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C++ EvalWaveForm函数代码示例

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


在下文中一共展示了EvalWaveForm函数的7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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: EvalWaveFormClamped

static float EvalWaveFormClamped( const waveForm_t *wf )
{
	float glow  = EvalWaveForm( wf );

	if ( glow < 0 )
	{
		return 0;
	}

	if ( glow > 1 )
	{
		return 1;
	}

	return glow;
}
开发者ID:ensiform,项目名称:q3pp,代码行数:16,代码来源:tr_shade_calc.cpp

示例2: RB_CalcStretchTexCoords

/*
** RB_CalcStretchTexCoords
*/
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *st ) {
	float p;
	texModInfo_t tmi;

	p = 1.0f / EvalWaveForm( wf );

	tmi.matrix[0][0] = p;
	tmi.matrix[1][0] = 0;
	tmi.translate[0] = 0.5f - 0.5f * p;

	tmi.matrix[0][1] = 0;
	tmi.matrix[1][1] = p;
	tmi.translate[1] = 0.5f - 0.5f * p;

	RB_CalcTransformTexCoords( &tmi, st );
}
开发者ID:chegestar,项目名称:omni-bot,代码行数:19,代码来源:tr_shade_calc.c

示例3: RB_CalcStretchTexMatrix

void
RB_CalcStretchTexMatrix(const Waveform *wf, float *matrix)
{
	float p;
	texModInfo_t tmi;

	p = 1.0f / EvalWaveForm(wf);

	tmi.matrix[0][0] = p;
	tmi.matrix[1][0] = 0;
	tmi.translate[0] = 0.5f - 0.5f * p;

	tmi.matrix[0][1] = 0;
	tmi.matrix[1][1] = p;
	tmi.translate[1] = 0.5f - 0.5f * p;

	RB_CalcTransformTexMatrix(&tmi, matrix);
}
开发者ID:icanhas,项目名称:yantar,代码行数:18,代码来源:shade_calc.c

示例4: RB_CalcDeformVertexes

/*
========================
RB_CalcDeformVertexes

========================
*/
void RB_CalcDeformVertexes( deformStage_t *ds )
{
	int i;
	vec3_t	offset;
	float	scale;
	float	*xyz = ( float * ) tess.xyz;
	float	*normal = ( float * ) tess.normal;
	float	*table;

	if ( ds->deformationWave.frequency == 0 )
	{
		scale = EvalWaveForm( &ds->deformationWave );

		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
		{
			VectorScale( normal, scale, offset );
			
			xyz[0] += offset[0];
			xyz[1] += offset[1];
			xyz[2] += offset[2];
		}
	}
	else
	{
		table = TableForFunc( ds->deformationWave.func );

		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
		{
			float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;

			scale = WAVEVALUE( table, ds->deformationWave.base, 
				ds->deformationWave.amplitude,
				ds->deformationWave.phase + off,
				ds->deformationWave.frequency );

			VectorScale( normal, scale, offset );
			
			xyz[0] += offset[0];
			xyz[1] += offset[1];
			xyz[2] += offset[2];
		}
	}
}
开发者ID:vitalsigngame,项目名称:ioq3,代码行数:49,代码来源:tr_shade_calc.c

示例5: RB_CalcDeformVertexes

/*
========================
RB_CalcDeformVertexes

========================
*/
void RB_CalcDeformVertexes( deformStage_t *ds )
{
	int i;
	vec3_t	offset;
	float	scale;
	float	*xyz = ( float * ) tess.xyz;
	uint32_t	*normal = tess.normal;
	float	*table;

	if ( ds->deformationWave.frequency == 0 )
	{
		scale = EvalWaveForm( &ds->deformationWave );

		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal++ )
		{
			R_VboUnpackNormal(offset, *normal);
			
			xyz[0] += offset[0] * scale;
			xyz[1] += offset[1] * scale;
			xyz[2] += offset[2] * scale;
		}
	}
	else
	{
		table = TableForFunc( ds->deformationWave.func );

		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal++ )
		{
			float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;

			scale = WAVEVALUE( table, ds->deformationWave.base, 
				ds->deformationWave.amplitude,
				ds->deformationWave.phase + off,
				ds->deformationWave.frequency );

			R_VboUnpackNormal(offset, *normal);

			xyz[0] += offset[0] * scale;
			xyz[1] += offset[1] * scale;
			xyz[2] += offset[2] * scale;
		}
	}
}
开发者ID:Pan7,项目名称:ioq3df,代码行数:49,代码来源:tr_shade_calc.c

