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📄 ogrepaginglandscapetexture_splatting2.cpp

📁 使用stl技术,(还没看,是听说的)
💻 CPP
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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_Splatting2.h"


namespace Ogre
{

PagingLandScapeTexture_Splatting2::PagingLandScapeTexture_Splatting2() : PagingLandScapeTexture()
{
}

//-----------------------------------------------------------------------
PagingLandScapeTexture_Splatting2::~PagingLandScapeTexture_Splatting2()
{
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_Splatting2::_loadMaterial()
{
	if (mMaterial == 0 )
	{

        // Create a new texture using the base image
        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("SplattingMaterial2"));


        const String alphamapname = ".AlphaSplatRGBAMaps.";

       
        String matname = String("SplattingMaterial2.") + commonName;
        mMaterial = mMaterial->clone(matname);

        // Create the base image        

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

		// assign this texture to the material
		mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(texname);
        mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setTextureName(texname);
            
            
        // Create a new texture using the 1st alpha map
        texname = filename + alphamapname + "0." + 
            commonName + "." + extname;
            
        // assing this texture to the material
        mMaterial->getTechnique(0)->getPass(1)->getTextureUnitState(0)->setTextureName(texname);
            
        // Create a new texture using the 2nd alpha map
        texname = filename + alphamapname + "1." + 
            commonName + "." + extname;
        // assing this texture to the material
        mMaterial->getTechnique(0)->getPass(2)->getTextureUnitState(0)->setTextureName(texname);
            
            // Create a new texture using the 3rd alpha map
        texname = filename + alphamapname + "2." + 
            commonName + "." + extname;
        
        // assing this texture to the material
        mMaterial->getTechnique(0)->getPass(3)->getTextureUnitState(0)->setTextureName(texname);
            
            // Create a new texture using the 4th alpha map
        texname = filename + alphamapname + "3." + 
            commonName + "." + extname;
            
        // assing this texture to the material
        mMaterial->getTechnique(0)->getPass(4)->getTextureUnitState(0)->setTextureName(texname);

            
		// Now that we have all the resources in place, we load the material
		mMaterial->load(); 
        mMaterial->setLightingEnabled( PagingLandScapeOptions::getSingleton().lit );
	}
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_Splatting2::_unloadMaterial()
{
	if ( mMaterial != 0 )
	{
		mMaterial->unload();
		// We can磘 destroy de material here.
		//mMaterial -> destroy();
		//delete mMaterial;
		//mMaterial = 0;
	}
}


} //namespace

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