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C++ ogre::SubMesh类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了SubMesh类的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: setMaterialNames

void GraphicsResourceMesh::setMaterialNames(GraphicsResourceMesh* resourcePtr)
{
  Ogre::ResourcePtr meshResource = Ogre::MeshManager::getSingleton().getByName(resourcePtr->getID());
  Ogre::Mesh* meshPtr = static_cast<Ogre::Mesh *>(&*meshResource);
  Ogre::Mesh::SubMeshIterator currSubMeshIter = meshPtr->getSubMeshIterator();

  while (currSubMeshIter.hasMoreElements()) {
    Ogre::SubMesh *curSubMesh = currSubMeshIter.getNext();

    if (!OPTION_ENABLE_TEXTURES->as<bool>()) {
      curSubMesh->setMaterialName("BaseWhiteTexture");
    }
    else {
      const Ogre::String& curMatName = curSubMesh->getMaterialName();
      int pos = curMatName.find_last_of(':');
      if (pos != -1) {
        String start = curMatName.substr(0, pos);
        String ending = curMatName.substr(pos);
        std::map<String, String>::iterator itr = resourcePtr->mMaterialNames.find(start);
        if (itr != resourcePtr->mMaterialNames.end())
          curSubMesh->setMaterialName(itr->second + ending);
      }
    }
  }
}
开发者ID:MikeSofaer,项目名称:sirikata,代码行数:25,代码来源:GraphicsResourceMesh.cpp


示例2: getSubMeshByOriginalMaterialName

unsigned GfxBody::getSubMeshByOriginalMaterialName (const std::string &n)
{
    for (unsigned i=0 ; i<mesh->getNumSubMeshes() ; ++i) {
        Ogre::SubMesh *sm = mesh->getSubMesh(i);
        if (sm->getMaterialName() == n) {
            return i;
        }
    }
    CERR << "Mesh did not contain material \""<<n<<"\"" <<std::endl;
    return 0;
}
开发者ID:monwarez-grit,项目名称:grit-engine,代码行数:11,代码来源:gfx_body.cpp


示例3: SetDefaultMaterial

void OgreMeshAsset::SetDefaultMaterial()
{
    if (!ogreMesh.get())
        return;

    for(unsigned short i = 0; i < ogreMesh->getNumSubMeshes(); ++i)
    {
        Ogre::SubMesh *submesh = ogreMesh->getSubMesh(i);
        if (submesh)
            submesh->setMaterialName("LitTextured");
    }
}
开发者ID:360degrees-fi,项目名称:tundra,代码行数:12,代码来源:OgreMeshAsset.cpp


示例4: SetDefaultMaterial

void OgreMeshAsset::SetDefaultMaterial()
{
    if (ogreMesh.isNull())
        return;

//    originalMaterials.clear();
    for (uint i = 0; i < ogreMesh->getNumSubMeshes(); ++i)
    {
        Ogre::SubMesh *submesh = ogreMesh->getSubMesh(i);
        if (submesh)
        {
//            originalMaterials.push_back(submesh->getMaterialName().c_str());
            submesh->setMaterialName("LitTextured");
        }
    }
}
开发者ID:jarmovh,项目名称:naali,代码行数:16,代码来源:OgreMeshAsset.cpp


示例5:

Ogre::SubMesh *EMDOgre::createOgreSubmesh(EMDTriangles *triangles, Ogre::MeshPtr mesh, std::string material_name) {
	Ogre::SubMesh *sub = mesh->createSubMesh();
  sub->setMaterialName(name + "_" + material_name + ".material");
	const size_t ibufCount = triangles->faces.size();
	unsigned short *faces = (unsigned short *)malloc(sizeof(unsigned short) * ibufCount);
	for (size_t i = 0; i<ibufCount; i++) {
		faces[i] = triangles->faces[i];
	}

	Ogre::HardwareIndexBufferSharedPtr ibuf = Ogre::HardwareBufferManager::getSingleton().createIndexBuffer(Ogre::HardwareIndexBuffer::IT_16BIT, ibufCount, Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
	ibuf->writeData(0, ibuf->getSizeInBytes(), faces, true);
	sub->useSharedVertices = true;
	sub->indexData->indexBuffer = ibuf;
	sub->indexData->indexCount = ibufCount;
	sub->indexData->indexStart = 0;
	free(faces);
	return sub;
}
开发者ID:Everscent,项目名称:LibXenoverse,代码行数:18,代码来源:EMDOgre.cpp


示例6: unloadTheMesh

// unload all about this mesh. The mesh itself and the textures.
// BETWEEN FRAME OPERATION
void VisCalcFrustDist::unloadTheMesh(Ogre::MeshPtr meshP) {
	if (m_shouldCullTextures) {
		Ogre::Mesh::SubMeshIterator smi = meshP->getSubMeshIterator();
		while (smi.hasMoreElements()) {
			Ogre::SubMesh* oneSubMesh = smi.getNext();
			Ogre::String subMeshMaterialName = oneSubMesh->getMaterialName();
			Ogre::MaterialPtr subMeshMaterial = (Ogre::MaterialPtr)Ogre::MaterialManager::getSingleton().getByName(subMeshMaterialName);
			if (!subMeshMaterial.isNull()) {
				Ogre::Material::TechniqueIterator techIter = subMeshMaterial->getTechniqueIterator();
				while (techIter.hasMoreElements()) {
					Ogre::Technique* oneTech = techIter.getNext();
					Ogre::Technique::PassIterator passIter = oneTech->getPassIterator();
					while (passIter.hasMoreElements()) {
						Ogre::Pass* onePass = passIter.getNext();
						Ogre::Pass::TextureUnitStateIterator tusIter = onePass->getTextureUnitStateIterator();
						while (tusIter.hasMoreElements()) {
							Ogre::TextureUnitState* oneTus = tusIter.getNext();
							Ogre::String texName = oneTus->getTextureName();
							Ogre::TexturePtr texP = (Ogre::TexturePtr)Ogre::TextureManager::getSingleton().getByName(texName);
							if (!texP.isNull()) {
								// if (texP.useCount() <= 1) {
									texP->unload();
									LG::IncStat(LG::StatCullTexturesUnloaded);
									// LG::Log("unloadTheMesh: unloading texture %s", texName.c_str());
								// }
							}
						}
					}
				}
			}
		}
	}
	if (m_shouldCullMeshes) {
		LG::OLMeshTracker::Instance()->MakeUnLoaded(meshP->getName(), Ogre::String(), NULL);
		LG::IncStat(LG::StatCullMeshesUnloaded);
		// LG::Log("unloadTheMesh: unloading mesh %s", mshName.c_str());
	}
}
开发者ID:Misterblue,项目名称:LookingGlass-Viewer,代码行数:40,代码来源:VisCalcFrustDist.cpp


