Ogre手动绘制模型以及添加材质

1.用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);

2.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();

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