本文整理汇总了C++中texture::Sampler::setFilterMode方法的典型用法代码示例。如果您正苦于以下问题:C++ Sampler::setFilterMode方法的具体用法?C++ Sampler::setFilterMode怎么用?C++ Sampler::setFilterMode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texture::Sampler
的用法示例。
在下文中一共展示了Sampler::setFilterMode方法的5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: setUnlitMaterialTexture
void LightSample::setUnlitMaterialTexture(Model* model, const char* texturePath, bool mipmap)
{
Material* material = model->setMaterial("res/shaders/textured.vert", "res/shaders/textured.frag", "DIRECTIONAL_LIGHT_COUNT 1");
material->setParameterAutoBinding("u_worldViewProjectionMatrix", "WORLD_VIEW_PROJECTION_MATRIX");
// Load the texture from file.
Texture::Sampler* sampler = material->getParameter("u_diffuseTexture")->setValue(texturePath, mipmap);
if (mipmap)
{
sampler->setFilterMode(Texture::LINEAR_MIPMAP_LINEAR, Texture::LINEAR);
}
else
{
sampler->setFilterMode(Texture::LINEAR, Texture::LINEAR);
}
sampler->setWrapMode(Texture::CLAMP, Texture::CLAMP);
material->getStateBlock()->setCullFace(true);
material->getStateBlock()->setDepthTest(true);
material->getStateBlock()->setDepthWrite(true);
material->getStateBlock()->setBlend(true);
material->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
material->getStateBlock()->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
}
示例2: lua_TextureSampler_setFilterMode
int lua_TextureSampler_setFilterMode(lua_State* state)
{
// Get the number of parameters.
int paramCount = lua_gettop(state);
// Attempt to match the parameters to a valid binding.
switch (paramCount)
{
case 3:
{
if ((lua_type(state, 1) == LUA_TUSERDATA) &&
(lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
(lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
{
// Get parameter 1 off the stack.
Texture::Filter param1 = (Texture::Filter)lua_enumFromString_TextureFilter(luaL_checkstring(state, 2));
// Get parameter 2 off the stack.
Texture::Filter param2 = (Texture::Filter)lua_enumFromString_TextureFilter(luaL_checkstring(state, 3));
Texture::Sampler* instance = getInstance(state);
instance->setFilterMode(param1, param2);
return 0;
}
else
{
lua_pushstring(state, "lua_TextureSampler_setFilterMode - Failed to match the given parameters to a valid function signature.");
lua_error(state);
}
break;
}
default:
{
lua_pushstring(state, "Invalid number of parameters (expected 3).");
lua_error(state);
break;
}
}
return 0;
}
示例3: loadGround
void BillboardSample::loadGround()
{
// Just a basic plane for this sample
Mesh* mesh = Mesh::createQuad(-(GROUND_WIDTH / 2.0f), -(GROUND_HEIGHT / 2.0f), GROUND_WIDTH, GROUND_HEIGHT);
Node* node = Node::create();
_ground = Model::create(mesh);
SAFE_RELEASE(mesh);
node->setDrawable(_ground);
_scene->addNode(node);
node->rotateX(MATH_DEG_TO_RAD(90));
Effect* effect = Effect::createFromFile("res/shaders/textured.vert", "res/shaders/textured.frag", "TEXTURE_REPEAT");
Material* material = Material::create(effect);
material->getStateBlock()->setDepthTest(true);
material->getStateBlock()->setBlend(false);
Texture::Sampler* sampler = material->getParameter("u_diffuseTexture")->setValue("res/png/dirt.png", true);
sampler->setFilterMode(Texture::LINEAR_MIPMAP_LINEAR, Texture::LINEAR);
material->getParameter("u_textureRepeat")->setValue(Vector2(GROUND_REPEAT_TEXTURE, GROUND_REPEAT_TEXTURE));
material->setParameterAutoBinding("u_worldViewProjectionMatrix", RenderState::WORLD_VIEW_PROJECTION_MATRIX);
_ground->setMaterial(material);
SAFE_RELEASE(material);
SAFE_RELEASE(effect)
SAFE_RELEASE(node);
}
示例4: initialize
void CreateSceneSample::initialize()
{
// Create the font for drawing the framerate.
_font = Font::create("res/ui/arial.gpb");
// Create a new empty scene.
_scene = Scene::create();
// Create the camera.
Camera* camera = Camera::createPerspective(45.0f, getAspectRatio(), 1.0f, 10.0f);
Node* cameraNode = _scene->addNode("camera");
// Attach the camera to a node. This determines the position of the camera.
cameraNode->setCamera(camera);
// Make this the active camera of the scene.
_scene->setActiveCamera(camera);
SAFE_RELEASE(camera);
// Move the camera to look at the origin.
cameraNode->translate(0, 1, 5);
cameraNode->rotateX(MATH_DEG_TO_RAD(-11.25f));
// Create a white light.
Light* light = Light::createDirectional(0.75f, 0.75f, 0.75f);
Node* lightNode = _scene->addNode("light");
lightNode->setLight(light);
// Release the light because the node now holds a reference to it.