示例7: reinitialise

void GfxBody::reinitialise (void)
{
    APP_ASSERT(mesh->isLoaded());

    destroyGraphics();

    for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i) {
        Ogre::SubMesh *sm = mesh->getSubMesh(i);
        Sub* sub = new Sub(this, sm);
        subList.push_back(sub);
        GFX_MAT_SYNC;
        std::string matname = apply_map(initialMaterialMap, sm->getMaterialName());
        if (!gfx_material_has(matname)) {
            CERR << "Mesh \"/"<<mesh->getName()<<"\" references non-existing material "
                 << "\""<<matname<<"\""<<std::endl;
            matname = "/system/FallbackMaterial";
        }
        sub->material = gfx_material_get(matname);
    }


    if (!mesh->getSkeleton().isNull()) {
        skeleton = OGRE_NEW Ogre::SkeletonInstance(mesh->getSkeleton());
        skeleton->load();
        numBoneMatrixes = skeleton->getNumBones();
        boneMatrixes      = static_cast<Ogre::Matrix4*>(OGRE_MALLOC_SIMD(sizeof(Ogre::Matrix4) * numBoneMatrixes, Ogre::MEMCATEGORY_ANIMATION));
        boneWorldMatrixes = static_cast<Ogre::Matrix4*>(OGRE_MALLOC_SIMD(sizeof(Ogre::Matrix4) * numBoneMatrixes, Ogre::MEMCATEGORY_ANIMATION));

        mesh->_initAnimationState(&animationState);
    } else {
        skeleton = NULL;
        numBoneMatrixes = 0;
        boneMatrixes      = NULL;
        boneWorldMatrixes = NULL;
    }

    updateBones();
}
开发者ID:monwarez-grit,项目名称:grit-engine,代码行数:38,代码来源:gfx_body.cpp


示例8: switch

FlexObj::FlexObj(node_t *nds, std::vector<CabTexcoord>& texcoords, int numtriangles, 
                 int* triangles, std::vector<CabSubmesh>& submesh_defs, 
                 char* texname, const char* name, char* backtexname, char* transtexname)
{
    m_triangle_count = numtriangles;

    m_all_nodes=nds;
    // Create the mesh via the MeshManager
    m_mesh = MeshManager::getSingleton().createManual(name, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);

    // Create submeshes
    m_submeshes.reserve(submesh_defs.size());
    for (size_t j=0; j<submesh_defs.size(); j++)
    {
        Ogre::SubMesh* submesh = m_mesh->createSubMesh();
        switch (submesh_defs[j].backmesh_type)
        {
        case CabSubmesh::BACKMESH_OPAQUE:      submesh->setMaterialName(backtexname);  break;
        case CabSubmesh::BACKMESH_TRANSPARENT: submesh->setMaterialName(transtexname); break;
        default:                               submesh->setMaterialName(texname);
        }
        m_submeshes.push_back(submesh);
    };

    // Define the m_vertices_raw (8 vertices, each consisting of 3 groups of 3 floats
    m_vertex_count = texcoords.size();
    m_vertices_raw=(float*)malloc(((2*3+2)*m_vertex_count)*sizeof(float));
    m_vertex_nodes=(int*)malloc(m_vertex_count*sizeof(int));
    
    for (size_t i=0; i<m_vertex_count; i++)
    {
        m_vertex_nodes[i] = texcoords[i].node_id; //define node ids
        m_vertices[i].texcoord=Vector2(texcoords[i].texcoord_u, texcoords[i].texcoord_v); //textures coordinates
    }

    // Define triangles
    // The values in this table refer to vertices in the above table
    m_index_count = 3*numtriangles;
    m_indices=(unsigned short*)malloc(m_index_count*sizeof(unsigned short));
    for (size_t i=0; i<m_index_count; i++)
    {
        m_indices[i]=ComputeVertexPos(i/3, triangles[i], submesh_defs);
    }

    m_s_ref=(float*)malloc(numtriangles*sizeof(float));

    for (size_t i=0; i<(unsigned int)numtriangles;i++)
    {
        Ogre::Vector3 base_pos = m_all_nodes[m_vertex_nodes[m_indices[i*3]]].RelPosition;
        Ogre::Vector3 v1       = m_all_nodes[m_vertex_nodes[m_indices[i*3+1]]].RelPosition - base_pos;
        Ogre::Vector3 v2       = m_all_nodes[m_vertex_nodes[m_indices[i*3+2]]].RelPosition - base_pos;
        m_s_ref[i]=v1.crossProduct(v2).length()*2.0;
    }

    this->UpdateMesh(); // Initialize the dynamic mesh

    // Create vertex data structure for vertices shared between submeshes
    m_mesh->sharedVertexData = new VertexData();
    m_mesh->sharedVertexData->vertexCount = m_vertex_count;