示例6: RB_CalcDeformVertexes

void RB_CalcDeformVertexes( deformStage_t *ds )
{
	int i;
	vector3	offset;
	float	scale;
	vector3	*xyz = &tess.xyz[0], *normal = &tess.normal[0];
	float	*table;

	if ( ds->deformationWave.frequency == 0 )
	{
		scale = EvalWaveForm( &ds->deformationWave );

		for ( i = 0; i < tess.numVertexes; i++, xyz++, normal++ )
		{
			VectorScale( normal, scale, &offset );
			
			xyz->x += offset.x;
			xyz->y += offset.y;
			xyz->z += offset.z;
		}
	}
	else
	{
		table = TableForFunc( ds->deformationWave.func );

		for ( i = 0; i < tess.numVertexes; i++, xyz++, normal++ )
		{
			float off = ( xyz->x + xyz->y + xyz->z ) * ds->deformationSpread;

			scale = WAVEVALUE( table, ds->deformationWave.base, 
				ds->deformationWave.amplitude,
				ds->deformationWave.phase + off,
				ds->deformationWave.frequency );

			VectorScale( normal, scale, &offset );
			
			xyz->x += offset.x;
			xyz->y += offset.y;
			xyz->z += offset.z;
		}
	}
}
开发者ID:AstralSerpent,项目名称:QtZ,代码行数:42,代码来源:tr_shade_calc.c

示例7: RB_CalcDeformVertexes

/*
========================
RB_CalcDeformVertexes

========================
*/
void RB_CalcDeformVertexes( deformStage_t *ds )
{
	int    i;
	vec3_t offset;
	float  scale;
	float  *xyz = ( float * ) tess.xyz;
	float  *normal = ( float * ) tess.normal;
	float  *table;

	// Ridah
	if ( ds->deformationWave.frequency < 0 )
	{
		qboolean inverse = qfalse;
		vec3_t   worldUp;

		//static vec3_t up = {0,0,1};

		if ( VectorCompare( backEnd.currentEntity->e.fireRiseDir, vec3_origin ) )
		{
			VectorSet( backEnd.currentEntity->e.fireRiseDir, 0, 0, 1 );
		}

		// get the world up vector in local coordinates
		if ( backEnd.currentEntity->e.hModel )
		{
			// world surfaces don't have an axis
			VectorRotate( backEnd.currentEntity->e.fireRiseDir, backEnd.currentEntity->e.axis, worldUp );
		}
		else
		{
			VectorCopy( backEnd.currentEntity->e.fireRiseDir, worldUp );
		}

		// don't go so far if sideways, since they must be moving
		VectorScale( worldUp, 0.4 + 0.6 * Q_fabs( backEnd.currentEntity->e.fireRiseDir[ 2 ] ), worldUp );

		ds->deformationWave.frequency *= -1;

		if ( ds->deformationWave.frequency > 999 )
		{
			// hack for negative Z deformation (ack)
			inverse = qtrue;
			ds->deformationWave.frequency -= 999;
		}

		table = TableForFunc( ds->deformationWave.func );

		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
		{
			float off = ( xyz[ 0 ] + xyz[ 1 ] + xyz[ 2 ] ) * ds->deformationSpread;
			float dot;

			scale = WAVEVALUE( table, ds->deformationWave.base,
			                   ds->deformationWave.amplitude, ds->deformationWave.phase + off, ds->deformationWave.frequency );

			dot = DotProduct( worldUp, normal );

			if ( dot * scale > 0 )
			{
				if ( inverse )
				{
					scale *= -1;
				}

				VectorMA( xyz, dot * scale, worldUp, xyz );
			}
		}

		if ( inverse )
		{
			ds->deformationWave.frequency += 999;
		}

		ds->deformationWave.frequency *= -1;
	}
	// done.
	else if ( ds->deformationWave.frequency == 0 )
	{
		scale = EvalWaveForm( &ds->deformationWave );

		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
		{
			VectorScale( normal, scale, offset );

			xyz[ 0 ] += offset[ 0 ];
			xyz[ 1 ] += offset[ 1 ];
			xyz[ 2 ] += offset[ 2 ];
		}
	}
	else
	{
		table = TableForFunc( ds->deformationWave.func );

		for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
//.........这里部分代码省略.........
开发者ID:Asvarox,项目名称:Unvanquished,代码行数:101,代码来源:tr_shade_calc.c


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