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C++ setMaterial函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中setMaterial函数的典型用法代码示例。如果您正苦于以下问题:C++ setMaterial函数的具体用法?C++ setMaterial怎么用?C++ setMaterial使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了setMaterial函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: ColorNode

    ColorNode()
        : m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4)
    {
        setGeometry(&m_geometry);

        QSGSimpleMaterial<State> *material = Shader::createMaterial();
        material->setFlag(QSGMaterial::Blending);
        setMaterial(material);
        setFlag(OwnsMaterial);
    }
开发者ID:CodeDJ,项目名称:qt5-hidpi,代码行数:10,代码来源:simplematerial.cpp


示例2: setActive

bool GuiMaterialCtrl::onWake()
{
   if ( !Parent::onWake() )
      return false;

   setActive( true );
   setMaterial( mMaterialName );

   return true;
}
开发者ID:fr1tz,项目名称:alux3d,代码行数:10,代码来源:guiMaterialCtrl.cpp


示例3: bench

void bench( float shrink ) {
    setMaterial( &benchMats );

    glPushMatrix();
    glTranslatef(0, 0, -shrink*BENCH_DEPTH);
    box(shrink*BENCH_WIDTH, shrink*BENCH_HEIGHT, shrink*BENCH_DEPTH);
    glPopMatrix();

    box(shrink*BENCH_WIDTH, shrink*BENCH_HEIGHT/2, shrink*BENCH_DEPTH);
}
开发者ID:llovett,项目名称:ferriswheel,代码行数:10,代码来源:ferriswheel.cpp


示例4: m_geometry

PlotNode2D::PlotNode2D():
    m_geometry(QSGGeometry::defaultAttributes_Point2D(), 0)
{
    m_geometry.setDrawingMode(GL_LINE_STRIP);
    m_geometry.setLineWidth(1);
    //m_geometry.setVertexDataPattern(QSGGeometry::DynamicPattern);

    setGeometry(&m_geometry);
    setMaterial(&m_material);
}
开发者ID:jleben,项目名称:quickcollider,代码行数:10,代码来源:oscilloscope.cpp


示例5: drawHandle

void drawHandle ()
{
	int i;
	glPushMatrix();
		glTranslatef(0, 0, -0.5);
		setMaterial(plasticDiffuse, plasticSpecular, plasticShininess);
		gluCylinder(qobj, 0.1, 0.1, 1.0, 12, 1);
		glTranslatef(0.0, 0.0, 1.0);
		if (robotMode == BADASS) {
			setMaterial(beaterDiffuse, beaterSpecular, beaterShininess);
			//glColor3f(0.8, 0.8, 0.8);
			gluCylinder(qobj, 0.02, 0.02, 1.0, 12, 1);
			for (i = 0; i < 4; i++) {
				glPushMatrix();
					glTranslatef(0, 0, 0.5);
					glRotatef(90.0*i + beaterAngle, 0.0, 0.0, 1.0);
					/*
					glBegin(GL_LINE_STRIP);
						glVertex3f(0.0, 0.0, 0.5);
						glVertex3f(0.1, 0.0, 0.6);
						glVertex3f(0.1, 0.0, 0.9);
						glVertex3f(0.0, 0.0, 1.0);
					glEnd();
					*/
					glPushMatrix();
						glTranslatef(0.1, 0.0, 0.1);
						gluCylinder(qobj, 0.01, 0.01, 0.3, 12, 1);
					glPopMatrix();
					glPushMatrix();
						glRotatef(45, 0, 1, 0);
						gluCylinder(qobj, 0.01, 0.01, 0.1*sqrtf(2), 12, 1);
					glPopMatrix();
					glPushMatrix();
						glTranslatef(0.1, 0, 0.4);
						glRotatef(-45, 0, 1, 0);
						gluCylinder(qobj, 0.01, 0.01, 0.1*sqrtf(2), 12, 1);
					glPopMatrix();
				glPopMatrix();
			}
		}
	glPopMatrix();
}
开发者ID:pombredanne,项目名称:anacrolix,代码行数:42,代码来源:robot.c


示例6: setMaterial

//! deletes all textures
void CNullDriver::deleteAllTextures()
{
	// we need to remove previously set textures which might otherwise be kept in the
	// last set material member. Could be optimized to reduce state changes.
	setMaterial(SMaterial());

	for (u32 i=0; i<Textures.size(); ++i)
		Textures[i].Surface->releaseRef();

	Textures.clear();
}
开发者ID:ChangerR,项目名称:dream,代码行数:12,代码来源:CNullDriver.cpp


示例7: setMaterial

FORCEINLINE void TVoxelData::initializeMaterial() {
	const int s = voxel_num * voxel_num * voxel_num;
	material_data = new unsigned short[s];
	for (auto x = 0; x < voxel_num; x++) {
		for (auto y = 0; y < voxel_num; y++) {
			for (auto z = 0; z < voxel_num; z++) {
				setMaterial(x, y, z, base_fill_mat);
			}
		}
	}
}
开发者ID:bw2012,项目名称:UnrealSandboxTerrain,代码行数:11,代码来源:VoxelData.cpp