    // Create declaration (memory format) of vertex data
    m_vertex_format = m_mesh->sharedVertexData->vertexDeclaration;
    size_t offset = 0;
    m_vertex_format->addElement(0, offset, VET_FLOAT3, VES_POSITION);
    offset += VertexElement::getTypeSize(VET_FLOAT3);
    m_vertex_format->addElement(0, offset, VET_FLOAT3, VES_NORMAL);
    offset += VertexElement::getTypeSize(VET_FLOAT3);
    m_vertex_format->addElement(0, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0);
    offset += VertexElement::getTypeSize(VET_FLOAT2);

    // Allocate vertex buffer of the requested number of vertices (vertexCount)
    // and bytes per vertex (offset)
    m_hw_vbuf = HardwareBufferManager::getSingleton().createVertexBuffer(
        offset, m_mesh->sharedVertexData->vertexCount, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

    // Upload the vertex data to the card
    m_hw_vbuf->writeData(0, m_hw_vbuf->getSizeInBytes(), m_vertices_raw, true);

    // Set vertex buffer binding so buffer 0 is bound to our vertex buffer
    VertexBufferBinding* bind = m_mesh->sharedVertexData->vertexBufferBinding;
    bind->setBinding(0, m_hw_vbuf);

    // Set parameters of the submeshes
    for (size_t j=0; j<m_submeshes.size(); j++)
    {
        size_t index_count;
        if (j == 0)
            index_count = 3*submesh_defs[j].cabs_pos;
        else
            index_count = 3*(submesh_defs[j].cabs_pos-submesh_defs[j-1].cabs_pos); // 3 indices per triangle

        m_submeshes[j]->useSharedVertices = true;
        HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton().createIndexBuffer(
             HardwareIndexBuffer::IT_16BIT,
             index_count,
             HardwareBuffer::HBU_STATIC_WRITE_ONLY);

        // Upload the index data to the card
        unsigned short* faces_ptr;
        if (j == 0)
//.........这里部分代码省略.........
开发者ID:jirijunek,项目名称:rigs-of-rods,代码行数:101,代码来源:FlexObj.cpp


示例9: doExportMesh

void MilkshapePlugin::doExportMesh(msModel* pModel)
{


    // Create singletons
    Ogre::SkeletonManager skelMgr;
    Ogre::DefaultHardwareBufferManager defHWBufMgr;
	Ogre::LogManager& logMgr = Ogre::LogManager::getSingleton();
	Ogre::MeshManager meshMgr;


    //
    // choose filename
    //
    OPENFILENAME ofn;
    memset (&ofn, 0, sizeof (OPENFILENAME));

    char szFile[MS_MAX_PATH];
    char szFileTitle[MS_MAX_PATH];
    char szDefExt[32] = "mesh";
    char szFilter[128] = "OGRE .mesh Files (*.mesh)\0*.mesh\0All Files (*.*)\0*.*\0\0";
    szFile[0] = '\0';
    szFileTitle[0] = '\0';

    ofn.lStructSize = sizeof (OPENFILENAME);
    ofn.lpstrDefExt = szDefExt;
    ofn.lpstrFilter = szFilter;
    ofn.lpstrFile = szFile;
    ofn.nMaxFile = MS_MAX_PATH;
    ofn.lpstrFileTitle = szFileTitle;
    ofn.nMaxFileTitle = MS_MAX_PATH;
    ofn.Flags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT | OFN_PATHMUSTEXIST;
    ofn.lpstrTitle = "Export to OGRE Mesh";

    if (!::GetSaveFileName (&ofn))
        return /*0*/;

    logMgr.logMessage("Creating Mesh object...");
    Ogre::MeshPtr ogreMesh = Ogre::MeshManager::getSingleton().create("export", 
        Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    logMgr.logMessage("Mesh object created.");

    bool foundBoneAssignment = false;

    // No shared geometry
    int i;
	int wh, numbones;
	int intweight[3], intbones[3];
    size_t j;
    Ogre::Vector3 min, max, currpos;
    Ogre::Real maxSquaredRadius;
    bool first = true;
    for (i = 0; i < msModel_GetMeshCount (pModel); i++)
    {
        msMesh *pMesh = msModel_GetMeshAt (pModel, i);

        logMgr.logMessage("Creating SubMesh object...");
        Ogre::SubMesh* ogreSubMesh = ogreMesh->createSubMesh();
        logMgr.logMessage("SubMesh object created.");
        // Set material
        logMgr.logMessage("Getting SubMesh Material...");
        int matIdx = msMesh_GetMaterialIndex(pMesh);

        if (matIdx == -1)
        {
            // No material, use blank
            ogreSubMesh->setMaterialName("BaseWhite");
            logMgr.logMessage("No Material, using default 'BaseWhite'.");
        }
        else
        {

            msMaterial *pMat = msModel_GetMaterialAt(pModel, matIdx);
            ogreSubMesh->setMaterialName(pMat->szName);
            logMgr.logMessage("SubMesh Material Done.");
        }


