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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\MaterialControls.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. ----------------------------------------------------------------------------- */ #ifndef __MaterialControls_H__ #define __MaterialControls_H__ #include "CEGUI/CEGUIForwardRefs.h" #include "OgreString.h" enum ShaderValType { GPU_VERTEX, GPU_FRAGMENT, MAT_SPECULAR, MAT_DIFFUSE, MAT_AMBIENT, MAT_SHININESS, MAT_EMISSIVE }; //--------------------------------------------------------------------------- struct ShaderControl { Ogre::String Name; Ogre::String ParamName; ShaderValType ValType; float MinVal; float MaxVal; size_t ElementIndex; mutable size_t PhysicalIndex; float getRange(void) const { return MaxVal - MinVal; } float convertParamToScrollPosition(const float val) const { return val - MinVal; } float convertScrollPositionToParam(const float val) const { return val + MinVal; } }; typedef std::vector
ShaderControlsContainer; typedef ShaderControlsContainer::iterator ShaderControlIterator; // used for materials that have user controls //--------------------------------------------------------------------------- class MaterialControls { public: MaterialControls(const Ogre::String& displayName, const Ogre::String& materialName) : mDisplayName(displayName) , mMaterialName(materialName) { }; ~MaterialControls(void){} const Ogre::String& getDisplayName(void) const { return mDisplayName; } const Ogre::String& getMaterialName(void) const { return mMaterialName; } size_t getShaderControlCount(void) const { return mShaderControlsContainer.size(); } const ShaderControl& getShaderControl(const size_t idx) const { assert( idx < mShaderControlsContainer.size() ); return mShaderControlsContainer[idx]; } /** add a new control by passing a string parameter @param params is a string using the following format: "
,
,
,
,
,
"
is the string displayed for the control name on screen
is the name of the variable in the shader
can be GPU_VERTEX, GPU_FRAGMENT
minimum value that parameter can be
maximum value that parameter can be
index into the the float array of the parameter. All GPU parameters are assumed to be float[4]. */ void addControl(const Ogre::String& params); protected: Ogre::String mDisplayName; Ogre::String mMaterialName; ShaderControlsContainer mShaderControlsContainer; }; typedef std::vector
MaterialControlsContainer; typedef MaterialControlsContainer::iterator MaterialControlsIterator; //--------------------------------------------------------------------------- struct ShaderControlGUIWidget { CEGUI::Window* TextWidget; CEGUI::Window* NumberWidget; CEGUI::Scrollbar* ScrollWidget; ShaderControlGUIWidget() : TextWidget(NULL), NumberWidget(NULL), ScrollWidget(NULL) {} }; //--------------------------------------------------------------------------- /** loads material shader controls from a configuration file A .controls file is made up of the following: [
] material =
control =
,
,
,
,
,
is what is displayed in the material combo box.
is the name of the material in the material script. control is the shader control associated with the material. The order of the contol definions in the .controls file determins their order when displayed in the controls window. you can have multiple .controls files or put them all in one. */ void loadMaterialControlsFile(MaterialControlsContainer& controlsContainer, const Ogre::String& filename); /** load all control files found in resource paths */ void loadAllMaterialControlFiles(MaterialControlsContainer& controlsContainer); #endif // __MaterialControls_H__
MaterialControls.h
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