本文整理汇总了C++中ogre::TextureUnitState::setTextureScale方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureUnitState::setTextureScale方法的具体用法?C++ TextureUnitState::setTextureScale怎么用?C++ TextureUnitState::setTextureScale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::TextureUnitState
的用法示例。
在下文中一共展示了TextureUnitState::setTextureScale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: resizeTexture
void UiManager::resizeTexture(const QSize &aSize, const Ogre::MaterialPtr &aMaterial, const Ogre::TexturePtr &aTexture)
{
assert(!aMaterial.isNull());
assert(!aTexture.isNull());
// get the smallest power of two dimension that is at least as large as the new UI size
Ogre::uint newTexWidth = nextHigherPowerOfTwo(aSize.width());
Ogre::uint newTexHeight = nextHigherPowerOfTwo(aSize.height());
if (!aTexture.isNull())
{
std::string txtrName = aTexture->getName();
// remove the old texture
aTexture->unload();
aMaterial->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
Ogre::TextureManager::getSingleton().remove(aTexture->getHandle());
Ogre::TexturePtr newTxtr = Ogre::TextureManager::getSingleton().createManual(
txtrName, "General", Ogre::TEX_TYPE_2D, newTexWidth, newTexHeight, 0, Ogre::PF_A8R8G8B8,
Ogre::TU_DYNAMIC_WRITE_ONLY);
// add the new texture
Ogre::TextureUnitState* txtrUstate = aMaterial->getTechnique(0)->getPass(0)->createTextureUnitState(txtrName);
// adjust it to stay aligned and scaled to the window
Ogre::Real txtrUScale = (Ogre::Real)newTexWidth / aSize.width();
Ogre::Real txtrVScale = (Ogre::Real)newTexHeight / aSize.height();
txtrUstate->setTextureScale(txtrUScale, txtrVScale);
txtrUstate->setTextureScroll((1 / txtrUScale) / 2 - 0.5, (1 / txtrVScale) / 2 - 0.5);
}
}
示例2: compileMaterial
bool Simple::compileMaterial(Ogre::MaterialPtr material, std::set<std::string>& managedTextures) const
{
material->removeAllTechniques();
Ogre::Technique* technique = material->createTechnique();
if (!mTerrainPageSurfaces.empty()) {
//First add a base pass
auto surfaceLayer = mTerrainPageSurfaces.begin()->second;
Ogre::Pass* pass = technique->createPass();
pass->setLightingEnabled(false);
Ogre::TextureUnitState * textureUnitState = pass->createTextureUnitState();
textureUnitState->setTextureScale(1.0f / surfaceLayer->getScale(), 1.0f / surfaceLayer->getScale());
textureUnitState->setTextureName(surfaceLayer->getDiffuseTextureName());
textureUnitState->setTextureCoordSet(0);
for (auto& layer : mLayers) {
addPassToTechnique(*mGeometry, technique, layer, managedTextures);
}
}
if (mTerrainPageShadow) {
addShadow(technique, mTerrainPageShadow, material, managedTextures);
}
// addLightingPass(technique, managedTextures);
material->load();
if (material->getNumSupportedTechniques() == 0) {
S_LOG_WARNING("The material '" << material->getName() << "' has no supported techniques. The reason for this is: \n" << material->getUnsupportedTechniquesExplanation());
return false;
}
return true;
}
示例3: compileMaterial
bool Simple::compileMaterial(Ogre::MaterialPtr material)
{
material->removeAllTechniques();
Ogre::Technique* technique = material->createTechnique();
for (SurfaceLayerStore::const_iterator I = mTerrainPageSurfaces.begin(); I != mTerrainPageSurfaces.end(); ++I) {
const TerrainPageSurfaceLayer* surfaceLayer = I->second;
if (I == mTerrainPageSurfaces.begin()) {
Ogre::Pass* pass = technique->createPass();
pass->setLightingEnabled(false);
//add the first layer of the terrain, no alpha or anything
Ogre::TextureUnitState * textureUnitState = pass->createTextureUnitState();
textureUnitState->setTextureScale(1.0f / surfaceLayer->getScale(), 1.0f / surfaceLayer->getScale());
textureUnitState->setTextureName(surfaceLayer->getDiffuseTextureName());
textureUnitState->setTextureCoordSet(0);
} else {
if (surfaceLayer->intersects(*mGeometry)) {
addPassToTechnique(*mGeometry, technique, surfaceLayer);
}
}
}
if (mTerrainPageShadow) {
addShadow(technique, mTerrainPageShadow, material);
}
material->load();
if (material->getNumSupportedTechniques() == 0) {
S_LOG_WARNING("The material '" << material->getName() << "' has no supported techniques. The reason for this is: \n" << material->getUnsupportedTechniquesExplanation());
return false;
}
return true;
}
示例4: loadSubMeshMaterial
//.........这里部分代码省略.........