        logMgr.logMessage("Setting up geometry...");
        // Set up mesh geometry
        ogreSubMesh->vertexData = new Ogre::VertexData();
        ogreSubMesh->vertexData->vertexCount = msMesh_GetVertexCount (pMesh);
        ogreSubMesh->vertexData->vertexStart = 0;
        Ogre::VertexBufferBinding* bind = ogreSubMesh->vertexData->vertexBufferBinding;
        Ogre::VertexDeclaration* decl = ogreSubMesh->vertexData->vertexDeclaration;
        // Always 1 texture layer, 2D coords
        #define POSITION_BINDING 0
        #define NORMAL_BINDING 1
        #define TEXCOORD_BINDING 2
        decl->addElement(POSITION_BINDING, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
        decl->addElement(NORMAL_BINDING, 0, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
        decl->addElement(TEXCOORD_BINDING, 0, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES);
        // Create buffers
        Ogre::HardwareVertexBufferSharedPtr pbuf = Ogre::HardwareBufferManager::getSingleton().
            createVertexBuffer(decl->getVertexSize(POSITION_BINDING), ogreSubMesh->vertexData->vertexCount,
                Ogre::HardwareBuffer::HBU_DYNAMIC, false);
        Ogre::HardwareVertexBufferSharedPtr nbuf = Ogre::HardwareBufferManager::getSingleton().
            createVertexBuffer(decl->getVertexSize(NORMAL_BINDING), ogreSubMesh->vertexData->vertexCount,
                Ogre::HardwareBuffer::HBU_DYNAMIC, false);
        Ogre::HardwareVertexBufferSharedPtr tbuf = Ogre::HardwareBufferManager::getSingleton().
//.........这里部分代码省略.........
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:101,代码来源:MilkshapePlugin.cpp


示例10: SetData

    bool OgreMeshResource::SetData(Foundation::AssetPtr source)
    {
        if (!source)
        {
            OgreRenderingModule::LogError("Null source asset data pointer");     
            return false;
        }
        if (!source->GetSize())
        {
            OgreRenderingModule::LogError("Zero sized mesh asset");     
            return false;
        }
                
        try
        {
            if (ogre_mesh_.isNull())
            {   
                ogre_mesh_ = Ogre::MeshManager::getSingleton().createManual(
                    id_, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
                if (ogre_mesh_.isNull())
                {
                    OgreRenderingModule::LogError("Failed to create mesh " + id_);
                    return false; 
                }   
                ogre_mesh_->setAutoBuildEdgeLists(false);
            }

            Ogre::DataStreamPtr stream(new Ogre::MemoryDataStream((void*)source->GetData(), source->GetSize(), false));
            Ogre::MeshSerializer serializer;
            serializer.importMesh(stream, ogre_mesh_.getPointer());
            
            // Generate tangents to mesh
            try
            {
                unsigned short src, dest;
                if (!ogre_mesh_->suggestTangentVectorBuildParams(Ogre::VES_TANGENT, src, dest))
                    ogre_mesh_->buildTangentVectors(Ogre::VES_TANGENT, src, dest);
            }
            catch (...) {}
            
            // Generate extremity points to submeshes, 1 should be enough
            try
            {
                for(uint i = 0; i < ogre_mesh_->getNumSubMeshes(); ++i)
                {
                    Ogre::SubMesh *smesh = ogre_mesh_->getSubMesh(i);
                    if (smesh)
                        smesh->generateExtremes(1);
                }
            }
            catch (...) {}
            
            // Assign default materials that won't complain
            original_materials_.clear();
            for (uint i = 0; i < ogre_mesh_->getNumSubMeshes(); ++i)
            {
                Ogre::SubMesh* submesh = ogre_mesh_->getSubMesh(i);
                if (submesh)
                {
                    original_materials_.push_back(submesh->getMaterialName());
                    submesh->setMaterialName("UnlitTextured");
                }
            }
            
        }
        catch (Ogre::Exception &e)
        {
            OgreRenderingModule::LogError("Failed to create mesh " + id_ + ": " + std::string(e.what()));
            RemoveMesh();
            return false;
        }

        OgreRenderingModule::LogDebug("Ogre mesh " + id_ + " created");
        return true;
    }
开发者ID:caocao,项目名称:naali,代码行数:75,代码来源:OgreMeshResource.cpp


示例11: EngineSetup


//.........这里部分代码省略.........
	ManualObject->position(1, 0, 0);
	ManualObject->position(1, 1, 0);
	ManualObject->position(1, 1, 1);
	ManualObject->triangle(18, 19, 20);

	ManualObject->position(1, 0, 0);
	ManualObject->position(1, 1, 1);
	ManualObject->position(1, 0, 1);
	ManualObject->triangle(21, 22, 23);
	//face 5
	ManualObject->position(0, 1, 0);
	ManualObject->position(1, 1, 0);
	ManualObject->position(0, 1, 1);
	ManualObject->triangle(24, 25, 26);

	ManualObject->position(1, 1, 0);
	ManualObject->position(1, 1, 1);
	ManualObject->position(0, 1, 1);
	ManualObject->triangle(27, 28, 29);
	
	//face 6
	ManualObject->position(0, 0, 0);
	ManualObject->position(0, 1, 1);
	ManualObject->position(0, 0, 1);
	ManualObject->triangle(30, 31, 32);

	ManualObject->position(0, 0, 0);
	ManualObject->position(0, 1, 0);
	ManualObject->position(0, 1, 1);
	ManualObject->triangle(33, 34, 35);

	ManualObject->end();
	Ogre::MeshPtr MeshPtr = ManualObject->convertToMesh("Animation");
	Ogre::SubMesh* sub = MeshPtr->getSubMesh(0);
	
	Ogre::SkeletonPtr Skeleton = Ogre::SkeletonManager::getSingleton().create("Skeleton", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	MeshPtr.getPointer()->_notifySkeleton(Skeleton);
	Ogre::Bone *Root1 = NULL;
	Ogre::Bone *Child1 = NULL;
	Ogre::Bone *Child2 = NULL;

	Root1 = Skeleton.getPointer()->createBone("Root");
	Root1->setPosition(Ogre::Vector3(0.0, 0.0, 0.0));
	Root1->setOrientation(Ogre::Quaternion::IDENTITY);
	
	Child1 = Root1->createChild(1);
	Child1->setPosition(Ogre::Vector3(4.0, 0.0, 0.0));
	Child1->setOrientation(Ogre::Quaternion::IDENTITY);
	Child2 = Root1->createChild(2);
	Child2->setPosition(Ogre::Vector3(5.0, 0.0, 0.0));
	Child2->setOrientation(Ogre::Quaternion::IDENTITY);

