMesh.cpp

示例2: SetDefaultMaterial

void OgreMeshAsset::SetDefaultMaterial()
{
    if (!ogreMesh.get())
        return;

    for(unsigned short i = 0; i < ogreMesh->getNumSubMeshes(); ++i)
    {
        Ogre::SubMesh *submesh = ogreMesh->getSubMesh(i);
        if (submesh)
            submesh->setMaterialName("LitTextured");
    }
}
开发者ID:360degrees-fi,项目名称:tundra,代码行数:12,代码来源:OgreMeshAsset.cpp

示例3: SetDefaultMaterial

void OgreMeshAsset::SetDefaultMaterial()
{
    if (ogreMesh.isNull())
        return;

//    originalMaterials.clear();
    for (uint i = 0; i < ogreMesh->getNumSubMeshes(); ++i)
    {
        Ogre::SubMesh *submesh = ogreMesh->getSubMesh(i);
        if (submesh)
        {
//            originalMaterials.push_back(submesh->getMaterialName().c_str());
            submesh->setMaterialName("LitTextured");
        }
    }
}
开发者ID:jarmovh,项目名称:naali,代码行数:16,代码来源:OgreMeshAsset.cpp

示例4:

Ogre::SubMesh *EMDOgre::createOgreSubmesh(EMDTriangles *triangles, Ogre::MeshPtr mesh, std::string material_name) {
	Ogre::SubMesh *sub = mesh->createSubMesh();
  sub->setMaterialName(name + "_" + material_name + ".material");
	const size_t ibufCount = triangles->faces.size();
	unsigned short *faces = (unsigned short *)malloc(sizeof(unsigned short) * ibufCount);
	for (size_t i = 0; i<ibufCount; i++) {
		faces[i] = triangles->faces[i];
	}

	Ogre::HardwareIndexBufferSharedPtr ibuf = Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(Ogre::HardwareIndexBuffer::IT_16BIT, ibufCount, Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
	ibuf->writeData(0, ibuf->getSizeInBytes(), faces, true);
	sub->useSharedVertices = true;
	sub->indexData->indexBuffer = ibuf;
	sub->indexData->indexCount = ibufCount;
	sub->indexData->indexStart = 0;
	free(faces);
	return sub;
}
开发者ID:Everscent,项目名称:LibXenoverse,代码行数:18,代码来源:EMDOgre.cpp

示例5: createTerrain


//.........这里部分代码省略.........
				name, "General").get();

			// Create one submesh.
			Ogre::SubMesh* subMesh = mMeshes[tileIndex]->createSubMesh();

			// Create vertex data structure for vertices shared between submeshes.
			mMeshes[tileIndex]->sharedVertexData = new Ogre::VertexData();
			mMeshes[tileIndex]->sharedVertexData->vertexCount = vertexPerTile;

			// Create declaration (memory format) of vertex data.
			Ogre::VertexDeclaration* decl =
				mMeshes[tileIndex]->sharedVertexData->vertexDeclaration;

			size_t offset = 0;

			// 1st buffer
			decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
			offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);

			decl->addElement(0, offset, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES);
			offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2);

			decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_DIFFUSE);
			offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);

			decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
			offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);

			// Allocate vertex buffer of the requested number of vertices (vertexPerTile)
			// and bytes per vertex (offset).
			Ogre::HardwareVertexBufferSharedPtr vbuf =
				Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
				offset, vertexPerTile, Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);

			// Upload the vertex data to the card
			vbuf->writeData(0, vbuf->getSizeInBytes(), &(vertices.front()), true);

			// Set vertex buffer binding so buffer 0 is bound to our vertex buffer.
			Ogre::VertexBufferBinding* bind =
				mMeshes[tileIndex]->sharedVertexData->vertexBufferBinding; 
			bind->setBinding(0, vbuf);

			// Allocate index buffer of the requested number of vertices .
			Ogre::HardwareIndexBufferSharedPtr ibuf = Ogre::HardwareBufferManager::getSingleton().
				createIndexBuffer(
				Ogre::HardwareIndexBuffer::IT_16BIT, 
				trianglesPerTile * 3,
				Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);

			// Upload the index data to the card.
			ibuf->writeData(0, ibuf->getSizeInBytes(), &(indices[0].front()), true);

			/// Set parameters of the submesh
			subMesh->useSharedVertices = true;
			subMesh->indexData->indexBuffer = ibuf;
			subMesh->indexData->indexCount = indices[0].size();
			subMesh->indexData->indexStart = 0;
			subMesh->setMaterialName("terrain");

			float xMin = vertices[0];
			float yMin = vertices[1];
			float zMin = vertices[2];

			float xMax = vertices[0];
			float yMax = vertices[1];
			float zMax = vertices[2];

			for (unsigned int i = 0; i < vertexPerTile * 11; i += 11)
			{
				if (vertices[i    ] < xMin) xMin = vertices[i    ]; else
				if (vertices[i    ] > xMax) xMax = vertices[i    ];

				if (vertices[i + 1] < yMin) yMin = vertices[i + 1]; else
				if (vertices[i + 1] > yMax) yMax = vertices[i + 1];

				if (vertices[i + 2] < zMin) zMin = vertices[i + 2]; else
				if (vertices[i + 2] > zMax) zMax = vertices[i + 2];
			}

