本文整理匯總了C++中Technique::getPassIterator方法的典型用法代碼示例。如果您正苦於以下問題:C++ Technique::getPassIterator方法的具體用法?C++ Technique::getPassIterator怎麽用?C++ Technique::getPassIterator使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類Technique
的用法示例。
在下文中一共展示了Technique::getPassIterator方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: correctAlpha
//--------------------------------------------------------------------------------
void MaterialUtil::correctAlpha(const MaterialPtr& _material)
{
if(isPortal(_material) || isGhostOccluder(_material))
{
// create fully transparent material
Material::TechniqueIterator it = _material->getTechniqueIterator();
while(it.hasMoreElements())
{
Technique* technique = it.getNext();
Technique::PassIterator it2 = technique->getPassIterator();
while(it2.hasMoreElements())
{
Pass* pass = it2.getNext();
pass->setAlphaRejectFunction(Ogre::CMPF_ALWAYS_FAIL);
}
}
}
else
{
Material::TechniqueIterator it = _material->getTechniqueIterator();
while(it.hasMoreElements())
{
Technique* technique = it.getNext();
Technique::PassIterator it2 = technique->getPassIterator();
while(it2.hasMoreElements())
{
Pass* pass = it2.getNext();
pass->setAlphaRejectFunction(Ogre::CMPF_GREATER);
pass->setAlphaRejectValue(220);
}
}
_material->setReceiveShadows(true);
}
}
示例2: ChangeClr
void CarModel::ChangeClr()
{
int i = iColor;
float c_h = pSet->gui.car_hue[i], c_s = pSet->gui.car_sat[i],
c_v = pSet->gui.car_val[i], gloss = pSet->gui.car_gloss[i], refl = pSet->gui.car_refl[i];
color.setHSB(1-c_h, c_s, c_v); //set, mini pos clr
MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr[Mtr_CarBody]);
if (!mtr.isNull())
{ Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
while (techIt.hasMoreElements())
{ Technique* tech = techIt.getNext();
Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{ Pass* pass = passIt.getNext();
if (pass->hasFragmentProgram())
{
GpuProgramParametersSharedPtr params = pass->getFragmentProgramParameters();
params->setNamedConstant("carColour", color);
params->setNamedConstant("glossiness", 1 - gloss);
params->setNamedConstant("reflectiveness", refl);
} } } }
if (pNickTxt)
pNickTxt->setTextColour(MyGUI::Colour(color.r,color.g,color.b));
// opp list text and mini pos colors - auto in hud update
}
示例3: ChangeOriginalMaterial
void MaterialInstance::ChangeOriginalMaterial()
{
if (mCopyMat.isNull ()) {
createCopyMaterial ();
}
unsigned short i = 0, j;
ColourValue sc, dc; // Source colur, destination colour
Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
while (techniqueIt.hasMoreElements ())
{
Technique *t = techniqueIt.getNext ();
Technique::PassIterator passIt = t->getPassIterator ();
j = 0;
while (passIt.hasMoreElements ())
{
sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();
passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
passIt.peekNext ()->setDiffuse (sc);
passIt.moveNext ();
++j;
}
++i;
}
}
示例4: setShadowsEnabled
void MaterialFactory::setShadowsEnabled(bool bEnable)
{
for (std::vector<MaterialDefinition*>::iterator it=mDefinitions.begin();
it!=mDefinitions.end(); ++it)
{
MaterialPtr mat = MaterialManager::getSingleton().getByName( (*it)->getName() );
if (mat.isNull()) continue;
Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Technique* tech = techIt.getNext();
Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Pass* pass = passIt.getNext();
if (pass->hasFragmentProgram())
{
if ( pass->getFragmentProgramParameters()->_findNamedConstantDefinition("enableShadows", false))
pass->getFragmentProgramParameters()->setNamedConstant("enableShadows", Real(bEnable));
}
}
}
}
}
示例5: execute
virtual void execute(SceneManager *sm, RenderSystem *rs)
{
// Fire listener
instance->_fireNotifyMaterialRender(pass_id, mat);
Rectangle2D * mRectangle=static_cast<Rectangle2D *>(CompositorManager::getSingleton()._getTexturedRectangle2D());
if (mQuadCornerModified)
{
// insure positions are using peculiar render system offsets
RenderSystem* rs = Root::getSingleton().getRenderSystem();
Viewport* vp = rs->_getViewport();
Real hOffset = rs->getHorizontalTexelOffset() / (0.5 * vp->getActualWidth());
Real vOffset = rs->getVerticalTexelOffset() / (0.5 * vp->getActualHeight());
mRectangle->setCorners(mQuadLeft + hOffset, mQuadTop - vOffset, mQuadRight + hOffset, mQuadBottom - vOffset);
}
// Queue passes from mat