	Ogre::VertexBoneAssignment Assignment;

	Assignment.boneIndex = 0;
	Assignment.vertexIndex = 0;
	Assignment.weight = 1.0;
	Skeleton->setBindingPose();

	sub->addBoneAssignment(Assignment);

	Assignment.vertexIndex = 1;
	sub->addBoneAssignment(Assignment);

	Assignment.vertexIndex = 2;
	sub->addBoneAssignment(Assignment);
开发者ID:southerlies,项目名称:OGRE-3D-1.7-Application-Development-Cookbook-Code,代码行数:67,代码来源:SceletalAnimationView.cpp


示例12: createLine

void WaterObjectView::createLine()
{
	size_t verticesCount = ((mWaterObject->getPointCount() - 1) * mSegments + 1) * 2;
	size_t verticesSize = verticesCount * 5;
	size_t indicesSize = ((mWaterObject->getPointCount() - 1) * mSegments) * 6;

	verticesCount = mWaterObject->getPointCount() * 2;
	verticesSize = verticesCount * 5;
	indicesSize = (mWaterObject->getPointCount() - 1) * 6;

	Ogre::Real* vertices  = new Ogre::Real[verticesSize];
	Ogre::uint16* indices = new Ogre::uint16[indicesSize];

	unsigned int i, index = 0;

	// Prepare vertices.
	for (i = 0; i < mWaterObject->getPointCount(); ++i)
	{
		const Point3D& point3D = mWaterObject->getPoint(i);

		vertices[index++] = point3D.x - mWaterObject->getWidth() * 0.5f;
		vertices[index++] = point3D.y;
		vertices[index++] = point3D.z + 1.0f;

		vertices[index++] = point3D.x - mWaterObject->getWidth() * 0.5f;;
		vertices[index++] = point3D.z;

		vertices[index++] = point3D.x + mWaterObject->getWidth() * 0.5f;
		vertices[index++] = point3D.y;
		vertices[index++] = point3D.z + 1.0f;

		vertices[index++] = point3D.x + mWaterObject->getWidth() * 0.5f;
		vertices[index++] = point3D.z;
	}

	index = 0;

	// Prepare indices.
	for (i = 0; i < verticesCount - 2; i += 2)
	{
		indices[index++] = (Ogre::uint16)i;
		indices[index++] = (Ogre::uint16)i + 2;
		indices[index++] = (Ogre::uint16)i + 1;

		indices[index++] = (Ogre::uint16)i + 2;
		indices[index++] = (Ogre::uint16)i + 3;
		indices[index++] = (Ogre::uint16)i + 1;
	}

	// Create mesh.
	mMesh = Ogre::MeshManager::getSingleton().createManual(
		Ogre::StringConverter::toString(mID), "General").get();

	// Create one submesh.
	Ogre::SubMesh* sub = mMesh->createSubMesh();

	// Create vertex data structure for 8 vertices shared between submeshes.
	mMesh->sharedVertexData = new Ogre::VertexData();
	mMesh->sharedVertexData->vertexCount = verticesCount;

	// Create declaration (memory format) of vertex data.
	Ogre::VertexDeclaration* decl = mMesh->sharedVertexData->vertexDeclaration;
	size_t offset = 0;

	// 1st buffer
	decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
	offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);

	decl->addElement(0, offset, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES);
	offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2);

	/// Allocate vertex buffer of the requested number of vertices (vertexCount) 
	/// and bytes per vertex (offset)
	Ogre::HardwareVertexBufferSharedPtr vbuf =
		Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
		offset, mMesh->sharedVertexData->vertexCount,
		Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);

	/// Upload the vertex data to the card
	vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true);

	/// Set vertex buffer binding so buffer 0 is bound to our vertex buffer
	Ogre::VertexBufferBinding* bind =
		mMesh->sharedVertexData->vertexBufferBinding; 
	bind->setBinding(0, vbuf);

	/// Allocate index buffer of the requested number of vertices (ibufCount).
	Ogre::HardwareIndexBufferSharedPtr ibuf = Ogre::HardwareBufferManager::getSingleton().
		createIndexBuffer(
		Ogre::HardwareIndexBuffer::IT_16BIT, 
		indicesSize, 
		Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);

	/// Upload the index data to the card.
	ibuf->writeData(0, ibuf->getSizeInBytes(), indices, true);

	/// Set parameters of the submesh.
	sub->useSharedVertices = true;
	sub->indexData->indexBuffer = ibuf;
	sub->indexData->indexCount = indicesSize;
//.........这里部分代码省略.........
开发者ID:wojciech-holisz,项目名称:3d-city,代码行数:101,代码来源:WaterObjectView.cpp


示例13: renderFirstPerson

void GfxBody::renderFirstPerson (const GfxShaderGlobals &g,
                                 bool alpha_blend)
{
    if (!enabled || fade < 0.000001) return;

    bool do_wireframe = (wireframe || gfx_option(GFX_WIREFRAME));
    bool do_regular = !(do_wireframe && gfx_option(GFX_WIREFRAME_SOLID));

    bool fade_dither = fade < 1;
    bool instanced = false;
    unsigned bone_weights = mesh->getNumBlendWeightsPerVertex();

    const Ogre::Matrix4 &world = node->_getFullTransform();

    // TODO(dcunnin): object parameters

    // this is to protect the material to texture mappings which might be
    // concurrently read by the background loading thread
    // TODO: use a RW lock to avoid stalls
    GFX_MAT_SYNC;

    for (unsigned i=0 ; i<subList.size() ; ++i) {

        Sub *sub = subList[i];

        GfxMaterial *mat = sub->material;