			// Set bounding information (for culling).
			mMeshes[tileIndex]->_setBounds(Ogre::AxisAlignedBox(xMin, yMin, zMin, xMax, yMax, zMax));
			mMeshes[tileIndex]->_setBoundingSphereRadius(1.0f);

			// Notify Mesh object that it has been loaded.
			mMeshes[tileIndex]->load();

			// Create entity.
			mEntities[tileIndex] = createEntity(name, name);
			mEntities[tileIndex]->setCastShadows(false);
			mEntities[tileIndex]->setUserAny(Ogre::Any(this));

			// Create scene node.
			mSceneNodes[tileIndex] = createSceneNode();
			mSceneNodes[tileIndex]->attachObject(mEntities[tileIndex]);

			// Advance to next tile.
			tileIndex++;
		}
	}
}
开发者ID:wojciech-holisz,项目名称:3d-city,代码行数:101,代码来源:MapView.cpp

示例6: createSubMesh


//.........这里部分代码省略.........
        std::vector<Ogre::RGBA> colorsRGB(colors.size());
        for(size_t i = 0;i < colorsRGB.size();i++)
        {
            Ogre::ColourValue clr(colors[i][0], colors[i][1], colors[i][2], colors[i][3]);
            rs->convertColourValue(clr, &colorsRGB[i]);
        }
        vbuf = hwBufMgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_COLOUR),
                                            colorsRGB.size(), Ogre::HardwareBuffer::HBU_STATIC);
        vbuf->writeData(0, vbuf->getSizeInBytes(), &colorsRGB[0], true);
        decl->addElement(nextBuf, 0, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
        bind->setBinding(nextBuf++, vbuf);
    }

    // Texture UV coordinates
    size_t numUVs = data->uvlist.size();
    if (numUVs)
    {
        size_t elemSize = Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2);

        for(size_t i = 0; i < numUVs; i++)
            decl->addElement(nextBuf, elemSize*i, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES, i);

        vbuf = hwBufMgr->createVertexBuffer(decl->getVertexSize(nextBuf), srcVerts.size(),
                                            Ogre::HardwareBuffer::HBU_STATIC);

        std::vector<Ogre::Vector2> allUVs;
        allUVs.reserve(srcVerts.size()*numUVs);
        for (size_t vert = 0; vert<srcVerts.size(); ++vert)
            for(size_t i = 0; i < numUVs; i++)
                allUVs.push_back(data->uvlist[i][vert]);

        vbuf->writeData(0, elemSize*srcVerts.size()*numUVs, &allUVs[0], true);

        bind->setBinding(nextBuf++, vbuf);
    }

    // Triangle faces
    const std::vector<short> &srcIdx = data->triangles;
    if(srcIdx.size())
    {
        ibuf = hwBufMgr->createIndexBuffer(Ogre::HardwareIndexBuffer::IT_16BIT, srcIdx.size(),
                                           Ogre::HardwareBuffer::HBU_STATIC);
        ibuf->writeData(0, ibuf->getSizeInBytes(), &srcIdx[0], true);
        sub->indexData->indexBuffer = ibuf;
        sub->indexData->indexCount = srcIdx.size();
        sub->indexData->indexStart = 0;
    }

    // Assign bone weights for this TriShape
    if(skin != NULL)
    {
        Ogre::SkeletonPtr skel = Ogre::SkeletonManager::getSingleton().getByName(mName);

        const Nif::NiSkinData *data = skin->data.getPtr();
        const Nif::NodeList &bones = skin->bones;
        for(size_t i = 0;i < bones.length();i++)
        {
            Ogre::VertexBoneAssignment boneInf;
            boneInf.boneIndex = skel->getBone(bones[i]->name)->getHandle();

            const std::vector<Nif::NiSkinData::VertWeight> &weights = data->bones[i].weights;
            for(size_t j = 0;j < weights.size();j++)
            {
                boneInf.vertexIndex = weights[j].vertex;
                boneInf.weight = weights[j].weight;
                sub->addBoneAssignment(boneInf);
            }
        }
    }

    const Nif::NiTexturingProperty *texprop = NULL;
    const Nif::NiMaterialProperty *matprop = NULL;
    const Nif::NiAlphaProperty *alphaprop = NULL;
    const Nif::NiVertexColorProperty *vertprop = NULL;
    const Nif::NiZBufferProperty *zprop = NULL;
    const Nif::NiSpecularProperty *specprop = NULL;
    const Nif::NiWireframeProperty *wireprop = NULL;
    bool needTangents = false;

    shape->getProperties(texprop, matprop, alphaprop, vertprop, zprop, specprop, wireprop);
    std::string matname = NIFMaterialLoader::getMaterial(data, mesh->getName(), mGroup,
                                                         texprop, matprop, alphaprop,
                                                         vertprop, zprop, specprop,
                                                         wireprop, needTangents);
    if(matname.length() > 0)
        sub->setMaterialName(matname);