#ifdef OGREKIT_USE_RTSHADER_SYSTEM
if (gte.m_mode & gkTextureProperties::TM_NORMAL)
{
hasNormap = true;
continue;
}
#endif
Ogre::TextureUnitState* otus = pass->createTextureUnitState(gte.m_name, gte.m_layer);
LayerBlendOperationEx op = LBX_MODULATE;
switch (gte.m_blend)
{
case GK_BT_ADDITIVE:
op = LBX_ADD;
break;
case GK_BT_SUBTRACT:
op = LBX_SUBTRACT;
break;
case GK_BT_DARKEN:
case GK_BT_LIGHTEN:
case GK_BT_SCREEN:
case GK_BT_COLOR:
//break; TODO: support more mode
case GK_BT_MULTIPLY:
case GK_BT_MIXTURE:
default:
op = LBX_MODULATE;
break;
}
if (i == 0)
otus->setColourOperationEx(op, LBS_DIFFUSE, LBS_TEXTURE);
else
otus->setColourOperationEx(op);
otus->setTextureScale(gte.m_scale[0],gte.m_scale[1]);
}
if (gma.m_mode & gkMaterialProperties::MA_ALPHABLEND)
{
pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
pass->setDepthWriteEnabled(false);
}
if (gma.m_mode & gkMaterialProperties::MA_ALPHACLIP)
{
pass->setAlphaRejectSettings(Ogre::CMPF_GREATER_EQUAL, 254);
}
#ifdef OGREKIT_USE_RTSHADER_SYSTEM
if (rtss)
{
//pass->setSpecular(ColourValue::Black);
//pass->setShininess(0.0);
RTShader::RenderState* rs = 0;
RTShader::ShaderGenerator* sg = Ogre::RTShader::ShaderGenerator::getSingletonPtr();
bool ok = sg->createShaderBasedTechnique(gma.m_name, group,
Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
if (ok && hasNormap)
{
rs = sg->getRenderState(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, gma.m_name, 0);
rs->reset();
for (int i = 0; i < gma.m_totaltex; ++i)
{
gkTextureProperties& gte = gma.m_textures[i];
if (gte.m_mode & gkTextureProperties::TM_NORMAL)
{
GK_ASSERT(rs);
RTShader::SubRenderState* srs= sg->createSubRenderState(RTShader::NormalMapLighting::Type);
RTShader::NormalMapLighting* nsrs = static_cast<RTShader::NormalMapLighting*>(srs);
if (gte.m_texmode & gkTextureProperties::TX_OBJ_SPACE)
nsrs->setNormalMapSpace(RTShader::NormalMapLighting::NMS_OBJECT);
else
nsrs->setNormalMapSpace(RTShader::NormalMapLighting::NMS_TANGENT);
nsrs->setNormalMapTextureName(gte.m_name);
nsrs->setTexCoordIndex(gte.m_layer);
rs->addTemplateSubRenderState(srs);
}
}
sg->invalidateMaterial(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, gma.m_name);
}
}
#endif
}
示例5: create
Ogre::MaterialPtr MaterialGenerator::create(bool renderCompositeMap, bool displayCompositeMap)
{
assert(!renderCompositeMap || !displayCompositeMap);
static int count = 0;
std::stringstream name;
name << "terrain/mat" << count++;
if (!mShaders)
{
Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().create(name.str(),
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
Ogre::Technique* technique = mat->getTechnique(0);
technique->removeAllPasses();
if (displayCompositeMap)
{
Ogre::Pass* pass = technique->createPass();
pass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
pass->createTextureUnitState(mCompositeMap)->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
}
else
{
assert(mLayerList.size() == mBlendmapList.size()+1);
std::vector<Ogre::TexturePtr>::iterator blend = mBlendmapList.begin();
for (std::vector<LayerInfo>::iterator layer = mLayerList.begin(); layer != mLayerList.end(); ++layer)
{
Ogre::Pass* pass = technique->createPass();
pass->setLightingEnabled(false);
pass->setVertexColourTracking(Ogre::TVC_NONE);
// TODO: How to handle fog?
