📄 ogreipltexture_image.cpp
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/***************************************************************************
OgreIPLTexture_Image.cpp - description
-------------------
begin : Fri Apr 16 2004
copyright : (C) 2003 by Jose A Milan
email : spoke@supercable.es
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "OgreIPLTexture_Image.h"
#include "OgreIPLOptions.h"
#include "OgreIPLSceneManager.h"
#include <OgreStringConverter.h>
#include <OgreMaterialManager.h>
#include <OgreTextureManager.h>
#include <OgreTechnique.h>
#include <OgrePass.h>
namespace Ogre
{
IPLTexture_Image::IPLTexture_Image( IPLPage* p )
: IPLTexture( p )
{
}
//-----------------------------------------------------------------------
IPLTexture_Image::~IPLTexture_Image( void )
{
}
//-----------------------------------------------------------------------
void IPLTexture_Image::setupMaterial( int pageCount, IPLVirtualPageWindow* vw )
{
if ( mMaterial->getName() == "BaseWhite" )
{
mMaterial = reinterpret_cast<Material *>(MaterialManager::getSingleton().getByName("IPLSM_Image"));
// build a single technique/pass material that has a base map texture and one detail texture
// create material name based on page count
String baseName = "IPLSM_Image." + StringConverter::toString( pageCount );
mMaterial = mMaterial->clone(baseName);
}
mMaterial->setLightingEnabled( IPLOptions::getSingleton( ).lit );
mMaterial->load( );
}
//-----------------------------------------------------------------------
void IPLTexture_Image::preLoad( void )
{
Image newImage;
for ( int z = 0; z < IPLOptions::getSingleton( ).virtual_window_height; z++ )
{
for ( int x = 0; x < IPLOptions::getSingleton( ).virtual_window_width; x++ )
{
// preload terrain base texture
TextureManager::getSingleton( ).load( IPLOptions::getSingleton( ).mMapTextureName + "." + StringConverter::toString( z ) + "." +
StringConverter::toString( x ) + "." + IPLOptions::getSingleton( ).mMapTextureExt, TEX_TYPE_2D );
}
}
}
//-----------------------------------------------------------------------
void IPLTexture_Image::_loadMaterial( void )
{
// load page map texture into TUS 0
mMaterial->getTechnique( 0 )->getPass( 0 )->getTextureUnitState( 0 )->setTextureName(
IPLOptions::getSingleton( ).mMapTextureName + "." + StringConverter::toString( mDataZ ) +
"." + StringConverter::toString( mDataX ) + "." + IPLOptions::getSingleton( ).mMapTextureExt );
}
//-----------------------------------------------------------------------
void IPLTexture_Image::_unloadMaterial( void )
{
if ( mMaterial != 0 )
{
mMaterial->unload( );
// We can磘 destroy de material here.
//mMaterial->destroy( );
//delete mMaterial;
//mMaterial = 0;
}
}
} //namespace
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