    // build tangents if the material needs them
    if (needTangents)
    {
        unsigned short src,dest;
        if (!mesh->suggestTangentVectorBuildParams(Ogre::VES_TANGENT, src,dest))
            mesh->buildTangentVectors(Ogre::VES_TANGENT, src,dest);
    }

    // Create a dummy vertex animation track if there's a geom morpher controller
    // This is required to make Ogre create the buffers we will use for software vertex animation
    if (srcVerts.size() && geomMorpherController)
        mesh->createAnimation("dummy", 0)->createVertexTrack(1, sub->vertexData, Ogre::VAT_MORPH);
}
开发者ID:JanneVirkkunen,项目名称:openmw,代码行数:101,代码来源:mesh.cpp

示例7: doExportMesh

void MilkshapePlugin::doExportMesh(msModel* pModel)
{


    // Create singletons
    Ogre::SkeletonManager skelMgr;
    Ogre::DefaultHardwareBufferManager defHWBufMgr;
	Ogre::LogManager& logMgr = Ogre::LogManager::getSingleton();
	Ogre::MeshManager meshMgr;


    //
    // choose filename
    //
    OPENFILENAME ofn;
    memset (&ofn, 0, sizeof (OPENFILENAME));

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

    if (!::GetSaveFileName (&ofn))
        return /*0*/;

    logMgr.logMessage("Creating Mesh object...");
    Ogre::MeshPtr ogreMesh = Ogre::MeshManager::getSingleton().create("export", 
        Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    logMgr.logMessage("Mesh object created.");

    bool foundBoneAssignment = false;

    // No shared geometry
    int i;
	int wh, numbones;
	int intweight[3], intbones[3];
    size_t j;
    Ogre::Vector3 min, max, currpos;
    Ogre::Real maxSquaredRadius;
    bool first = true;
    for (i = 0; i < msModel_GetMeshCount (pModel); i++)
    {
        msMesh *pMesh = msModel_GetMeshAt (pModel, i);

        logMgr.logMessage("Creating SubMesh object...");
        Ogre::SubMesh* ogreSubMesh = ogreMesh->createSubMesh();
        logMgr.logMessage("SubMesh object created.");
        // Set material
        logMgr.logMessage("Getting SubMesh Material...");
        int matIdx = msMesh_GetMaterialIndex(pMesh);

        if (matIdx == -1)
        {
            // No material, use blank
            ogreSubMesh->setMaterialName("BaseWhite");
            logMgr.logMessage("No Material, using default 'BaseWhite'.");
        }
        else
        {

            msMaterial *pMat = msModel_GetMaterialAt(pModel, matIdx);
            ogreSubMesh->setMaterialName(pMat->szName);
            logMgr.logMessage("SubMesh Material Done.");
        }


        logMgr.logMessage("Setting up geometry...");
        // Set up mesh geometry
        ogreSubMesh->vertexData = new Ogre::VertexData();
        ogreSubMesh->vertexData->vertexCount = msMesh_GetVertexCount (pMesh);
        ogreSubMesh->vertexData->vertexStart = 0;
        Ogre::VertexBufferBinding* bind = ogreSubMesh->vertexData->vertexBufferBinding;
        Ogre::VertexDeclaration* decl = ogreSubMesh->vertexData->vertexDeclaration;
        // Always 1 texture layer, 2D coords
        #define POSITION_BINDING 0
        #define NORMAL_BINDING 1
        #define TEXCOORD_BINDING 2
        decl->addElement(POSITION_BINDING, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
        decl->addElement(NORMAL_BINDING, 0, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
        decl->addElement(TEXCOORD_BINDING, 0, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES);
        // Create buffers
        Ogre::HardwareVertexBufferSharedPtr pbuf = Ogre::HardwareBufferManager::getSingleton().
            createVertexBuffer(decl->getVertexSize(POSITION_BINDING), ogreSubMesh->vertexData->vertexCount,
                Ogre::HardwareBuffer::HBU_DYNAMIC, false);
        Ogre::HardwareVertexBufferSharedPtr nbuf = Ogre::HardwareBufferManager::getSingleton().
            createVertexBuffer(decl->getVertexSize(NORMAL_BINDING), ogreSubMesh->vertexData->vertexCount,
                Ogre::HardwareBuffer::HBU_DYNAMIC, false);
        Ogre::HardwareVertexBufferSharedPtr tbuf = Ogre::HardwareBufferManager::getSingleton().
//.........这里部分代码省略.........
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:101,代码来源:MilkshapePlugin.cpp

