ogrepaginglandscapetexture_splatting3.cpp

来自「使用stl技术,(还没看,是听说的)」· C++ 代码 · 共 95 行

CPP
95
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/***************************************************************************
OgrePagingLandScapeTexture_Splatting.cpp  -  description
	-------------------
	begin                : Mon 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 "OgreVector3.h"
#include "OgreColourValue.h"

#include "OgreStringConverter.h"
#include "OgreMaterialManager.h"
#include "OgreTextureManager.h"
#include "OgreTechnique.h"
#include "OgrePass.h"

#include "OgrePagingLandScapeOptions.h"
#include "OgrePagingLandScapeTexture.h"
#include "OgrePagingLandScapeTexture_Splatting3.h"


namespace Ogre
{

PagingLandScapeTexture_Splatting3::PagingLandScapeTexture_Splatting3() : PagingLandScapeTexture()
{
}

//-----------------------------------------------------------------------
PagingLandScapeTexture_Splatting3::~PagingLandScapeTexture_Splatting3()
{
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_Splatting3::_loadMaterial()
{
	if (mMaterial == 0 )
	{

        const String commonName = StringConverter::toString(mDataZ) + String(".") + StringConverter::toString(mDataX);
        const String filename = PagingLandScapeOptions::getSingleton().landscape_filename;
        const String extname = PagingLandScapeOptions::getSingleton().landscape_extension;

        mMaterial = reinterpret_cast<Material *>(MaterialManager::getSingleton().getByName("SplattingMaterial3"));
    
        // Now that we have all the resources in place, we load the material
        String matname = String("SplattingMaterial3.") + commonName;
        mMaterial = mMaterial->clone(matname);


        String texname = filename + ".Light." + 
            commonName + "." + extname;

        mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(3)->setTextureName(texname);
        mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(1)->setTextureName(texname);

        // Base image 
        texname = filename + ".Base." + 
            commonName + "." + extname;

        // assign this texture to the material
        mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setTextureName(texname);
    
        mMaterial->load();   
        mMaterial->setLightingEnabled( PagingLandScapeOptions::getSingleton().lit );
	}
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_Splatting3::_unloadMaterial()
{
	if ( mMaterial != 0 )
	{
		mMaterial->unload();
		// We can磘 destroy de material here.
		//mMaterial -> destroy();
		//delete mMaterial;
		//mMaterial = 0;
	}
}



} //namespace

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