        // Skip if wrong kind of material for this set of passes
        bool mat_alpha = mat->getSceneBlend() != GFX_MATERIAL_OPAQUE;
        if (alpha_blend != mat_alpha) continue;

        Ogre::SubMesh *sm = mesh->getSubMesh(i);

        if (do_regular) {
 
            // render sm using mat
            const GfxMaterialTextureMap &mat_texs = mat->getTextures();
            mat->getShader()->bindShader(GfxShader::FIRST_PERSON,
                                         fade_dither, instanced, bone_weights,
                                         g, world, boneWorldMatrixes, numBoneMatrixes, fade,
                                         mat_texs, mat->getBindings());

            switch (mat->getSceneBlend()) {
                case GFX_MATERIAL_OPAQUE:
                ogre_rs->_setDepthBufferParams(true, true, Ogre::CMPF_LESS_EQUAL);
                ogre_rs->_setSceneBlending(Ogre::SBF_ONE, Ogre::SBF_ZERO);
                break;
                case GFX_MATERIAL_ALPHA:
                ogre_rs->_setDepthBufferParams(true, false, Ogre::CMPF_LESS_EQUAL);
                ogre_rs->_setSceneBlending(Ogre::SBF_ONE, Ogre::SBF_ONE_MINUS_SOURCE_ALPHA);
                break;
                case GFX_MATERIAL_ALPHA_DEPTH:
                ogre_rs->_setDepthBufferParams(true, true, Ogre::CMPF_LESS_EQUAL);
                ogre_rs->_setSceneBlending(Ogre::SBF_ONE, Ogre::SBF_ONE_MINUS_SOURCE_ALPHA);
                break;
            }

            ogre_rs->_setPolygonMode(Ogre::PM_SOLID);
            ogre_rs->setStencilCheckEnabled(false);

            Ogre::RenderOperation op;
            sm->_getRenderOperation(op);
            ogre_rs->_render(op);

            for (unsigned i=0 ; i<mat_texs.size() ; ++i) {
                ogre_rs->_disableTextureUnit(i);
            }
        }

        if (do_wireframe) {

            mat->getShader()->bindShader(GfxShader::WIRE_FRAME, false, false, 0,
                                         g, world, boneWorldMatrixes, numBoneMatrixes, 1,
                                         GfxMaterialTextureMap(), mat->getBindings());

            ogre_rs->_setDepthBufferParams(true, false, Ogre::CMPF_LESS_EQUAL);
            ogre_rs->_setSceneBlending(Ogre::SBF_ONE, Ogre::SBF_ZERO);
            ogre_rs->_setPolygonMode(Ogre::PM_WIREFRAME);
            ogre_rs->setStencilCheckEnabled(false);

            Ogre::RenderOperation op;
            sm->_getRenderOperation(op);
            ogre_rs->_render(op);
        }
        
    }

}
开发者ID:monwarez-grit,项目名称:grit-engine,代码行数:88,代码来源:gfx_body.cpp


示例14: GetMeshInformation

	void SceneObject::GetMeshInformation(
		const Ogre::MeshPtr mesh,
		size_t& vertex_count,
		Ogre::Vector3* &vertices,
		size_t& index_count,
		unsigned long* &indices,
		Ogre::Vector2* &coords,
		const Ogre::Vector3& position,
		const Ogre::Quaternion& orient,
		const Ogre::Vector3& scale,
		const std::string& _material)
	{
		bool added_shared = false;
		size_t current_offset = 0;
		//size_t shared_offset = 0;
		size_t next_offset = 0;
		size_t index_offset = 0;

		vertex_count = index_count = 0;

		// Calculate how many vertices and indices we're going to need
		for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
		{
			Ogre::SubMesh* submesh = mesh->getSubMesh( i );
			if (submesh->getMaterialName() != _material)
				continue;

			// We only need to add the shared vertices once
			if (submesh->useSharedVertices)
			{
				if ( !added_shared )
				{
					vertex_count += mesh->sharedVertexData->vertexCount;
					added_shared = true;
				}
			}
			else
			{
				vertex_count += submesh->vertexData->vertexCount;
			}

			// Add the indices
			index_count += submesh->indexData->indexCount;
		}


		// Allocate space for the vertices and indices
		vertices = new Ogre::Vector3[vertex_count];
		indices = new unsigned long[index_count];
		coords = new Ogre::Vector2[vertex_count];

		added_shared = false;

		// Run through the submeshes again, adding the data into the arrays
		for ( unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
		{
			Ogre::SubMesh* submesh = mesh->getSubMesh(i);
			if (submesh->getMaterialName() != _material)
				continue;

			Ogre::VertexData* vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData;

			if ((!submesh->useSharedVertices) || (submesh->useSharedVertices && !added_shared))
			{
				if (submesh->useSharedVertices)
				{
					added_shared = true;
					//shared_offset = current_offset;
				}

				const Ogre::VertexElement* coordElem =
					vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_TEXTURE_COORDINATES);

				const Ogre::VertexElement* posElem =
					vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION);

				Ogre::HardwareVertexBufferSharedPtr vbuf =
					vertex_data->vertexBufferBinding->getBuffer(posElem->getSource());

				unsigned char* vertex =
					static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));

				// There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double
				//  as second argument. So make it float, to avoid trouble when Ogre::Real will
				//  be comiled/typedefed as double:
				//      Ogre::Real* pReal;
				float* pReal;

				for ( size_t j = 0; j < vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize())
				{
					posElem->baseVertexPointerToElement(vertex, &pReal);

					Ogre::Vector3 pt(pReal[0], pReal[1], pReal[2]);

					vertices[current_offset + j] = (orient * (pt * scale)) + position;

					posElem->baseVertexPointerToElement(vertex + coordElem->getOffset() - posElem->getOffset(), &pReal);
					Ogre::Vector2 coord(pReal[0], pReal[1]);
					coords[current_offset + j] = coord;
				}
//.........这里部分代码省略.........
开发者ID:LiberatorUSA,项目名称:GUCEF,代码行数:101,代码来源:SceneObject.cpp