Technique::PassIterator i = technique->getPassIterator();
while(i.hasMoreElements())
{
sm->_injectRenderWithPass(
i.getNext(),
mRectangle,
false // don't allow replacement of shadow passes
);
}
}
示例6: setColor
void MaterialInstance::setColor(float red, float green, float blue, float alpha)
{
if (mCopyMat.isNull ()) {
createCopyMaterial ();
}
unsigned short i = 0, j;
ColourValue sc, dc; // Source colur, destination colour
Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
while (techniqueIt.hasMoreElements ())
{
Technique *t = techniqueIt.getNext ();
Technique::PassIterator passIt = t->getPassIterator ();
j = 0;
while (passIt.hasMoreElements ())
{
sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();
dc = sc;
dc.a = alpha;
dc.r = red;
dc.g = green;
dc.b = blue;
passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
passIt.peekNext ()->setDiffuse (dc);
passIt.moveNext ();
++j;
}
++i;
}
}
示例7: setSceneBlending
void MaterialInstance::setSceneBlending (SceneBlendType sbt) {
mSBT = sbt;
if (!mCopyMat.isNull ()) {
Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
while (techniqueIt.hasMoreElements ()) {
Technique *t = techniqueIt.getNext ();
Technique::PassIterator passIt = t->getPassIterator ();
while (passIt.hasMoreElements ()) {
passIt.getNext ()->setSceneBlending (mSBT);
}
}
}
}
示例8: execute
virtual void execute(SceneManager *sm, RenderSystem *rs)
{
// Fire listener
instance->_fireNotifyMaterialRender(pass_id, mat);
// Queue passes from mat
Technique::PassIterator i = technique->getPassIterator();
while(i.hasMoreElements())
{
sm->_injectRenderWithPass(
i.getNext(),
CompositorManager::getSingleton()._getTexturedRectangle2D(),
false // don't allow replacement of shadow passes
);
}
}
示例9: setTransparency
void MaterialInstance::setTransparency (Real transparency) {
mCurrentTransparency = transparency;
if (mCurrentTransparency > 0.0f) {
if (mCurrentTransparency > 1.0f)
mCurrentTransparency = 1.0f;
if (mCopyMat.isNull ()) {
createCopyMaterial ();
}
unsigned short i = 0, j;
ColourValue sc, dc; // Source colur, destination colour
Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
while (techniqueIt.hasMoreElements ()) {
Technique *t = techniqueIt.getNext ();
Technique::PassIterator passIt = t->getPassIterator ();
j = 0;
while (passIt.hasMoreElements ()) {
sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();
switch (mSBT) {
case SBT_ADD:
dc = sc;
dc.r -= sc.r * mCurrentTransparency;
dc.g -= sc.g * mCurrentTransparency;
dc.b -= sc.b * mCurrentTransparency;
passIt.peekNext ()->setAmbient (ColourValue::Black);
break;
case SBT_TRANSPARENT_ALPHA:
default:
dc = sc;
dc.a = sc.a * (1.0f - mCurrentTransparency);
passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
break;
}
passIt.peekNext ()->setDiffuse (dc);
passIt.moveNext ();
++j;
}
++i;
}
}
else {
mCurrentTransparency = 0.0f;
}
}
示例10: createCopyMaterial
void MaterialInstance::createCopyMaterial () {
String name;
// Avoid name collision
do {
name = mOriginalMat->getName () + StringConverter::toString (Math::UnitRandom ());
} while (MaterialManager::getSingleton ().resourceExists (name));
mCopyMat = mOriginalMat->clone (name);
Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
while (techniqueIt.hasMoreElements ()) {
Technique *t = techniqueIt.getNext ();
Technique::PassIterator passIt = t->getPassIterator ();
while (passIt.hasMoreElements ()) {
passIt.peekNext ()->setDepthWriteEnabled (false);
passIt.peekNext ()->setSceneBlending (mSBT);
passIt.moveNext ();
}
}
}
示例11: UpdateLightMap
//-------------------------------------------------------------------------------------------------------
// utility
//-------------------------------------------------------------------------------------------------------
void CarModel::UpdateLightMap()
{
MaterialPtr mtr;
for (int i=0; i < NumMaterials; ++i)
{
mtr = MaterialManager::getSingleton().getByName(sMtr[i]);
if (!mtr.isNull())
{ Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
while (techIt.hasMoreElements())
{ Technique* tech = techIt.getNext();
Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{ Pass* pass = passIt.getNext();
if (pass->hasFragmentProgram())
{
GpuProgramParametersSharedPtr params = pass->getFragmentProgramParameters();
params->setIgnoreMissingParams(true); // don't throw exception if material doesnt use lightmap