pass->setFog(true, Ogre::FOG_NONE);
bool first = (layer == mLayerList.begin());
Ogre::TextureUnitState* tus;
if (!first)
{
pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
pass->setDepthFunction(Ogre::CMPF_EQUAL);
tus = pass->createTextureUnitState((*blend)->getName());
tus->setAlphaOperation(Ogre::LBX_BLEND_TEXTURE_ALPHA,
Ogre::LBS_TEXTURE,
Ogre::LBS_TEXTURE);
tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
Ogre::LBS_TEXTURE,
Ogre::LBS_TEXTURE);
tus->setIsAlpha(true);
tus->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
float scale = (16/(16.f+1.f));
tus->setTextureScale(1.f/scale,1.f/scale);
}
// Add the actual layer texture on top of the alpha map.
tus = pass->createTextureUnitState(layer->mDiffuseMap);
if (!first)
tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
Ogre::LBS_TEXTURE,
Ogre::LBS_CURRENT);
tus->setTextureScale(1/16.f,1/16.f);
if (!first)
++blend;
}
if (!renderCompositeMap)
{
Ogre::Pass* lightingPass = technique->createPass();
lightingPass->setSceneBlending(Ogre::SBT_MODULATE);
lightingPass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
lightingPass->setFog(true, Ogre::FOG_NONE);
}
}
return mat;
}
#if TERRAIN_USE_SHADER
else
{
sh::MaterialInstance* material = sh::Factory::getInstance().createMaterialInstance (name.str());
material->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
if (displayCompositeMap)
{
sh::MaterialInstancePass* p = material->createPass ();
p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(true)));
p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(false)));
p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(true)));
p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue("0")));
p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue("0")));
p->mShaderProperties.setProperty ("normal_map_enabled", sh::makeProperty (new sh::BooleanValue(false)));
p->mShaderProperties.setProperty ("parallax_enabled", sh::makeProperty (new sh::BooleanValue(false)));
p->mShaderProperties.setProperty ("normal_maps",
//.........这里部分代码省略.........
示例6: addPassToTechnique
//.........这里部分代码省略.........
// textureUnitState->setTextureAddressingMode(Ogre::TextureUnitState::TAM_WRAP);
// /* textureUnitState->setTextureCoordSet(0);*/
// textureUnitState->setTextureScale(0.025, 0.025);
// textureUnitState->setColourOperationEx(Ogre::LBX_BLEND_CURRENT_ALPHA, Ogre::LBS_TEXTURE, Ogre::LBS_CURRENT);
//
// /* Ogre::TextureUnitState * alphaTextureState= pass->createTextureUnitState();
// alphaTextureState->setTextureName(mTextureName);
// // alphaTextureState->setTextureName(splatTextureName);
// alphaTextureState->setTextureCoordSet(0);
// alphaTextureState->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
// alphaTextureState->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
// alphaTextureState->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA, Ogre::LBS_CURRENT, Ogre::LBS_TEXTURE);
//
//
//
// // detailTextureState->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_TEXTURE, Ogre::LBS_TEXTURE);
// // detailTextureState->setColourOperationEx(Ogre::LBX_SOURCE1, Ogre::LBS_CURRENT, Ogre::LBS_CURRENT);
//
// Ogre::TextureUnitState * detailTextureState = pass->createTextureUnitState();
// detailTextureState ->setTextureName(splatTextureName);
// // detailTextureState ->setTextureName(mTextureName);
// detailTextureState ->setTextureAddressingMode(Ogre::TextureUnitState::TAM_WRAP);
// detailTextureState ->setTextureCoordSet(0);
// detailTextureState ->setTextureScale(0.01, 0.01);
// //detailTextureState ->setColourOperationEx(Ogre::LBX_BLEND_CURRENT_ALPHA, Ogre::LBS_TEXTURE, Ogre::LBS_CURRENT);*/