示例8: displayObject

void displayObject()
{
    setMaterial();
    setLighting();
    setViewport();
    setCamera();
    //startDrawing
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    sate();//memanggil fungsi menggambar objek sate
    glFlush();//mengirim semua objek untuk dirender
}
开发者ID:hindaka,项目名称:TUGAS-KELOMPOK-3D,代码行数:11,代码来源:main.cpp


示例9: mUseVertexColour

NxLine::NxLine( OperationType opType, bool UseVertexColour ) : mUseVertexColour(UseVertexColour)
{
	initialize(opType,false);
	setMaterial("BaseWhiteNoLighting");
	mDirty = true;
	setRenderQueueGroup( RENDER_QUEUE_OVERLAY - 1);

	// animation spline
	mAnimSpline = new SimpleSpline();
	mAnimSpline->setAutoCalculate(true);
}
开发者ID:nxgraphics,项目名称:NxGraphics,代码行数:11,代码来源:NxRenderablesLines.cpp


示例10: setFlag

SGPolyLineNode::SGPolyLineNode( const QVector<QPointF>& points ) noexcept :
    QSGGeometryNode{}
{
    setFlag( QSGNode::OwnedByParent, true );
    try {
        _material = new qgl::SGPolyLineAAMaterial{};
        setFlag( QSGNode::OwnsMaterial );
        setMaterial( _material );
        markDirty( QSGNode::DirtyMaterial );
    } catch (...) { }
    createGeometry(points);
}
开发者ID:cneben,项目名称:QuickQanava,代码行数:12,代码来源:qglSGPolyLineNode.cpp


示例11: setMaterial

 void DynamicLines::setColor(Ogre::ColourValue color)
 {
     // color-coded id
     unsigned int matIndex = ((unsigned int)(color.r) << 24) +
                             ((unsigned int)(color.g) << 16) +
                             ((unsigned int)(color.b) << 8) +
                             ((unsigned int)(color.a));
     Ogre::String matName = "DL" + Ogre::StringConverter::toString(matIndex);
     Ogre::MaterialPtr materialPtr = Ogre::MaterialManager::getSingleton().createOrRetrieve(matName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME).first.staticCast<Ogre::Material>();
     materialPtr->setAmbient(color);
     setMaterial(matName);
 }
开发者ID:onze,项目名称:Steel,代码行数:12,代码来源:DynamicLines.cpp


示例12: display

void
display(void)
{
  if (useSpecularTexture && needsLightUpdate) {
    setMaterial(MAT_GEN_SPECULAR_TEXTURE);
    needsLightUpdate = GL_FALSE;
  }
  redraw();
  glFlush();
  glutSwapBuffers();
  checkErrors();
}
开发者ID:hiteshsathawane,项目名称:Cube-Rotation,代码行数:12,代码来源:envphong.c


示例13: m_geometry

QSGNinePatchNode::QSGNinePatchNode()
    : m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 0)
    , m_horizontalTileMode(QSGBorderImage::Stretch)
    , m_verticalTileMode(QSGBorderImage::Stretch)
    , m_dirtyGeometry(false)
    , m_mirror(false)
{
    setOpaqueMaterial(&m_material);
    setMaterial(&m_materialO);
    setGeometry(&m_geometry);
    m_geometry.setDrawingMode(GL_TRIANGLES);
}
开发者ID:yinyunqiao,项目名称:qtdeclarative,代码行数:12,代码来源:qsgninepatchnode.cpp


示例14: m_geometry

AddChain::Node::Node(std::vector<QPointF> pts)
    : m_geometry({{2, GL_FLOAT}}, pts.size() + 1, sizeof(QVector2D)) {
  setMaterial(&m_material);
  setGeometry(&m_geometry);

  m_geometry.setDrawingMode(GL_LINE_STRIP);
  QVector2D* array = m_geometry.vertexData<QVector2D>();
  for (size_t i = 0; i < pts.size(); i++)
    array[i] = QVector2D(pts[i].x(), pts[i].y());
  array[pts.size()] = array[pts.size() - 1];
  m_geometry.updateVertexData();
}
开发者ID:lemourin,项目名称:GameEngine,代码行数:12,代码来源:AddChain.cpp


示例15: QWidget

QgsPhongMaterialWidget::QgsPhongMaterialWidget( QWidget *parent )
  : QWidget( parent )
{
  setupUi( this );

  setMaterial( QgsPhongMaterialSettings() );

  connect( btnDiffuse, &QgsColorButton::colorChanged, this, &QgsPhongMaterialWidget::changed );
  connect( btnAmbient, &QgsColorButton::colorChanged, this, &QgsPhongMaterialWidget::changed );
  connect( btnSpecular, &QgsColorButton::colorChanged, this, &QgsPhongMaterialWidget::changed );
  connect( spinShininess, static_cast<void ( QDoubleSpinBox::* )( double )>( &QDoubleSpinBox::valueChanged ), this, &QgsPhongMaterialWidget::changed );
}
开发者ID:CS-SI,项目名称:QGIS,代码行数:12,代码来源:qgsphongmaterialwidget.cpp


