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Bezier.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\Bezier.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 Bezier.h \brief Specialisation of OGRE's framework application to show off the bezier patch support. */ #include "ExampleApplication.h" // Hack struct for test PatchMeshPtr patch; Pass* patchPass; // Event handler to add ability to alter subdivision class BezierListener : public ExampleFrameListener { protected: public: BezierListener(RenderWindow* win, Camera* cam) : ExampleFrameListener(win, cam) { } bool frameStarted(const FrameEvent& evt) { if( ExampleFrameListener::frameStarted(evt) == false ) return false; static Real timeLapse = 0.0f; static Real factor = 0.0; static bool wireframe = 0; timeLapse += evt.timeSinceLastFrame; // Prgressively grow the patch if (timeLapse > 1.0f) { factor += 0.2; if (factor > 1.0f) { wireframe = !wireframe; //mCamera->setPolygonMode(wireframe ? PM_WIREFRAME : PM_SOLID); patchPass->setPolygonMode(wireframe ? PM_WIREFRAME : PM_SOLID); factor = 0.0f; } patch->setSubdivision(factor); mDebugText = "Bezier subdivision factor: " + StringConverter::toString(factor); timeLapse = 0.0f; } // Call default return true; } }; class BezierApplication : public ExampleApplication { protected: VertexDeclaration* patchDecl; float* patchCtlPoints; public: BezierApplication() : patchDecl(NULL), patchCtlPoints(NULL) { } ~BezierApplication() { if (patchCtlPoints) delete [] patchCtlPoints; // patch vertex declaration will be deleted automatically } protected: #if OGRE_COMPILER == OGRE_COMPILER_MSVC #pragma pack(push) #pragma pack(1) #endif struct PatchVertex { float x, y, z; float nx, ny, nz; float u, v; }; #if OGRE_COMPILER == OGRE_COMPILER_MSVC #pragma pack(pop) #endif // Just override the mandatory create scene method void createScene(void) { // Set ambient light mSceneMgr->setAmbientLight(ColourValue(0.2, 0.2, 0.2)); // 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->setType(Light::LT_DIRECTIONAL); l->setDirection(-0.5, -0.5, 0); // Create patch patchDecl = HardwareBufferManager::getSingleton().createVertexDeclaration(); patchDecl->addElement(0, 0, VET_FLOAT3, VES_POSITION); patchDecl->addElement(0, sizeof(float)*3, VET_FLOAT3, VES_NORMAL); patchDecl->addElement(0, sizeof(float)*6, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0); // Make a 3x3 patch for test patchCtlPoints = (float*)( new PatchVertex[9] ); // Patch data PatchVertex *pVert = (PatchVertex*)patchCtlPoints; pVert->x = -500.0; pVert->y = 200.0; pVert->z = -500.0; pVert->nx = -0.5; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 0.0; pVert->v = 0.0; pVert++; pVert->x = 0.0; pVert->y = 500.0; pVert->z = -750.0; pVert->nx = 0.0; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 0.5; pVert->v = 0.0; pVert++; pVert->x = 500.0; pVert->y = 1000.0; pVert->z = -500.0; pVert->nx = 0.5; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 1.0; pVert->v = 0.0; pVert++; pVert->x = -500.0; pVert->y = 0.0; pVert->z = 0.0; pVert->nx = -0.5; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 0.0; pVert->v = 0.5; pVert++; pVert->x = 0.0; pVert->y = 500.0; pVert->z = 0.0; pVert->nx = 0.0; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 0.5; pVert->v = 0.5; pVert++; pVert->x = 500.0; pVert->y = -50.0; pVert->z = 0.0; pVert->nx = 0.5; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 1.0; pVert->v = 0.5; pVert++; pVert->x = -500.0; pVert->y = 0.0; pVert->z = 500.0; pVert->nx = -0.5; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 0.0; pVert->v = 1.0; pVert++; pVert->x = 0.0; pVert->y = 500.0; pVert->z = 500.0; pVert->nx = 0.0; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 0.5; pVert->v = 1.0; pVert++; pVert->x = 500.0; pVert->y = 200.0; pVert->z = 800.0; pVert->nx = 0.5; pVert->ny = 0.5; pVert->nz = 0.0; pVert->u = 1.0; pVert->v = 1.0; pVert++; patch = MeshManager::getSingleton().createBezierPatch( "Bezier1", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, patchCtlPoints, patchDecl, 3, 3, 5, 5, PatchSurface::VS_BOTH); // Start patch at 0 detail patch->setSubdivision(0.0f); // Create entity based on patch Entity* patchEntity = mSceneMgr->createEntity("Entity1", "Bezier1"); MaterialPtr pMat = MaterialManager::getSingleton().create("TextMat", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); pMat->getTechnique(0)->getPass(0)->createTextureUnitState( "BumpyMetal.jpg" ); patchEntity->setMaterialName("TextMat"); patchPass = pMat->getTechnique(0)->getPass(0); // Attach the entity to the root of the scene mSceneMgr->getRootSceneNode()->attachObject(patchEntity); mCamera->setPosition(500,500, 1500); mCamera->lookAt(0,200,-300); } void destroyScene(void) { // free up the pointer before we shut down OGRE patch.setNull(); } void createFrameListener(void) { // This is where we instantiate our own frame listener mFrameListener= new BezierListener(mWindow, mCamera); mRoot->addFrameListener(mFrameListener); } };
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