示例15: update

void LIRenAttachmentEntity::update (float secs)
{
	/* Check if background loading has finished. */
	if (loaded)
		return;
	lisys_assert (entity == NULL);

	/* Wait for the mesh to load. */
	if (!mesh->isLoaded ())
	{
		if (loading_mesh)
			return;
		loading_mesh = true;
#ifdef LIREN_BACKGROUND_LOADING
		Ogre::ResourceBackgroundQueue::getSingleton ().load (
			"Mesh", mesh->getName (), mesh->getGroup ());
#else
		mesh->load ();
#endif
		return;
	}

	/* Start loading dependencies. */
	if (!loading_deps)
	{
		loading_deps = true;
		for (size_t i = 0 ; i < mesh->getNumSubMeshes () ; i++)
		{
			Ogre::SubMesh* sub = mesh->getSubMesh (i);
			if (sub->isMatInitialised ())
			{
				Ogre::MaterialManager& mgr = Ogre::MaterialManager::getSingleton ();
				Ogre::MaterialPtr material = mgr.getByName (sub->getMaterialName (), mesh->getGroup ());
				if (!material.isNull ())
				{
					resources.push_back (material);
#ifdef LIREN_BACKGROUND_LOADING
					Ogre::ResourceBackgroundQueue::getSingleton ().load (
						"Material", material->getName (), material->getGroup ());
#else
					material->load (true);
#endif
				}
			}
		}
		return;
	}

	// Wait for the dependencies to load.
	for (size_t i = 0 ; i < resources.size () ; i++)
	{
		Ogre::ResourcePtr& resource = resources[i];
		if (!resource->isLoaded ())
			return;
	}

	// Create the entity.
	Ogre::String e_name = render->id.next ();
	entity = render->scene_manager->createEntity (e_name, mesh->getName (), LIREN_RESOURCES_TEMPORARY);
	object->node->attachObject (entity);

	// Create the skeleton and its pose buffer.
	if (create_skeleton ())
	{
		LIRenModelData* model = get_model ();
		lisys_assert (pose_buffer == NULL);
		if (model != NULL)
		{
			pose_buffer = limdl_pose_buffer_new_copy (model->rest_pose_buffer);
			lisys_assert (pose_buffer != NULL);
			lisys_assert (pose_buffer->bones.count == entity->getSkeleton ()->getNumBones ());
		}
	}

	// Set the entity flags.
	entity->setCastShadows (object->get_shadow_casting ());

	// Trigger queued texture replacements.
	//
	// This needs to be done before showing the entity in order to avoid
	// the textures flickering for a few frames.
	for (size_t i = 0 ; i < queued_texture_replaces.size () ; ++i)
	{
		LIRenTextureReplace& repl = queued_texture_replaces[i];
		replace_texture_now (repl.name, repl.texture);
	}
	queued_texture_replaces.clear();

	// Set entity visibility.
	//
	// If a visible entity is added to a hidden scene node, the entity is
	// still rendered. Hence, newly added entities needs to be explicitly
	// hidden or Ogre will render our invisible objects. */
	entity->setVisible (object->get_visible ());

	// Apply queued settings.
	update_settings ();

	// Clear the now useless dependency list.
	resources.clear ();
//.........这里部分代码省略.........
开发者ID:bsmr-games,项目名称:lipsofsuna,代码行数:101,代码来源:render-attachment-entity.cpp


示例16: createSubMesh

void NIFMeshLoader::createSubMesh(Ogre::Mesh *mesh, const Nif::NiTriShape *shape)
{
    const Nif::NiTriShapeData *data = shape->data.getPtr();
    const Nif::NiSkinInstance *skin = (shape->skin.empty() ? NULL : shape->skin.getPtr());
    std::vector<Ogre::Vector3> srcVerts = data->vertices;
    std::vector<Ogre::Vector3> srcNorms = data->normals;
    Ogre::HardwareBuffer::Usage vertUsage = Ogre::HardwareBuffer::HBU_STATIC;
    bool vertShadowBuffer = false;

    bool geomMorpherController = false;
    if(!shape->controller.empty())
    {
        Nif::ControllerPtr ctrl = shape->controller;
        do {
            if(ctrl->recType == Nif::RC_NiGeomMorpherController)
            {
                vertUsage = Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY;
                vertShadowBuffer = true;
                geomMorpherController = true;
                break;
            }
        } while(!(ctrl=ctrl->next).empty());
    }

    if(skin != NULL)
    {
        vertUsage = Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY;
        vertShadowBuffer = true;

        // Only set a skeleton when skinning. Unskinned meshes with a skeleton will be
        // explicitly attached later.
        mesh->setSkeletonName(mName);

