[Ogre]纹理设置

 

 

MaterialPtr material= MaterialManager::getSingleton().create("name",“ResourcesGroupName”);
material->getTechnique(0)->getPass(0)->createTextureUnitState(”TextureFilename“);

 

 

Ogre来绘制一个立方体

    ManualObject* cube;

    cube = mSceneMgr->createManualObject("cube");

    cube->begin("cubeMaterial");

    // 顶点

    cube->position( -100, -100, -100);   //0

    cube->colour(0.0, 0.0, 0.0);

    cube->position( 100, -100, -100);    //1

    cube->colour(1.0, 0.0, 0.0);

    cube->position( 100, -100, 100);    //2

    cube->colour(1.0, 0.0, 1.0);

    cube->position( -100, -100, 100);    //3

    cube->colour(0.0, 0.0, 1.0);

    cube->position( -100, 100, -100);    //4

    cube->colour(0.0, 1.0, 0.0);

    cube->position( 100, 100, -100);    //5

    cube->colour(1.0, 1.0, 0.0);

    cube->position( 100, 100, 100);    //6

    cube->colour(1.0, 1.0, 1.0);

    cube->position( -100, 100, 100);    //7

    cube->colour(0.0, 1.0, 1.0);

    //// 索引

    cube->triangle(0, 2, 1);

    cube->triangle(0, 2, 3);

    cube->triangle(3, 4, 0);

    cube->triangle(3, 7, 4);

    cube->triangle(4, 7, 6);

    cube->triangle(4, 6, 5);

    cube->triangle(5, 2, 1);

    cube->triangle(5, 6, 2);

    cube->triangle(0, 4, 1);

    cube->triangle(5, 1, 4);

    cube->triangle(3, 6, 7);

    cube->triangle(3, 2, 6);

    

    cube->end();

    SceneNode* sn = mSceneMgr->getRootSceneNode()->createChildSceneNode();

    sn->attachObject(cube);

 

在上个立方体的基础上加上6个贴图

    // 创建六个纹理

    MaterialPtr material = MaterialManager::getSingletonPtr()->create("q", "General");

    material->getTechnique(0)->getPass(0)->createTextureUnitState("q.jpg");

    material = MaterialManager::getSingletonPtr()->create("a", "General");

    material->getTechnique(0)->getPass(0)->createTextureUnitState("a.jpg");

    material = MaterialManager::getSingletonPtr()->create("z", "General");

    material->getTechnique(0)->getPass(0)->createTextureUnitState("z.jpg");

    material = MaterialManager::getSingletonPtr()->create("x", "General");

    material->getTechnique(0)->getPass(0)->createTextureUnitState("x.jpg");

    material = MaterialManager::getSingletonPtr()->create("s", "General");

    material->getTechnique(0)->getPass(0)->createTextureUnitState("s.jpg");

    material = MaterialManager::getSingletonPtr()->create("w", "General");

    material->getTechnique(0)->getPass(0)->createTextureUnitState("w.jpg");

    ManualObject* cube;

    cube = mSceneMgr->createManualObject("cube");

    /// 下面, begin的第一个参数为要设置的材质名称

    cube->begin("q", RenderOperation::OT_TRIANGLE_FAN);

    cube->position( -100, -100, -100);   //0

    cube->textureCoord(1, 0);

    cube->position( 100, -100, -100);    //1

    cube->textureCoord(0, 0);

    cube->position( 100, -100, 100);    //2

    cube->textureCoord(0, 1);

    cube->position( -100, -100, 100);    //3

    cube->textureCoord(1, 1);

    cube->end();

    /// 左面

    cube->begin("a", RenderOperation::OT_TRIANGLE_FAN);

    cube->position( -100, -100, 100);    //3

    cube->textureCoord(1, 0);

    cube->position( -100, 100, 100);    //7

    cube->textureCoord(0, 0);

    cube->position( -100, 100, -100);    //4

    cube->textureCoord(0, 1);

    cube->position( -100, -100, -100);   //0

    cube->textureCoord(1, 1);

    cube->end();

    /// 上面

    cube->begin("z", RenderOperation::OT_TRIANGLE_FAN);

    cube->position( -100, 100, -100);    //4

    cube->textureCoord(1, 0);

    cube->position( -100, 100, 100);    //7

    cube->textureCoord(0, 0);

    cube->position( 100, 100, 100);    //6

    cube->textureCoord(0, 1);

    cube->position( 100, 100, -100);    //5

    cube->textureCoord(1, 1);

    cube->end();

            

    /// 右面

    cube->begin("x", RenderOperation::OT_TRIANGLE_FAN);

    cube->position( 100, -100, -100);    //1

    cube->textureCoord(1, 0);

    cube->position( 100, 100, -100);    //5

    cube->textureCoord(0, 0);

    cube->position( 100, 100, 100);    //6

    cube->textureCoord(0, 1);

    cube->position( 100, -100, 100);    //2

    cube->textureCoord(1, 1);

    cube->end();

    /// 前面

    cube->begin("s", RenderOperation::OT_TRIANGLE_FAN);

    cube->position( 100, -100, -100);    //1

    cube->textureCoord(1, 0);

    cube->position( -100, -100, -100);   //0

    cube->textureCoord(0, 0);

    cube->position( -100, 100, -100);    //4

    cube->textureCoord(0, 1);

    cube->position( 100, 100, -100);    //5

    cube->textureCoord(1, 1);

    cube->end();

    /// 后面

    cube->begin("w", RenderOperation::OT_TRIANGLE_FAN);

    cube->position( 100, -100, 100);    //2

    cube->textureCoord(1, 0);

    cube->position( 100, 100, 100);    //6

    cube->textureCoord(0, 0);

    cube->position( -100, 100, 100);    //7

    cube->textureCoord(0, 1);

    cube->position( -100, -100, 100);    //3

    cube->textureCoord(1, 1);

    cube->end();

posted @ 2016-06-01 11:05  南水之源  阅读(1098)  评论(0编辑  收藏  举报