示例16: Sprite

TextSprite::TextSprite(MaterialPtr material, const std::string &text, FontPtr font, PropertiesPtr	properties)
	: Sprite(), _text(text), _font(font)
{
	// Create geometry
	createGeometry();

	// Add atlas texture to the material
	material->setTexture(bRenderer::DEFAULT_SHADER_UNIFORM_CHARACTER_MAP(), font->getAtlas());

	setMaterial(material);
	setProperties(properties);
}
开发者ID:CglProject,项目名称:underwater-2,代码行数:12,代码来源:TextSprite.cpp


示例17: PatternAnimation

Player::Player(Updatable* parent) : PatternAnimation(parent, NULL, textureResources.get("character"),
				Vector2ui(0, 0), Vector2ui(0, 0), Vector2ui(118, 99), Vector2ui(3, 1), 3, 10), m_shots(NULL), m_nbShots(0), m_orientation(AHEAD), m_currentWeapon(NULL)
{
	m_updateFocus = false;
	m_currentWeapon = new MachineGun(this, NULL);
	m_weapons.add("MachineGun", m_currentWeapon);
	m_currentWeapon = new ShotGun(this, NULL);
	m_weapons.add("ShotGun", m_currentWeapon);
	setMaterial(&m_textureMaterial);
	scale(glm::vec3(0.22, 0.15, 1.0));
	setPositionOrigin(glm::vec3(0.5, 0.5, 0.0), true);
}
开发者ID:MickaelSERENO,项目名称:ZombieAttack,代码行数:12,代码来源:Player.cpp


示例18: setTranslate

void flag::drawObject() {

    GLenum errCode;
    const GLubyte *errString;

    //glPushMatrix();
    //glLoadIdentity();
    setTranslate();
    setRotate();
    if(colorMode == _glColor) {
        glEnable(GL_COLOR_MATERIAL);
        setColor();
    } else {
        glDisable(GL_COLOR_MATERIAL);
    }
    setScale();

    //qDebug() << "Drawing object\n";

    glBindTexture(GL_TEXTURE_2D,textureId);
    if ((errCode = glGetError()) != GL_NO_ERROR) {
        errString = gluErrorString(errCode);
        qDebug() << "OpenGL Error: 8" << errCode;
    }
    setMaterial();
    if ((errCode = glGetError()) != GL_NO_ERROR) {
        errString = gluErrorString(errCode);
        qDebug() << "OpenGL Error: 9" << errCode;
    }
    glBegin(GL_TRIANGLES);
    for(int i = 0; i < vertices.size();i++) {
        glNormal3f(normals.at(i).x(), normals.at(i).y(), normals.at(i).z());
        glTexCoord2f(textures.at(i).x(), textures.at(i).y());
        glVertex3f(vertices.at(i).x(), vertices.at(i).y(), vertices.at(i).z());
    }
    glEnd();
    if ((errCode = glGetError()) != GL_NO_ERROR) {
        errString = gluErrorString(errCode);
        qDebug() << "OpenGL Error: 10" << errCode;
    }
    glBindTexture(GL_TEXTURE_2D,0);
    if ((errCode = glGetError()) != GL_NO_ERROR) {
        errString = gluErrorString(errCode);
        qDebug() << "OpenGL Error: 11" << errCode;
    }
    //glPopMatrix();

    if(debug) {

        debug = false;
    }

}
开发者ID:xeii,项目名称:ComputerGraphics,代码行数:53,代码来源:flag.cpp


示例19: createGameObject

    std::shared_ptr<MeshRenderer> Scene::createPlane(GameObject *gameObject){
        if (!gameObject) {
            gameObject = createGameObject("Plane");
        }
        auto meshRenderer = gameObject->addComponent<MeshRenderer>();
        auto mesh = make_shared<Mesh>();
        mesh->setMeshData(MeshFactory::createPlaneData());
        meshRenderer->setMesh(mesh);

        Material* mat = Project::createMaterial("assets/shaders/diffuse.shader");
        meshRenderer->setMaterial(mat);
        return meshRenderer;
    }
开发者ID:buffer8848,项目名称:kick,代码行数:13,代码来源:scene.cpp


示例20: setSphere

// Specify the values of a sphere struct in the fragment shader
void setSphere(GLuint shaderProgram, const char *sphereName, Vec3 point, float radius, Material mat)
{
    char sphereMember[30];
    strcpy(sphereMember, sphereName);
    strcat(sphereMember, ".center");    
    glUniform3f(glGetUniformLocation(shaderProgram, sphereMember), point[0], point[1], point[2]);
    
    strcpy(sphereMember, sphereName);
    strcat(sphereMember, ".radius");
    glUniform1f(glGetUniformLocation(shaderProgram, sphereMember), radius);

    setMaterial(shaderProgram, sphereName, mat);
}
开发者ID:entropian,项目名称:glslraytracer,代码行数:14,代码来源:main.cpp



注:本文中的setMaterial函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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