示例8: SetData

    bool OgreMeshResource::SetData(Foundation::AssetPtr source)
    {
        if (!source)
        {
            OgreRenderingModule::LogError("Null source asset data pointer");     
            return false;
        }
        if (!source->GetSize())
        {
            OgreRenderingModule::LogError("Zero sized mesh asset");     
            return false;
        }
                
        try
        {
            if (ogre_mesh_.isNull())
            {   
                ogre_mesh_ = Ogre::MeshManager::getSingleton().createManual(
                    id_, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
                if (ogre_mesh_.isNull())
                {
                    OgreRenderingModule::LogError("Failed to create mesh " + id_);
                    return false; 
                }   
                ogre_mesh_->setAutoBuildEdgeLists(false);
            }

            Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream((void*)source->GetData(), source->GetSize(), false));
            Ogre::MeshSerializer serializer;
            serializer.importMesh(stream, ogre_mesh_.getPointer());
            
            // Generate tangents to mesh
            try
            {
                unsigned short src, dest;
                if (!ogre_mesh_->suggestTangentVectorBuildParams(Ogre::VES_TANGENT, src, dest))
                    ogre_mesh_->buildTangentVectors(Ogre::VES_TANGENT, src, dest);
            }
            catch (...) {}
            
            // Generate extremity points to submeshes, 1 should be enough
            try
            {
                for(uint i = 0; i < ogre_mesh_->getNumSubMeshes(); ++i)
                {
                    Ogre::SubMesh *smesh = ogre_mesh_->getSubMesh(i);
                    if (smesh)
                        smesh->generateExtremes(1);
                }
            }
            catch (...) {}
            
            // Assign default materials that won't complain
            original_materials_.clear();
            for (uint i = 0; i < ogre_mesh_->getNumSubMeshes(); ++i)
            {
                Ogre::SubMesh* submesh = ogre_mesh_->getSubMesh(i);
                if (submesh)
                {
                    original_materials_.push_back(submesh->getMaterialName());
                    submesh->setMaterialName("UnlitTextured");
                }
            }
            
        }
        catch (Ogre::Exception &e)
        {
            OgreRenderingModule::LogError("Failed to create mesh " + id_ + ": " + std::string(e.what()));
            RemoveMesh();
            return false;
        }

        OgreRenderingModule::LogDebug("Ogre mesh " + id_ + " created");
        return true;
    }
开发者ID:caocao,项目名称:naali,代码行数:75,代码来源:OgreMeshResource.cpp

