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C++ PointLightRecPtr::setBeacon方法代码示例

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


在下文中一共展示了PointLightRecPtr::setBeacon方法的1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: doMain

// Initialize GLUT & OpenSG and set up the scene
int doMain(int argc, char **argv)
{
    printf("Press key '1', '2', or '3' to toggle the light sources.\n");
    // OSG init
    OSG::osgInit(argc,argv);

    // GLUT init
    int winid = setupGLUT(&argc, argv);

    // the connection between GLUT and OpenSG
    OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create();

    gwin->setGlutId(winid);
    gwin->setSize( 800, 800 );
    gwin->init();

    // Create the shader material

    OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create();

    OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create();

    matc->setAmbient(OSG::Color4f(0.1f, 0.1f, 0.1f, 1.0f));
    matc->setDiffuse(OSG::Color4f(0.3f, 0.3f, 0.3f, 1.0f));
    matc->setSpecular(OSG::Color4f(0.8f, 0.8f, 0.8f, 1.0f));
    matc->setShininess(100);
    matc->setLit(true);

    OSG::ShaderProgramChunkUnrecPtr shl = OSG::ShaderProgramChunk::create();

    OSG::ShaderProgramUnrecPtr shl_vp = 
        OSG::ShaderProgram::createVertexShader();

    shl_vp->setProgram(_vp_program);

    shl->addShader(shl_vp);

    OSG::ShaderProgramUnrecPtr shl_fp = 
        OSG::ShaderProgram::createFragmentShader();

    shl_fp->setProgram(_fp_program);

    shl->addShader(shl_fp);

    shl_vp->addProceduralVariable    ("Light0Active", &light0Active);
    shl_vp->addProceduralVariable    ("Light1Active", &light1Active);
    shl_vp->addNodeProceduralVariable("Light2Active", &light2Active);

    cmat->addChunk(matc);
    cmat->addChunk(shl);

    // create root node
    _scene = OSG::Node::create();

    // create two light sources.

    OSG::TransformUnrecPtr point1_trans;

    OSG::NodeUnrecPtr point1        = 
        OSG::makeCoredNode<OSG::PointLight>(&_point1_core);
    point1_beacon = OSG::makeCoredNode<OSG::Transform >(&point1_trans);

    point1_trans->editMatrix().setTranslate(-10.0, 5.0, 5.0);

    _point1_core->setAmbient(0.0f, 0.0f, 0.0f , 1.0f);
    _point1_core->setDiffuse(1.0f, 0.0f, 0.0f, 1.0f);
    _point1_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f);
    _point1_core->setBeacon(point1_beacon);
    _point1_core->setOn(true);


    OSG::TransformUnrecPtr point2_trans;

    OSG::NodeUnrecPtr point2        =
        OSG::makeCoredNode<OSG::PointLight>(&_point2_core);
    point2_beacon = OSG::makeCoredNode<OSG::Transform >(&point2_trans);

    point2_trans->editMatrix().setTranslate(10.0, 5.0, 5.0);

    _point2_core->setAmbient(0.0f, 0.0f, 0.0f, 1.0f);
    _point2_core->setDiffuse(0.0f, 1.0f, 0.0f, 1.0f);
    _point2_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f);
    _point2_core->setBeacon(point2_beacon);
    _point2_core->setOn(true);

    point1->addChild(point2);
    
    OSG::TransformUnrecPtr point3_trans;

    OSG::NodeUnrecPtr point3        = 
        OSG::makeCoredNode<OSG::PointLight>(&_point3_core);
    
    point3_beacon = OSG::makeCoredNode<OSG::Transform >(&point3_trans);

    point3_trans->editMatrix().setTranslate(0.0, -12.0, 5.0);

    _point3_core->setAmbient(0.0f, 0.0f, 0.0f, 1.0f);
    _point3_core->setDiffuse(0.5f, 0.0f, 1.0f, 1.0f);
    _point3_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f);
//.........这里部分代码省略.........
开发者ID:martinhecher,项目名称:OpenSGDevMaster,代码行数:101,代码来源:testSHLProcLights_shaderprog.cpp


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