        // Convert vertices and normals to bone space from bind position. It would be
        // better to transform the bones into bind position, but there doesn't seem to
        // be a reliable way to do that.
        std::vector<Ogre::Vector3> newVerts(srcVerts.size(), Ogre::Vector3(0.0f));
        std::vector<Ogre::Vector3> newNorms(srcNorms.size(), Ogre::Vector3(0.0f));

        const Nif::NiSkinData *data = skin->data.getPtr();
        const Nif::NodeList &bones = skin->bones;
        for(size_t b = 0;b < bones.length();b++)
        {
            Ogre::Matrix4 mat;
            mat.makeTransform(data->bones[b].trafo.trans, Ogre::Vector3(data->bones[b].trafo.scale),
                              Ogre::Quaternion(data->bones[b].trafo.rotation));
            mat = bones[b]->getWorldTransform() * mat;

            const std::vector<Nif::NiSkinData::VertWeight> &weights = data->bones[b].weights;
            for(size_t i = 0;i < weights.size();i++)
            {
                size_t index = weights[i].vertex;
                float weight = weights[i].weight;

                newVerts.at(index) += (mat*srcVerts[index]) * weight;
                if(newNorms.size() > index)
                {
                    Ogre::Vector4 vec4(srcNorms[index][0], srcNorms[index][1], srcNorms[index][2], 0.0f);
                    vec4 = mat*vec4 * weight;
                    newNorms[index] += Ogre::Vector3(&vec4[0]);
                }
            }
        }

        srcVerts = newVerts;
        srcNorms = newNorms;
    }
    else
    {
        Ogre::SkeletonManager *skelMgr = Ogre::SkeletonManager::getSingletonPtr();
        if(skelMgr->getByName(mName).isNull())
        {
            // No skinning and no skeleton, so just transform the vertices and
            // normals into position.
            Ogre::Matrix4 mat4 = shape->getWorldTransform();
            for(size_t i = 0;i < srcVerts.size();i++)
            {
                Ogre::Vector4 vec4(srcVerts[i].x, srcVerts[i].y, srcVerts[i].z, 1.0f);
                vec4 = mat4*vec4;
                srcVerts[i] = Ogre::Vector3(&vec4[0]);
            }
            for(size_t i = 0;i < srcNorms.size();i++)
            {
                Ogre::Vector4 vec4(srcNorms[i].x, srcNorms[i].y, srcNorms[i].z, 0.0f);
                vec4 = mat4*vec4;
                srcNorms[i] = Ogre::Vector3(&vec4[0]);
            }
        }
    }

    // Set the bounding box first
    BoundsFinder bounds;
    bounds.add(&srcVerts[0][0], srcVerts.size());
    if(!bounds.isValid())
    {
        float v[3] = { 0.0f, 0.0f, 0.0f };
        bounds.add(&v[0], 1);
    }

    mesh->_setBounds(Ogre::AxisAlignedBox(bounds.minX()-0.5f, bounds.minY()-0.5f, bounds.minZ()-0.5f,
//.........这里部分代码省略.........
开发者ID:JanneVirkkunen,项目名称:openmw,代码行数:101,代码来源:mesh.cpp


示例17: createMesh

	Mesh* OgreSubsystem::createMesh(const MeshData& data,String name)
	{
		 String nombre = name;
		if(name=="AUTO_NAME_ME")
		{
			nombre = "OryxSceneNodeAutoNamed"+StringUtils::toString(mAutoNameIndex);
			++mAutoNameIndex;
		}

		using namespace Ogre;

		bool hasVertexColor = data.getDiffuse();
		bool hasNormals = data.getNormals();

		int numFaces = data.indices.size()/3;
		int numVertices = data.vertices.size()/3;

		HardwareVertexBufferSharedPtr posVertexBuffer;
		HardwareVertexBufferSharedPtr normVertexBuffer;
		std::vector<HardwareVertexBufferSharedPtr> texcoordsVertexBuffer;
		HardwareVertexBufferSharedPtr diffuseVertexBuffer;
		HardwareIndexBufferSharedPtr indexBuffer;

		Ogre::Mesh* m = Ogre::MeshManager::getSingletonPtr()->createManual(
		nombre,ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME).get();

		Ogre::SubMesh* sm = m->createSubMesh();
		sm->useSharedVertices = false;
		sm->vertexData = new VertexData();
		sm->vertexData->vertexStart = 0;
		sm->vertexData->vertexCount = numVertices;

		Ogre::VertexDeclaration* vdecl = sm->vertexData->vertexDeclaration;
		Ogre::VertexBufferBinding* vbind = sm->vertexData->vertexBufferBinding;

		size_t bufferCount = 0;

		vdecl->addElement(bufferCount, 0, VET_FLOAT3, VES_POSITION);

		if(hasNormals)
			vdecl->addElement(++bufferCount, 0, VET_FLOAT3, VES_NORMAL);

		if(hasVertexColor)
			vdecl->addElement(++bufferCount, 0, VET_FLOAT4, VES_DIFFUSE);

		for(int i=0;i<data.texcoords.size();++i)
			vdecl->addElement(++bufferCount, 0, VET_FLOAT2, VES_TEXTURE_COORDINATES,i);

		bufferCount = 0;

		// Positions
		posVertexBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
			3*sizeof(float),numVertices,Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

		vbind->setBinding(bufferCount, posVertexBuffer);

		float* vertices = data.getVertices();
		float* normals = data.getNormals();
		float* diffuse = data.getDiffuse();
		unsigned short* indices = data.getIndices();

		posVertexBuffer->writeData(0,posVertexBuffer->getSizeInBytes(),vertices, true);

		// Normals
		if(hasNormals)
		{
			normVertexBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
			3*sizeof(float),numVertices,HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

			vbind->setBinding(++bufferCount, normVertexBuffer);

			normVertexBuffer->writeData(0,normVertexBuffer->getSizeInBytes(),normals, true);
		}

		if(hasVertexColor)
		{
			diffuseVertexBuffer = HardwareBufferManager::getSingleton().createVertexBuffer(
			4*sizeof(float),numVertices,HardwareBuffer::HBU_STATIC_WRITE_ONLY);

			vbind->setBinding(++bufferCount, diffuseVertexBuffer);

			diffuseVertexBuffer->writeData(0,diffuseVertexBuffer->getSizeInBytes(), diffuse, true);
		}

		// Texcoords
		for(int i=0;i<data.texcoords.size();++i)
		{
			texcoordsVertexBu 

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C++ ogre::Technique类代码示例发布时间:2022-05-31
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C++ ogre::SubEntity类代码示例发布时间:2022-05-31
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