示例9: createOgreSubmesh

 // Write submesh data to an Ogre compatible mesh
 bool Submesh::createOgreSubmesh(Ogre::MeshPtr pMesh,const ParamList& params)
 {
     size_t i,j;
     bool stat;
     // Create a new submesh
     Ogre::SubMesh* pSubmesh;
     if (m_name != "")
         pSubmesh = pMesh->createSubMesh(m_name.c_str());
     else
         pSubmesh = pMesh->createSubMesh();
     // Set material
     pSubmesh->setMaterialName(m_pMaterial->name().c_str());
     // Set use shared geometry flag
     pSubmesh->useSharedVertices = params.useSharedGeom;
     // Create vertex data for current submesh
     pSubmesh->vertexData = new Ogre::VertexData();
     // Set number of indexes
     pSubmesh->indexData->indexCount = 3*m_faces.size();
     pSubmesh->vertexData->vertexCount = m_vertices.size();
     // Check if we need to use 32 bit indexes
     bool use32BitIndexes = false;
     if (m_vertices.size() > 65536 || params.useSharedGeom)
     {
         use32BitIndexes = true;
     }
     // Create a new index buffer
     pSubmesh->indexData->indexBuffer = 
         Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(
             use32BitIndexes ? Ogre::HardwareIndexBuffer::IT_32BIT : Ogre::HardwareIndexBuffer::IT_16BIT,
             pSubmesh->indexData->indexCount,
             Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
     // Fill the index buffer with faces data
     if (use32BitIndexes)
     {
         Ogre::uint32* pIdx = static_cast<Ogre::uint32*>(
             pSubmesh->indexData->indexBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD));
         for (i=0; i<m_faces.size(); i++)
         {
             *pIdx++ = static_cast<Ogre::uint32>(m_faces[i].v[0]);
             *pIdx++ = static_cast<Ogre::uint32>(m_faces[i].v[1]);
             *pIdx++ = static_cast<Ogre::uint32>(m_faces[i].v[2]);
         }
         pSubmesh->indexData->indexBuffer->unlock();
     }
     else
     {
         Ogre::uint16* pIdx = static_cast<Ogre::uint16*>(
             pSubmesh->indexData->indexBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD));
         for (i=0; i<m_faces.size(); i++)
         {
             *pIdx++ = static_cast<Ogre::uint16>(m_faces[i].v[0]);
             *pIdx++ = static_cast<Ogre::uint16>(m_faces[i].v[1]);
             *pIdx++ = static_cast<Ogre::uint16>(m_faces[i].v[2]);
         }
         pSubmesh->indexData->indexBuffer->unlock();
     }
     // Define vertex declaration (only if we're not using shared geometry)
     if(!params.useSharedGeom)
     {
         Ogre::VertexDeclaration* pDecl = pSubmesh->vertexData->vertexDeclaration;
         unsigned buf = 0;
         size_t offset = 0;
         // Add vertex position
         pDecl->addElement(buf, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
         offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
         // Add vertex normal
         if (params.exportVertNorm)
         {
             pDecl->addElement(buf, offset, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
             offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
         }
         // Add vertex colour
         if(params.exportVertCol)
         {
             pDecl->addElement(buf, offset, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);
             offset += Ogre::VertexElement::getTypeSize(Ogre::VET_COLOUR);
         }
         // Add texture coordinates
         for (i=0; i<m_vertices[0].texcoords.size(); i++)
         {
             Ogre::VertexElementType uvType = Ogre::VertexElement::multiplyTypeCount(Ogre::VET_FLOAT1, 2);
             pDecl->addElement(buf, offset, uvType, Ogre::VES_TEXTURE_COORDINATES, static_cast<unsigned short>(i));
             offset += Ogre::VertexElement::getTypeSize(uvType);
         }
         Ogre::VertexDeclaration* pOptimalDecl = pDecl->getAutoOrganisedDeclaration(
             params.exportVBA, params.exportBlendShapes || params.exportVertAnims, false);
         // Fill the vertex buffer using the newly created vertex declaration
         stat = createOgreVertexBuffer(pSubmesh,pDecl,m_vertices);
         // Write vertex bone assignements list
         if (params.exportVBA)
         {
             // Create a new vertex bone assignements list
             Ogre::SubMesh::VertexBoneAssignmentList vbas;
             // Scan list of shared geometry vertices
             for (i=0; i<m_vertices.size(); i++)
             {
                 vertex v = m_vertices[i];
                 // Add all bone assignemnts for every vertex to the bone assignements list
                 for (j=0; j<v.vbas.size(); j++)
//.........这里部分代码省略.........
开发者ID:e-johnson,项目名称:AndroidProject,代码行数:101,代码来源:submesh.cpp

示例10: switch

FlexObj::FlexObj(node_t *nds, std::vector<CabTexcoord>& texcoords, int numtriangles, 
                 int* triangles, std::vector<CabSubmesh>& submesh_defs, 
                 char* texname, const char* name, char* backtexname, char* transtexname)
{
    m_triangle_count = numtriangles;

    m_all_nodes=nds;
    // Create the mesh via the MeshManager
    m_mesh = MeshManager::getSingleton().createManual(name, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

    // Create submeshes
    m_submeshes.reserve(submesh_defs.size());
    for (size_t j=0; j<submesh_defs.size(); j++)
    {
        Ogre::SubMesh* submesh = m_mesh->createSubMesh();
        switch (submesh_defs[j].backmesh_type)
        {
        case CabSubmesh::BACKMESH_OPAQUE:      submesh->setMaterialName(backtexname);  break;
        case CabSubmesh::BACKMESH_TRANSPARENT: submesh->setMaterialName(transtexname); break;
        default:                               submesh->setMaterialName(texname);
        }
        m_submeshes.push_back(submesh);
    };

    // Define the m_vertices_raw (8 vertices, each consisting of 3 groups of 3 floats
    m_vertex_count = texcoords.size();
    m_vertices_raw=(float*)malloc(((2*3+2)*m_vertex_count)*sizeof(float));
    m_vertex_nodes=(int*)malloc(m_vertex_count*sizeof(int));
    
    for (size_t i=0; i<m_vertex_count; i++)
    {
        m_vertex_nodes[i] = texcoords[i].node_id; //define node ids
        m_vertices[i].texcoord=Vector2(texcoords[i].texcoord_u, texcoords[i].texcoord_v); //textures coordinates
    }

