• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            Cpper
            C/C++高級(jí)工程師 Android高級(jí)軟件工程師 IT集成工程師 音頻工程師 熟悉c,c++,java,c#,py,js,asp等多種語(yǔ)言 程序猿
            這是設(shè)計(jì)的蓋莫游戲引擎2.1.2的demo例子小試

            interface設(shè)計(jì)如下:
            以后還會(huì)修改之
            ///////////////////////////////////////////////////////////
            /// 定義渲染到紋理對(duì)象
            /////////////////////////////////////////////////////////// 
            class G_DLL_API RenderToTexture : public Renderable

            public:
                
            ////////////////////////////////////////////////////////
                //! 構(gòu)造,析構(gòu)渲染到紋理
                ////////////////////////////////////////////////////////
                RenderToTexture();
                
            virtual ~RenderToTexture();
            public:    
                
            ////////////////////////////////////////////////////////
                //! 設(shè)置渲染回調(diào)函數(shù)
                ////////////////////////////////////////////////////////    
                virtual void SetRenderCallBack(RenderCallBack rendertexture) = 0;
             
                
            ////////////////////////////////////////////////////////
                //! 設(shè)置渲染到紋理參數(shù) 
                ////////////////////////////////////////////////////////    
                virtual void SetPara(float fov,float near,float far) = 0;
                
                
            ////////////////////////////////////////////////////////
                //! 設(shè)置紋理清屏色,fbo色 
                ////////////////////////////////////////////////////////      
                virtual void SetClearColor(const Color& color) = 0
                
            virtual void SetFboColor(const Color& color) = 0
                
                DECLARE_OBJECT(RenderToTexture)  
            };

            }

            #endif 
            //! ccsdu2004


            測(cè)試代碼如下:

            #include <GEngine/Gaimo.hpp>
            using namespace std;
            using namespace core;

            RefPtr
            <Texture> boxtexture = NULL;
            RefPtr
            <Camera> camera = NULL;
            //! 獲取引擎視頻驅(qū)動(dòng)器
            RefPtr<VideoDriver> videodriver = NULL;

            //! 立方體繪制    
            void _RenderCube_(float color[6][4]);

            float color[6][4];
            float yaw_angle = 0.0f;
            float pitch_angle = 0.0f;

            void InitClearColor()
            {
                
            for(int i = 0; i < 6; i++)
                   
            for(int j = 0; j < 4; j++)
                      color[i][j] 
            = 0.8f;
             
                color[
            0][0= 0.5f;
                color[
            1][1= 0.5f;
                color[
            2][2= 0.5f;
                color[
            3][0= 0.5f;
                color[
            3][1= 0.5f;
                color[
            4][1= 0.5f;
                color[
            4][2= 0.5f;
                color[
            5][0= 0.5f;        
            }

            void G_CALL draw()
            {
                videodriver
            ->SetPilotView(0.0f,0.0f,5.0f,-55.0f,-pitch_angle,-yaw_angle);
                _RenderCube_(color);
            }

            int main(int argc, char **argv)
            {
                
            //! 初始化引擎設(shè)備并得到設(shè)備指針
                RefPtr<Device> device = core::InitDevice("渲染到紋理");
                
            //! 得到引擎場(chǎng)景指針
                RefPtr<SceneManager> scenemanager = device->GetSceneManager();
                
            //! 得到引擎資源指針
                RefPtr<ResourceManager> resourcemanager = device->GetResourceManager();
                
            //! 獲取引擎紋理管理器指針
                RefPtr<TextureManager> texturemanager = resourcemanager->GetTextureManager(); 
                
            //! 獲取光管理器指針
                RefPtr<LightManager> lightmanager = resourcemanager->GetLightManager();    
                
                
            //! 獲取引擎圖形管理器
                RefPtr<ImageManager>   imagemanager = resourcemanager->GetImageManager();
                
            //! 獲取引擎視頻驅(qū)動(dòng)器
                videodriver = device->GetVideoDriver();
                glEnable(GL_TEXTURE_2D);
                
                
            //! 啟用環(huán)境光
                lightmanager->RenderGlobalAmbient(false); 
                