params->setNamedConstant("enableTerrainLightMap", bLightMapEnabled ? 1.f : 0.f);
} } } } }
}
示例12: update
void MaterialFactory::update()
{
for (std::vector<std::string>::const_iterator it = timeMtrs.begin();
it != timeMtrs.end(); ++it)
{
MaterialPtr mtr = MaterialManager::getSingleton().getByName( (*it) );
if (!mtr.isNull())
{ Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
while (techIt.hasMoreElements())
{ Technique* tech = techIt.getNext();
Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{ Pass* pass = passIt.getNext();
// time
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("time", false))
pass->getFragmentProgramParameters()->setNamedConstantFromTime( "time", 1 );
}
}
}
}
}
示例13: UpdateBraking
void CarModel::UpdateBraking()
{
if (brakes)
brakes->setVisible(bBraking && mbVisible);
std::string texName = sDirname + (bBraking ? "_body00_brake.png" : "_body00_add.png");
MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr[Mtr_CarBody]);
if (!mtr.isNull())
{ Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
while (techIt.hasMoreElements())
{ Technique* tech = techIt.getNext();
Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{ Pass* pass = passIt.getNext();
Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator();
while (tusIt.hasMoreElements())
{
TextureUnitState* tus = tusIt.getNext();
if (tus->getName() == "diffuseMap")
{ tus->setTextureName( texName ); return; }
} } } }
}
示例14: isPotentialOccluder
bool OcclusionQuery::isPotentialOccluder(Ogre::SceneNode* node)
{
bool result = false;
for (unsigned int i=0; i < node->numAttachedObjects(); ++i)
{
MovableObject* ob = node->getAttachedObject(i);
std::string type = ob->getMovableType();
if (type == "Entity")
{
Entity* ent = static_cast<Entity*>(ob);
for (unsigned int j=0; j < ent->getNumSubEntities(); ++j)
{
// if any sub entity has a material with depth write off,
// consider the object as not an occluder
MaterialPtr mat = ent->getSubEntity(j)->getMaterial();
Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Technique* tech = techIt.getNext();
Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
return false;
else
result = true;
}
}
}
}
}
return result;
}
示例15: generate
//.........這裏部分代碼省略.........
bool exists = false;
shaderMap::iterator sit;
for (sit = mShaderCache.begin();
sit != mShaderCache.end(); ++sit)
{
if ( sit->second->isEqual( shaderProps ) )
{
exists = true;
break;
}
}
if (!exists)
generator->mShaderCached = false;
else
{
generator->mShaderCached = true;
generator->mVertexProgram = sit->first.first;
generator->mFragmentProgram = sit->first.second;
}
generator->mDef = (*it);
generator->mShader = shaderProps;
generator->generate();
// insert into cache
#ifdef USE_CACHE
if (!exists)
{
if (!generator->mVertexProgram.isNull() && !generator->mFragmentProgram.isNull())
mShaderCache[ std::make_pair(generator->mVertexProgram, generator->mFragmentProgram) ] = shaderProps;
else
delete shaderProps;
}
else
delete shaderProps;
#else
delete shaderProps;
#endif
}
bSettingsChanged = false;
ti.update(); /// time
float dt = ti.dt * 1000.f;
LogO(String("::: Time MaterialFactory: ") + toStr(dt) + " ms");
// recreate cloned car materials
#ifndef ROAD_EDITOR
pApp->recreateCarMtr();
#endif
}
else
{
LogO("[MaterialFactory] settings not changed, using old materials");
}
// update params
for (std::vector<MaterialDefinition*>::iterator it=mDefinitions.begin();
it!=mDefinitions.end(); ++it)
{
MaterialPtr mat = MaterialManager::getSingleton().getByName( (*it)->getName() );
setShaderParams(mat);
}
#ifdef USE_CUSTOM_TERRAIN_MATERIAL
// update terrain params
if (!mTerrain) return;
MaterialPtr terrainMat = mTerrain->_getMaterial();
if (!terrainMat.isNull())
{
Material::TechniqueIterator techIt = terrainMat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Technique* tech = techIt.getNext();
Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Pass* pass = passIt.getNext();
if (!pass->hasFragmentProgram()
|| !pass->getFragmentProgramParameters()->_findNamedConstantDefinition("fadeStart_farDist", false)) continue;
float fadeDist;
if (mSceneMgr->getShadowFarDistance() != 0)
fadeDist = getShadowsFadeDistance()/mSceneMgr->getShadowFarDistance();
else
fadeDist = 0.f;
pass->getFragmentProgramParameters()->setNamedConstant("fadeStart_farDist", Vector3(
fadeDist,
mSceneMgr->getShadowFarDistance(),
float(getShadowsFade())
));
}
}
}
#endif
}