    // Define triangles
    // The values in this table refer to vertices in the above table
    m_index_count = 3*numtriangles;
    m_indices=(unsigned short*)malloc(m_index_count*sizeof(unsigned short));
    for (size_t i=0; i<m_index_count; i++)
    {
        m_indices[i]=ComputeVertexPos(i/3, triangles[i], submesh_defs);
    }

    m_s_ref=(float*)malloc(numtriangles*sizeof(float));

    for (size_t i=0; i<(unsigned int)numtriangles;i++)
    {
        Ogre::Vector3 base_pos = m_all_nodes[m_vertex_nodes[m_indices[i*3]]].RelPosition;
        Ogre::Vector3 v1       = m_all_nodes[m_vertex_nodes[m_indices[i*3+1]]].RelPosition - base_pos;
        Ogre::Vector3 v2       = m_all_nodes[m_vertex_nodes[m_indices[i*3+2]]].RelPosition - base_pos;
        m_s_ref[i]=v1.crossProduct(v2).length()*2.0;
    }

    this->UpdateMesh(); // Initialize the dynamic mesh

    // Create vertex data structure for vertices shared between submeshes
    m_mesh->sharedVertexData = new VertexData();
    m_mesh->sharedVertexData->vertexCount = m_vertex_count;

    // Create declaration (memory format) of vertex data
    m_vertex_format = m_mesh->sharedVertexData->vertexDeclaration;
    size_t offset = 0;
    m_vertex_format->addElement(0, offset, VET_FLOAT3, VES_POSITION);
    offset += VertexElement::getTypeSize(VET_FLOAT3);
    m_vertex_format->addElement(0, offset, VET_FLOAT3, VES_NORMAL);
    offset += VertexElement::getTypeSize(VET_FLOAT3);
    m_vertex_format->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
    offset += VertexElement::getTypeSize(VET_FLOAT2);

    // Allocate vertex buffer of the requested number of vertices (vertexCount)
    // and bytes per vertex (offset)
    m_hw_vbuf = HardwareBufferManager::getSingleton().createVertexBuffer(
        offset, m_mesh->sharedVertexData->vertexCount, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

    // Upload the vertex data to the card
    m_hw_vbuf->writeData(0, m_hw_vbuf->getSizeInBytes(), m_vertices_raw, true);

    // Set vertex buffer binding so buffer 0 is bound to our vertex buffer
    VertexBufferBinding* bind = m_mesh->sharedVertexData->vertexBufferBinding;
    bind->setBinding(0, m_hw_vbuf);

    // Set parameters of the submeshes
    for (size_t j=0; j<m_submeshes.size(); j++)
    {
        size_t index_count;
        if (j == 0)
            index_count = 3*submesh_defs[j].cabs_pos;
        else
            index_count = 3*(submesh_defs[j].cabs_pos-submesh_defs[j-1].cabs_pos); // 3 indices per triangle

        m_submeshes[j]->useSharedVertices = true;
        HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton().createIndexBuffer(
             HardwareIndexBuffer::IT_16BIT,
             index_count,
             HardwareBuffer::HBU_STATIC_WRITE_ONLY);

        // Upload the index data to the card
        unsigned short* faces_ptr;
        if (j == 0)
//.........这里部分代码省略.........
开发者ID:jirijunek,项目名称:rigs-of-rods,代码行数:101,代码来源:FlexObj.cpp

示例11: createMesh


//.........这里部分代码省略.........
		sm->vertexData->vertexCount = numVertices;

		Ogre::VertexDeclaration* vdecl = sm->vertexData->vertexDeclaration;
		Ogre::VertexBufferBinding* vbind = sm->vertexData->vertexBufferBinding;

		size_t bufferCount = 0;

		vdecl->addElement(bufferCount, 0, VET_FLOAT3, VES_POSITION);

		if(hasNormals)
			vdecl->addElement(++bufferCount, 0, VET_FLOAT3, VES_NORMAL);

		if(hasVertexColor)
			vdecl->addElement(++bufferCount, 0, VET_FLOAT4, VES_DIFFUSE);

		for(int i=0;i<data.texcoords.size();++i)
			vdecl->addElement(++bufferCount, 0, VET_FLOAT2, VES_TEXTURE_COORDINATES,i);

		bufferCount = 0;

		// Positions
		posVertexBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
			3*sizeof(float),numVertices,Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

		vbind->setBinding(bufferCount, posVertexBuffer);

		float* vertices = data.getVertices();
		float* normals = data.getNormals();
		float* diffuse = data.getDiffuse();
		unsigned short* indices = data.getIndices();

		posVertexBuffer->writeData(0,posVertexBuffer->getSizeInBytes(),vertices, true);

		// Normals
		if(hasNormals)
		{
			normVertexBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
			3*sizeof(float),numVertices,HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

			vbind->setBinding(++bufferCount, normVertexBuffer);

			normVertexBuffer->writeData(0,normVertexBuffer->getSizeInBytes(),normals, true);
		}

		if(hasVertexColor)
		{
			diffuseVertexBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
			4*sizeof(float),numVertices,HardwareBuffer::HBU_STATIC_WRITE_ONLY);

			vbind->setBinding(++bufferCount, diffuseVertexBuffer);

			diffuseVertexBuffer->writeData(0,diffuseVertexBuffer->getSizeInBytes(), diffuse, true);
		}