            //! 啟用光源
                lightmanager->EnableLight();    
                
            //! 獲取光指針
                RefPtr<Light> light = lightmanager->CreateObject("rttlight","..\\script//rtt.lua","light"); 
                
                
            //! 獲取全局?jǐn)z像機(jī),設(shè)置攝像機(jī)參數(shù) 
                camera = scenemanager->GetActiveCamera();
                camera
            ->SetPosition(Vector3f(0,0,18));
                camera
            ->SetView(Vector3f(0,0,0));
                camera
            ->SetDirection(Vector3f(0,1,0));
                
                camera
            ->SetViewPort(Recti(0,0,640,480));
                camera
            ->SetPerspective(50.0f,640.0f/480.0f,1.0f,100.0f);

                InitClearColor();
                
                RefPtr
            <RenderToTexture> rtt = device->GetRenderer()->GetRenderToTexture(&draw);
                rtt
            ->SetClearColor(Color(0.2f,0.2f,0.7f,0.5f));
                rtt
            ->SetFboColor(Color(1.0f,0.9f,0.7f,0.6f));

                light
            ->Render();
             
                BEGIN_LOOP(device)
                   
            //camera->Render();
                       yaw_angle += 0.3f;
                    pitch_angle 
            += 0.21f;
                    rtt
            ->Render();
                END_LOOP(device)
                
                
            //delete fbo;

                
            return 0;
            }

            //! 立方體繪制    
            void _RenderCube_(float color[6][4])
            {    
                
            //! draw cube
                glEnable(GL_COLOR_MATERIAL);
                
                glColor4fv(color[
            0]);
                glBegin(GL_TRIANGLE_STRIP);
                    glNormal3f(
            0.0f0.0f-1.0f);
                    glTexCoord2f(
            0.0f0.0f);
                    glVertex3f(
            -1.0f-1.0f-1.0f);
                    glTexCoord2f(
            1.0f0.0f);
                    glVertex3f(
            1.0f-1.0f-1.0f);
                    glTexCoord2f(
            0.0f1.0f);
                    glVertex3f(
            -1.0f1.0f-1.0f);
                    glTexCoord2f(
            1.0f1.0f);
                    glVertex3f(
            1.0f1.0f-1.0f);
                glEnd();
                
                glColor4fv(color[
            1]);
                glBegin(GL_TRIANGLE_STRIP);
                    glNormal3f(
            1.0f0.0f0.0f);
                    glTexCoord2f(
            0.0f0.0f);
                    glVertex3f(
            1.0f-1.0f-1.0f);
                    glTexCoord2f(
            1.0f0.0f);
                    glVertex3f(
            1.0f-1.0f1.0f);
                    glTexCoord2f(
            0.0f1.0f);
                    glVertex3f(
            1.0f1.0f-1.0f);
                    glTexCoord2f(
            1.0f1.0f);
                    glVertex3f(
            1.0f1.0f1.0f);
                glEnd();
                
                glColor4fv(color[
            2]);
                glBegin(GL_TRIANGLE_STRIP);
                    glNormal3f(
            0.0f0.0f1.0f);
                    glTexCoord2f(
            0.0f0.0f);
                    glVertex3f(
            1.0f-1.0f1.0f);
                    glTexCoord2f(
            1.0f0.0f);
                    glVertex3f(
            -1.0f-1.0f1.0f);
                    glTexCoord2f(
            0.0f1.0f);
                    glVertex3f(
            1.0f1.0f1.0f);
                    glTexCoord2f(
            1.0f1.0f);
                    glVertex3f(
            -1.0f1.0f1.0f);
                glEnd();
                
                glColor4fv(color[
            3]);
                glBegin(GL_TRIANGLE_STRIP);
                    glNormal3f(
            -1.0f0.0f0.0f);
                    glTexCoord2f(
            0.0f0.0f);
                    glVertex3f(
            -1.0f-1.0f1.0f);
                    glTexCoord2f(
            1.0f0.0f);
                    glVertex3f(
            -1.0f-1.0f-1.0f);
                    glTexCoord2f(
            0.0f1.0f);
                    glVertex3f(
            -1.0f1.0f1.0f);
                    glTexCoord2f(
            1.0f1.0f);
                    glVertex3f(
            -1.0f1.0f-1.0f);
                glEnd();
                