SAFE_RELEASE(light);
lightNode->rotateX(MATH_DEG_TO_RAD(-45.0f));
// Create the cube mesh and model.
Mesh* cubeMesh = createCubeMesh();
Model* cubeModel = Model::create(cubeMesh);
// Release the mesh because the model now holds a reference to it.
SAFE_RELEASE(cubeMesh);
// Create the material for the cube model and assign it to the first mesh part.
Material* material = cubeModel->setMaterial("res/shaders/textured.vert", "res/shaders/textured.frag", "DIRECTIONAL_LIGHT_COUNT 1");
// These parameters are normally set in a .material file but this example sets them programmatically.
// Bind the uniform "u_worldViewProjectionMatrix" to use the WORLD_VIEW_PROJECTION_MATRIX from the scene's active camera and the node that the model belongs to.
material->setParameterAutoBinding("u_worldViewProjectionMatrix", "WORLD_VIEW_PROJECTION_MATRIX");
material->setParameterAutoBinding("u_inverseTransposeWorldViewMatrix", "INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX");
// Set the ambient color of the material.
material->getParameter("u_ambientColor")->setValue(Vector3(0.2f, 0.2f, 0.2f));
// Bind the light's color and direction to the material.
material->getParameter("u_directionalLightColor[0]")->setValue(lightNode->getLight()->getColor());
material->getParameter("u_directionalLightDirection[0]")->bindValue(lightNode, &Node::getForwardVectorWorld);
// Load the texture from file.
Texture::Sampler* sampler = material->getParameter("u_diffuseTexture")->setValue("res/png/crate.png", true);
sampler->setFilterMode(Texture::LINEAR_MIPMAP_LINEAR, Texture::LINEAR);
material->getStateBlock()->setCullFace(true);
material->getStateBlock()->setDepthTest(true);
material->getStateBlock()->setDepthWrite(true);
_cubeNode = _scene->addNode("cube");
_cubeNode->setModel(cubeModel);
_cubeNode->rotateY(MATH_PIOVER4);
SAFE_RELEASE(cubeModel);
}
示例5: loadRenderState
//.........这里部分代码省略.........
GP_ASSERT(renderState->getParameter(name));
renderState->getParameter(name)->setValue(properties->getFloat());
break;
case Properties::VECTOR2:
{
Vector2 vector2;
if (properties->getVector2(NULL, &vector2))
{
GP_ASSERT(renderState->getParameter(name));
renderState->getParameter(name)->setValue(vector2);
}
}
break;
case Properties::VECTOR3:
{
Vector3 vector3;
if (properties->getVector3(NULL, &vector3))
{
GP_ASSERT(renderState->getParameter(name));
renderState->getParameter(name)->setValue(vector3);
}
}
break;
case Properties::VECTOR4:
{
Vector4 vector4;
if (properties->getVector4(NULL, &vector4))
{
GP_ASSERT(renderState->getParameter(name));
renderState->getParameter(name)->setValue(vector4);
}
}
break;
case Properties::MATRIX:
{
Matrix matrix;
if (properties->getMatrix(NULL, &matrix))
{
GP_ASSERT(renderState->getParameter(name));
renderState->getParameter(name)->setValue(matrix);
}
}
break;
default:
{
// Assume this is a parameter auto-binding.
renderState->setParameterAutoBinding(name, properties->getString());
}
break;
}
}
// Iterate through all child namespaces searching for samplers and render state blocks.
Properties* ns;
while ((ns = properties->getNextNamespace()))
{
if (strcmp(ns->getNamespace(), "sampler") == 0)
{
// Read the texture uniform name.
name = ns->getId();
if (strlen(name) == 0)
{
GP_ERROR("Texture sampler is missing required uniform name.");
continue;
}
// Get the texture path.
const char* path = ns->getString("path");
if (path == NULL || strlen(path) == 0)
{
GP_ERROR("Texture sampler '%s' is missing required image file path.", name);
continue;
}
// Read texture state (booleans default to 'false' if not present).
bool mipmap = ns->getBool("mipmap");
Texture::Wrap wrapS = parseTextureWrapMode(ns->getString("wrapS"), Texture::REPEAT);
Texture::Wrap wrapT = parseTextureWrapMode(ns->getString("wrapT"), Texture::REPEAT);
Texture::Filter minFilter = parseTextureFilterMode(ns->getString("minFilter"), mipmap ? Texture::NEAREST_MIPMAP_LINEAR : Texture::LINEAR);
Texture::Filter magFilter = parseTextureFilterMode(ns->getString("magFilter"), Texture::LINEAR);
// Set the sampler parameter.
GP_ASSERT(renderState->getParameter(name));
Texture::Sampler* sampler = renderState->getParameter(name)->setValue(path, mipmap);
if (sampler)
{
sampler->setWrapMode(wrapS, wrapT);
sampler->setFilterMode(minFilter, magFilter);
}
}
else if (strcmp(ns->getNamespace(), "renderState") == 0)
{
while ((name = ns->getNextProperty()))
{
GP_ASSERT(renderState->getStateBlock());
renderState->getStateBlock()->setState(name, ns->getString());
}
}
}
}