		// Texcoords
		for(int i=0;i<data.texcoords.size();++i)
		{
			texcoordsVertexBuffer.push_back(HardwareBufferManager::getSingleton().createVertexBuffer(
			2*sizeof(float),numVertices,HardwareBuffer::HBU_STATIC_WRITE_ONLY));

			vbind->setBinding(++bufferCount, texcoordsVertexBuffer[i]);

			texcoordsVertexBuffer[i]->writeData(0,sizeof(float)*data.texcoords[i].size(),&data.texcoords[i][0], false);
		}

		if(!data.indices.empty())
		{
			// Prepare buffer for indices
			indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer(
			HardwareIndexBuffer::IT_16BIT,3*numFaces,HardwareBuffer::HBU_STATIC_WRITE_ONLY, true);

			//unsigned short *faceVertexIndices = (unsigned short*)
			//indexBuffer->lock(0, numFaces*3*2, HardwareBuffer::HBL_DISCARD);

			// Set index buffer for this submesh
			sm->indexData->indexBuffer = indexBuffer;
			sm->indexData->indexStart = 0;
			sm->indexData->indexCount = 3*numFaces;

			indexBuffer->writeData(0,indexBuffer->getSizeInBytes(),indices,true);
		}

		//vdecl->sort();

		m->load();
		m->touch();

		m->_setBounds(AxisAlignedBox(data.bbox[0],data.bbox[1],data.bbox[2],
        data.bbox[3],data.bbox[4],data.bbox[5]), false);

		sm->setMaterialName("Terrain");

		Ogre::Entity* ent = mSceneManager->createEntity(nombre,m->getName());
		Ogre::SceneNode* node = mSceneManager->createSceneNode(nombre);
		node->attachObject(ent);
		ent->setCastShadows(false);
		Mesh* mm = new Mesh(nombre,node,ent);
		mSceneNodes.push_back(mm);
		return mm;
	}
开发者ID:67-6f-64,项目名称:OryxEngine,代码行数:101,代码来源:OgreSubsystem.cpp

示例12: createLine


//.........这里部分代码省略.........
	}

	index = 0;

	// Prepare indices.
	for (i = 0; i < verticesCount - 2; i += 2)
	{
		indices[index++] = (Ogre::uint16)i;
		indices[index++] = (Ogre::uint16)i + 2;
		indices[index++] = (Ogre::uint16)i + 1;

		indices[index++] = (Ogre::uint16)i + 2;
		indices[index++] = (Ogre::uint16)i + 3;
		indices[index++] = (Ogre::uint16)i + 1;
	}

	// Create mesh.
	mMesh = Ogre::MeshManager::getSingleton().createManual(
		Ogre::StringConverter::toString(mID), "General").get();

	// Create one submesh.
	Ogre::SubMesh* sub = mMesh->createSubMesh();

	// Create vertex data structure for 8 vertices shared between submeshes.
	mMesh->sharedVertexData = new Ogre::VertexData();
	mMesh->sharedVertexData->vertexCount = verticesCount;

	// Create declaration (memory format) of vertex data.
	Ogre::VertexDeclaration* decl = mMesh->sharedVertexData->vertexDeclaration;
	size_t offset = 0;

	// 1st buffer
	decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
	offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);

	decl->addElement(0, offset, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES);
	offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2);

	/// Allocate vertex buffer of the requested number of vertices (vertexCount) 
	/// and bytes per vertex (offset)
	Ogre::HardwareVertexBufferSharedPtr vbuf =
		Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
		offset, mMesh->sharedVertexData->vertexCount,
		Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);

	/// Upload the vertex data to the card
	vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true);

	/// Set vertex buffer binding so buffer 0 is bound to our vertex buffer
	Ogre::VertexBufferBinding* bind =
		mMesh->sharedVertexData->vertexBufferBinding; 
	bind->setBinding(0, vbuf);

	/// Allocate index buffer of the requested number of vertices (ibufCount).
	Ogre::HardwareIndexBufferSharedPtr ibuf = Ogre::HardwareBufferManager::getSingleton().
		createIndexBuffer(
		Ogre::HardwareIndexBuffer::IT_16BIT, 
		indicesSize, 
		Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);

	/// Upload the index data to the card.
	ibuf->writeData(0, ibuf->getSizeInBytes(), indices, true);

