コード例 #1
0
ファイル: Mesh.cpp プロジェクト: elmordo/hairy-octo-archer
void Mesh::render(const MaterialMap &mats) const {
	// index aktualni skupiny
	size_t index = 0;

	// pomocny seznam materialu pro predavani vertexgrupe pri renderu
	MaterialMap localMats;

	// iterace nad skupinami a jejich vykresleni
	for (VGList::const_iterator pos = vg.begin(); pos != vg.end(); pos++, index++) {
		// vyhodnoceni materialu

		// pokud index v danem seznamu existuje, zapise se
		MaterialMap::const_iterator matPos = mats.find(index);

		if (matPos != mats.end()) {
			localMats[0] = matPos->second;
		} else {
			localMats[0] = 0x0;
		}


		pos->render(localMats);
	}
}
コード例 #2
0
ファイル: scene_loader.cpp プロジェクト: dtbinh/AnimViewer
bool load_scene( Scene* scene, const char* filename )
{
    TiXmlDocument doc( filename );
    const TiXmlElement* root = 0;
    const TiXmlElement* elem = 0;
    MaterialMap materials;
    MeshMap meshes;
    TriVertMap triverts;

    assert( scene );

    // load the document

    if ( !doc.LoadFile() ) {
        std::cout << "ERROR, " << doc.ErrorRow() << ":" << doc.ErrorCol() << "; "
            << "parse error: " << doc.ErrorDesc() << "\n";
        return false;
    }

    // check for root element

    root = doc.RootElement();
    if ( !root ) {
        std::cout << "No root element.\n";
        return false;
    }

    // reset the scene

    scene->reset();

    try {
        // parse the camera
        elem = get_unique_child( root, true, STR_CAMERA );
        parse_camera( elem, &scene->camera );
        // parse background color
        parse_elem( root, true,  STR_BACKGROUND, &scene->background_color );
        // parse refractive index
        parse_elem( root, true,  STR_REFRACT, &scene->refractive_index );
        // parse ambient light
        parse_elem( root, false, STR_AMLIGHT, &scene->ambient_light );

        // parse the lights
        elem = root->FirstChildElement( STR_PLIGHT );
        while ( elem ) {
            PointLight pl;
            parse_point_light( elem, &pl );
            scene->add_light( pl );
            elem = elem->NextSiblingElement( STR_PLIGHT );
        }

        // parse the materials
        elem = root->FirstChildElement( STR_MATERIAL );
        while ( elem ) {
            Material* mat = new Material();
            check_mem( mat );
            scene->add_material( mat );
            const char* name = parse_material( elem, mat );
            assert( name );
            // place each material in map by it's name, so we can associate geometries
            // with them when loading geometries
            // check for repeat name
            if ( !materials.insert( std::make_pair( name, mat ) ).second ) {
                print_error_header( elem );
                std::cout << "Material '" << name << "' multiply defined.\n";
                throw std::exception();
            }
            elem = elem->NextSiblingElement( STR_MATERIAL );
        }

        // parse the meshes
        elem = root->FirstChildElement( STR_MESH );
        while ( elem ) {
            Mesh* mesh = new Mesh();
            check_mem( mesh );
            scene->add_mesh( mesh );
            const char* name = parse_mesh( elem, mesh );
            assert( name );
            // place each mesh in map by it's name, so we can associate geometries
            // with them when loading geometries
            if ( !meshes.insert( std::make_pair( name, mesh ) ).second ) {
                print_error_header( elem );
                std::cout << "Mesh '" << name << "' multiply defined.\n";
                throw std::exception();
            }
            elem = elem->NextSiblingElement( STR_MESH );
        }

        // parse vertices (used by triangles)
        elem = root->FirstChildElement( STR_VERTEX );
        while ( elem ) {
            Triangle::Vertex v;
            const char* name = parse_triangle_vertex( materials, elem, &v );
            assert( name );
            // place each vertex in map by it's name, so we can associate triangles
            // with them when loading geometries
            if ( !triverts.insert( std::make_pair( name, v ) ).second ) {
                print_error_header( elem );
                std::cout << "Triangle vertex '" << name << "' multiply defined.\n";
                throw std::exception();
            }
            elem = elem->NextSiblingElement( STR_VERTEX );
        }

        // parse the geometries

        // spheres
        elem = root->FirstChildElement( STR_SPHERE );
        while ( elem ) {
            Sphere* geom = new Sphere();
            check_mem( geom );
            scene->add_geometry( geom );
            parse_geom_sphere( materials, elem, geom );
            elem = elem->NextSiblingElement( STR_SPHERE );
        }

        // triangles
        elem = root->FirstChildElement( STR_TRIANGLE );
        while ( elem ) {
            Triangle* geom = new Triangle();
            check_mem( geom );
            scene->add_geometry( geom );
            parse_geom_triangle( materials, triverts, elem, geom );
            elem = elem->NextSiblingElement( STR_TRIANGLE );
        }

        // models
        elem = root->FirstChildElement( STR_MODEL );
        while ( elem ) {
            Model* geom = new Model();
            check_mem( geom );
            scene->add_geometry( geom );
            parse_geom_model( materials, meshes, elem, geom );
            elem = elem->NextSiblingElement( STR_MODEL );
        }

        // TODO add you own geometries here

    } catch ( std::bad_alloc const& ) {
        std::cout << "Out of memory error while loading scene\n.";
        scene->reset();
        return false;
    } catch ( ... ) {
        scene->reset();
        return false;
    }

    return true;

}
コード例 #3
0
ファイル: GothOgre_Mtl.cpp プロジェクト: raduetsya/GothOgre
//------------------------------------------------------------------------
Mtl::MaterialIterator::MaterialIterator( const MaterialMap& _materialMap )
    : IteratorWrapper<MaterialMap, MaterialMap::const_iterator, MaterialPtr>
      ( _materialMap.begin(), _materialMap.end() )
{
}