                glColor4fv(color[
            4]);
                glBegin(GL_TRIANGLE_STRIP);
                    glNormal3f(
            0.0f-1.0f0.0f);
                    glTexCoord2f(
            0.0f0.0f);
                    glVertex3f(
            -1.0f-1.0f1.0f);
                    glTexCoord2f(
            1.0f0.0f);
                    glVertex3f(
            1.0f-1.0f1.0f);
                    glTexCoord2f(
            0.0f1.0f);
                    glVertex3f(
            -1.0f-1.0f-1.0f);
                    glTexCoord2f(
            1.0f1.0f);
                    glVertex3f(
            1.0f-1.0f-1.0f);
                glEnd();
                
                glColor4fv(color[
            5]);
                glBegin(GL_TRIANGLE_STRIP);
                    glNormal3f(
            0.0f1.0f0.0f);
                    glTexCoord2f(
            0.0f0.0f);
                    glVertex3f(
            -1.0f1.0f-1.0f);
                    glTexCoord2f(
            1.0f0.0f);
                    glVertex3f(
            1.0f1.0f-1.0f);
                    glTexCoord2f(
            0.0f1.0f);
                    glVertex3f(
            -1.0f1.0f1.0f);
                    glTexCoord2f(
            1.0f1.0f);
                    glVertex3f(
            1.0f1.0f1.0f);
                glEnd();
            }

            貼圖為:

            .

            ....................................................................................................................................................................
            繼續(xù).
            posted on 2010-05-08 21:13 ccsdu2009 閱讀(1427) 評(píng)論(2)  編輯 收藏 引用 所屬分類(lèi): Game引擎
            Comments
            • # re: 蓋莫游戲引擎2.1.2-rtt demo小試
              陳昱(CY)
              Posted @ 2010-05-08 22:58
              看不明白,RenderToTexture 是個(gè)負(fù)責(zé)干什么的對(duì)象。。。。  回復(fù)  更多評(píng)論   
            • # re: 蓋莫游戲引擎2.1.2-rtt demo小試
              ccsdu2009
              Posted @ 2010-05-09 13:16
              @陳昱(CY)
              其實(shí)現(xiàn)在很多東西都是中間對(duì)象
              上面少了高級(jí)層  回復(fù)  更多評(píng)論   
             
            一本久久综合亚洲鲁鲁五月天亚洲欧美一区二区 | 亚洲国产精品无码久久98| 99久久香蕉国产线看观香| 久久无码人妻一区二区三区午夜| 久久国产精品无码一区二区三区 | 国产成人久久久精品二区三区 | 久久综合成人网| 国产精品99久久久久久人| 欧美无乱码久久久免费午夜一区二区三区中文字幕| 久久亚洲国产精品123区| 久久国产精品99精品国产| 人妻丰满?V无码久久不卡| 久久最近最新中文字幕大全 | 精品国产乱码久久久久软件| 国产韩国精品一区二区三区久久| 久久伊人色| 99久久精品免费国产大片| 久久99国产综合精品| 热re99久久6国产精品免费| 武侠古典久久婷婷狼人伊人| 66精品综合久久久久久久| 国产麻豆精品久久一二三| 亚洲欧洲日产国码无码久久99| 久久人人爽人人爽人人片AV麻豆| …久久精品99久久香蕉国产| 久久九九精品99国产精品| 伊人久久大香线蕉综合Av| 久久精品中文无码资源站| 日韩亚洲国产综合久久久| 久久久久亚洲AV成人网人人软件| 成人国内精品久久久久影院| 国产精品久久久久久影院 | 伊人久久大香线蕉亚洲| 久久无码国产专区精品| 中文字幕乱码久久午夜| 国产色综合久久无码有码| 伊人久久大香线焦AV综合影院 | 天天爽天天狠久久久综合麻豆| 久久国产免费直播| 久久精品国产第一区二区三区| 久久久av波多野一区二区|