	/// Set parameters of the submesh.
	sub->useSharedVertices = true;
	sub->indexData->indexBuffer = ibuf;
	sub->indexData->indexCount = indicesSize;
	sub->indexData->indexStart = 0;
	sub->setMaterialName("Ocean2_Cg");

	float xMin = vertices[0];
	float yMin = vertices[1];
	float zMin = vertices[2];

	float xMax = vertices[0];
	float yMax = vertices[1];
	float zMax = vertices[2];

	for (i = 0; i < verticesSize; i += 5)
	{
		if (vertices[i    ] < xMin) xMin = vertices[i    ]; else
		if (vertices[i    ] > xMax) xMax = vertices[i    ];

		if (vertices[i + 1] < yMin) yMin = vertices[i + 1]; else
		if (vertices[i + 1] > yMax) yMax = vertices[i + 1];

		if (vertices[i + 2] < zMin) zMin = vertices[i + 2]; else
		if (vertices[i + 2] > zMax) zMax = vertices[i + 2];
	}

	/// Set bounding information (for culling).
	mMesh->_setBounds(Ogre::AxisAlignedBox(xMin, yMin, zMin, xMax, yMax, zMax));
	mMesh->_setBoundingSphereRadius(1.0f);

	/// Notify Mesh object that it has been loaded.
	mMesh->load();

	delete [] vertices;
	delete [] indices;
}
开发者ID:wojciech-holisz,项目名称:3d-city,代码行数:101,代码来源:WaterObjectView.cpp

示例13: createTerrain


//.........这里部分代码省略.........
	mat->applyTextureAliases(texAliasList);
	texAliasList.clear();

	mat = Ogre::MaterialManager::getSingleton().getByName("BankMat2");
	datalib->getData("GameData/BattleData/MapData/Ground/G1Tex",texname);
	texAliasList.insert(std::make_pair("Diffuse",texname));
	texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
	mat->applyTextureAliases(texAliasList);
	texAliasList.clear();

	mat = Ogre::MaterialManager::getSingleton().getByName("BankMat3");
	datalib->getData("GameData/BattleData/MapData/Ground/G2Tex",texname);
	texAliasList.insert(std::make_pair("Diffuse",texname));
	texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
	mat->applyTextureAliases(texAliasList);
	texAliasList.clear();

	mat = Ogre::MaterialManager::getSingleton().getByName("BankMat4");
	datalib->getData("GameData/BattleData/MapData/Ground/G3Tex",texname);
	texAliasList.insert(std::make_pair("Diffuse",texname));
	texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga"));
	mat->applyTextureAliases(texAliasList);
	texAliasList.clear();

	//创建地面Mesh
	mTerrainNode = Core::getSingleton().mSceneMgr->getRootSceneNode()->createChildSceneNode("TerrainNode");

	int numVertices = terrainszie * terrainszie * VERTEX_QUAD;
	int numIndex = terrainszie * terrainszie * VERTEX_PREQUAD;
	Ogre::MeshPtr mTerrainMesh = Ogre::MeshManager::getSingleton().createManual("TerrianMesh",
		Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	Ogre::SubMesh* subMesh  = mTerrainMesh->createSubMesh();
	subMesh->useSharedVertices=false;
	subMesh->setMaterialName("TerrainTile");

	// 创建顶点数据结构
	subMesh->vertexData = new Ogre::VertexData();
	subMesh->vertexData->vertexStart = 0;
	subMesh->vertexData->vertexCount = numVertices;

	//顶点声明与缓冲区绑定
	Ogre::VertexDeclaration* vdecl = subMesh->vertexData->vertexDeclaration;
	Ogre::VertexBufferBinding* vbind = subMesh->vertexData->vertexBufferBinding;

	//设置顶点数据结构
	size_t offsetUV = 0;
	vdecl->addElement(VERTEX_POS_BINDING, 0, Ogre::VET_FLOAT3,Ogre::VES_POSITION);//向顶点添加一个位置元素
	vdecl->addElement(VERTEX_NOM_BINDING, 0, Ogre::VET_FLOAT3,Ogre::VES_NORMAL);
	for(int i = 0 ; i < TEXTURE_COUNT ; i ++)
	{
		offsetUV += vdecl->addElement (VERTEX_UV_BINDING, offsetUV, Ogre::VET_FLOAT2,  Ogre::VES_TEXTURE_COORDINATES , i).getSize();
	}

	// 创建世界坐标顶点缓冲区
	Ogre::HardwareVertexBufferSharedPtr vbufPos =
		Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
		vdecl->getVertexSize(VERTEX_POS_BINDING),
		numVertices,
		Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY);
	vbind->setBinding(VERTEX_POS_BINDING, vbufPos);

	Ogre::HardwareVertexBufferSharedPtr vbufNOM =
		Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
		vdecl->getVertexSize(VERTEX_NOM_BINDING),
		numVertices,
		Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY);
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:67,代码来源:Terrain.cpp


注:本文中的ogre::SubMesh::setMaterialName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。