//
// }
//
Ogre::Pass* Simple::addPassToTechnique(const TerrainPageGeometry& geometry, Ogre::Technique* technique, const Layer& layer, std::set<std::string>& managedTextures) const
{
//check if we instead can reuse the existing pass
// if (technique->getNumPasses() != 0) {
// Ogre::Pass* pass = technique->getPass(technique->getNumPasses() - 1);
// if (4 - pass->getNumTextureUnitStates() >= 2) {
// //there's more than two texture units available, use those instead of creating a new pass
// S_LOG_VERBOSE("Reusing existing pass. ("<< pass->getNumTextureUnitStates() << " of "<< mNumberOfTextureUnitsOnCard << " texture unit used)");
// addTextureUnitsToPass(pass, splatTextureName);
// return pass;
// }
//
// }
const OgreImage& ogreImage = *layer.blendMap;
Ogre::Image image;
image.loadDynamicImage(const_cast<unsigned char*>(ogreImage.getData()), ogreImage.getResolution(), ogreImage.getResolution(), 1, Ogre::PF_A8);
std::stringstream splatTextureNameSS;
splatTextureNameSS << "terrain_" << mPage.getWFPosition().x() << "_" << mPage.getWFPosition().y() << "_" << technique->getNumPasses();
const Ogre::String splatTextureName(splatTextureNameSS.str());
Ogre::TexturePtr blendMapTexture;
if (Ogre::Root::getSingletonPtr()->getTextureManager()->resourceExists(splatTextureName)) {
blendMapTexture = static_cast<Ogre::TexturePtr>(Ogre::Root::getSingletonPtr()->getTextureManager()->getByName(splatTextureName));
blendMapTexture->loadImage(image);
Ogre::HardwarePixelBufferSharedPtr hardwareBuffer(blendMapTexture->getBuffer());
//blit the whole image to the hardware buffer
Ogre::PixelBox sourceBox(image.getPixelBox());
hardwareBuffer->blitFromMemory(sourceBox);
} else {
blendMapTexture = Ogre::Root::getSingletonPtr()->getTextureManager()->loadImage(splatTextureName, "General", image, Ogre::TEX_TYPE_2D, 0);
managedTextures.insert(blendMapTexture->getName());
}
//we need to create the image, update it and then destroy it again (to keep the memory usage down)
// if (layer->getBlendMapTextureName() == "") {
// //no texture yet; let's create one
// layer->createBlendMapImage();
// layer->updateBlendMapImage(geometry);
// layer->createTexture();
// } else {
// //a texture exists, so we just need to update the image
// layer->updateBlendMapImage(geometry); //calling this will also update the texture since the method will blit the image onto it
// }
Ogre::Pass* pass = technique->createPass();
pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
pass->setAmbient(1, 1, 1);
pass->setDiffuse(1, 1, 1, 1);
pass->setLightingEnabled(false);
Ogre::TextureUnitState * textureUnitState = pass->createTextureUnitState();
textureUnitState->setTextureName(layer.surfaceLayer.getDiffuseTextureName());
textureUnitState->setTextureAddressingMode(Ogre::TextureUnitState::TAM_WRAP);
textureUnitState->setTextureCoordSet(0);
textureUnitState->setTextureScale(1.0f / layer.surfaceLayer.getScale(), 1.0f / layer.surfaceLayer.getScale());
Ogre::TextureUnitState * textureUnitStateSplat = pass->createTextureUnitState();
textureUnitStateSplat->setTextureName(blendMapTexture->getName());
textureUnitStateSplat->setTextureCoordSet(0);
textureUnitStateSplat->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
textureUnitStateSplat->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
// textureUnitStateSplat->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_TEXTURE, Ogre::LBS_TEXTURE);
textureUnitStateSplat->setAlphaOperation(Ogre::LBX_BLEND_DIFFUSE_COLOUR, Ogre::LBS_TEXTURE, Ogre::LBS_CURRENT);
textureUnitStateSplat->setColourOperationEx(Ogre::LBX_SOURCE1, Ogre::LBS_CURRENT, Ogre::LBS_CURRENT);
return pass;
}