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TextureFX.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\TextureFX.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ /** \file TextureFX.h \brief Shows OGRE's ability to handle different types of texture effects. */ #include "ExampleApplication.h" class TextureEffectsApplication : public ExampleApplication { public: TextureEffectsApplication() {} protected: void createScalingPlane() { // Set up a material for the plane // Create a prefab plane Entity *planeEnt = mSceneMgr->createEntity("Plane", SceneManager::PT_PLANE); // Give the plane a texture planeEnt->setMaterialName("Examples/TextureEffect1"); SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(-250,-40,-100)); node->attachObject(planeEnt); } void createScrollingKnot() { Entity *ent = mSceneMgr->createEntity("knot", "knot.mesh"); ent->setMaterialName("Examples/TextureEffect2"); // Add entity to the root scene node SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(200,50,150)); node->attachObject(ent); } void createWateryPlane() { // Create a prefab plane Entity *planeEnt = mSceneMgr->createEntity("WaterPlane", SceneManager::PT_PLANE); // Give the plane a texture planeEnt->setMaterialName("Examples/TextureEffect3"); mSceneMgr->getRootSceneNode()->attachObject(planeEnt); } // Just override the mandatory create scene method void createScene(void) { // Set ambient light mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); // Create a point light Light* l = mSceneMgr->createLight("MainLight"); // Accept default settings: point light, white diffuse, just set position // NB I could attach the light to a SceneNode if I wanted it to move automatically with // other objects, but I don't l->setPosition(20,80,50); createScalingPlane(); createScrollingKnot(); createWateryPlane(); // Set up a material for the skydome MaterialPtr skyMat = MaterialManager::getSingleton().create("SkyMat", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); // Perform no dynamic lighting on the sky skyMat->setLightingEnabled(false); // Use a cloudy sky TextureUnitState* t = skyMat->getTechnique(0)->getPass(0)->createTextureUnitState("clouds.jpg"); // Scroll the clouds t->setScrollAnimation(0.15, 0); // System will automatically set no depth write // Create a skydome mSceneMgr->setSkyDome(true, "SkyMat", -5, 2); } };
TextureFX.h
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