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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\MLight.h
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/** ******************************************************************************* Copyright (c) W.J. van der Laan Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ******************************************************************************* */ #ifndef H_WJ_MLight #define H_WJ_MLight #include "OgreCompositorInstance.h" #include "OgreSceneManager.h" #include "OgreSceneNode.h" #include "DeferredShading.h" /** Renderable minilight. Do not create this directly, but use DeferredShadingSystem::createMLight. XXX support other types of light other than point lights. */ class MLight: public Ogre::SimpleRenderable { public: MLight(MaterialGenerator *gen); ~MLight(); /** Permutatation of light materials */ enum MaterialID { MI_QUAD = 0x1, // Rendered as fullscreen quad MI_ATTENUATED = 0x2, // Rendered attenuated MI_SPECULAR = 0x4 // Specular component is calculated }; /** Set constant, linear, quadratic Attenuation terms */ void setAttenuation(float c, float b, float a); /** Set the diffuse colour */ void setDiffuseColour(const Ogre::ColourValue &col); void setDiffuseColour(float r=1.0f, float g=1.0f, float b=1.0f, float a=1.0f) { setDiffuseColour(Ogre::ColourValue(r,g,b,a)); } /** Set the specular colour */ void setSpecularColour(const Ogre::ColourValue &col); void setSpecularColour(float r=1.0f, float g=1.0f, float b=1.0f, float a=1.0f) { setSpecularColour(Ogre::ColourValue(r,g,b,a)); } /** Get diffuse colour. */ Ogre::ColourValue getDiffuseColour(); /** Get specular colour. */ Ogre::ColourValue getSpecularColour(); /** Create geometry for this light. */ void rebuildGeometry(float radius); /** Create a sphere geometry. */ void createSphere(const float r, const int nRings = 16, const int nSegments = 16); /** Create a rectangle. */ void createRectangle2D(); /** @copydoc MovableObject::getBoundingRadius */ virtual Ogre::Real getBoundingRadius(void) const; /** @copydoc Renderable::getSquaredViewDepth */ virtual Ogre::Real getSquaredViewDepth(const Ogre::Camera*) const; /** @copydoc Renderable::getMaterial */ virtual const Ogre::MaterialPtr& getMaterial(void) const; protected: /// Mode to ignore world orientation/position bool bIgnoreWorld; /// Bounding sphere radius float mRadius; /// Deferred shading system this minilight is part of MaterialGenerator *mGenerator; /// Material permutation size_t mPermutation; }; #endif
MLight.h
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