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C++ Assembly::colors方法代码示例

本文整理汇总了C++中Assembly::colors方法的典型用法代码示例。如果您正苦于以下问题:C++ Assembly::colors方法的具体用法?C++ Assembly::colors怎么用?C++ Assembly::colors使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Assembly的用法示例。


在下文中一共展示了Assembly::colors方法的6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: build_assembly_symbol_table

void InputBinder::build_assembly_symbol_table(
    const Assembly&                 assembly,
    SymbolTable&                    symbols)
{
    try
    {
        insert_entities(symbols, assembly.colors(), SymbolTable::SymbolColor);
        insert_entities(symbols, assembly.textures(), SymbolTable::SymbolTexture);
        insert_entities(symbols, assembly.texture_instances(), SymbolTable::SymbolTextureInstance);
        insert_entities(symbols, assembly.bsdfs(), SymbolTable::SymbolBSDF);
        insert_entities(symbols, assembly.bssrdfs(), SymbolTable::SymbolBSSRDF);
        insert_entities(symbols, assembly.edfs(), SymbolTable::SymbolEDF);
#ifdef APPLESEED_WITH_OSL
        insert_entities(symbols, assembly.shader_groups(), SymbolTable::SymbolShaderGroup);
#endif
        insert_entities(symbols, assembly.surface_shaders(), SymbolTable::SymbolSurfaceShader);
        insert_entities(symbols, assembly.materials(), SymbolTable::SymbolMaterial);
        insert_entities(symbols, assembly.lights(), SymbolTable::SymbolLight);
        insert_entities(symbols, assembly.objects(), SymbolTable::SymbolObject);
        insert_entities(symbols, assembly.object_instances(), SymbolTable::SymbolObjectInstance);
    }
    catch (const SymbolTable::ExceptionDuplicateSymbol& e)
    {
        RENDERER_LOG_ERROR("duplicate entity \"%s\".", e.string());
        ++m_error_count;
    }
}
开发者ID:pangoo,项目名称:appleseed,代码行数:27,代码来源:inputbinder.cpp

示例2: bind_assembly_entity_to_input

void InputBinder::bind_assembly_entity_to_input(
    const Scene&                    scene,
    const SymbolTable&              scene_symbols,
    const Assembly&                 assembly,
    const SymbolTable&              assembly_symbols,
    const char*                     entity_type,
    const char*                     entity_name,
    const char*                     param_value,
    InputArray::iterator&           input)
{
    switch (assembly_symbols.lookup(param_value))
    {
      case SymbolTable::SymbolColor:
        bind_color_to_input(
            assembly.colors(),
            param_value,
            input);
        break;

      case SymbolTable::SymbolTextureInstance:
        bind_texture_instance_to_input(
            assembly.textures(),
            assembly.texture_instances(),
            assembly.get_uid(),
            entity_type,
            entity_name,
            param_value,
            input);
        break;

      case SymbolTable::SymbolNotFound:
        // No entity with this name was found in this scope.
        // Attempt to bind the input to a scene entity.
        bind_scene_entity_to_input(
            scene,
            scene_symbols,
            entity_type,
            entity_name,
            param_value,
            input);
        break;

      default:
        RENDERER_LOG_ERROR(
            "while defining %s \"%s\": cannot bind \"%s\" to parameter \"%s\".",
            entity_type,
            entity_name,
            param_value,
            input.name());
        ++m_error_count;
        break;
    }
}
开发者ID:willzhou,项目名称:appleseed,代码行数:53,代码来源:inputbinder.cpp

示例3: collect_relations_from_assembly

    void collect_relations_from_assembly(Assembly& assembly)
    {
        collect_relations_from(assembly.colors());
        collect_relations_from(assembly.textures());
        collect_relations_from(assembly.texture_instances());
        collect_relations_from(assembly.shader_groups());
        collect_relations_from(assembly.assembly_instances());

        collect_relations_from(assembly.bsdfs());
        collect_relations_from(assembly.bssrdfs());
        collect_relations_from(assembly.edfs());
        collect_relations_from(assembly.surface_shaders());
        collect_relations_from(assembly.materials());
        collect_relations_from(assembly.lights());
        collect_relations_from(assembly.objects());
        collect_relations_from(assembly.object_instances());
        collect_relations_from(assembly.volumes());

        for (auto& child_assembly : assembly.assemblies())
            collect_relations_from_assembly(child_assembly);

        // Lights are implicitly referenced by their parent assembly.
        for (auto& light : assembly.lights())
        {
            const InputBinder::ReferencedEntity referenced_entity(assembly.lights(), &light);
            insert_relation(referenced_entity, assembly);
        }

        // Object instances are implicitly referenced by their parent assembly.
        for (auto& object_instance : assembly.object_instances())
        {
            const InputBinder::ReferencedEntity referenced_entity(assembly.object_instances(), &object_instance);
            insert_relation(referenced_entity, assembly);
        }

        // Assembly instances are implicitly referenced by their parent assembly.
        for (auto& assembly_instance : assembly.assembly_instances())
        {
            const InputBinder::ReferencedEntity referenced_entity(assembly.assembly_instances(), &assembly_instance);
            insert_relation(referenced_entity, assembly);
        }
    }
开发者ID:appleseedhq,项目名称:appleseed,代码行数:42,代码来源:projecttracker.cpp

示例4: remove_unused_entities_from_assembly

    void remove_unused_entities_from_assembly(Assembly& assembly)
    {
        remove_unused_entities_from(assembly.colors());
        remove_unused_entities_from(assembly.textures());
        remove_unused_entities_from(assembly.texture_instances());
        remove_unused_entities_from(assembly.shader_groups());
        remove_unused_entities_from(assembly.assembly_instances());

        remove_unused_entities_from(assembly.bsdfs());
        remove_unused_entities_from(assembly.bssrdfs());
        remove_unused_entities_from(assembly.edfs());
        remove_unused_entities_from(assembly.surface_shaders());
        remove_unused_entities_from(assembly.materials());
        remove_unused_entities_from(assembly.lights());
        remove_unused_entities_from(assembly.objects());
        remove_unused_entities_from(assembly.object_instances());
        remove_unused_entities_from(assembly.volumes());

        for (auto& child_assembly : assembly.assemblies())
            remove_unused_entities_from_assembly(child_assembly);
    }
开发者ID:appleseedhq,项目名称:appleseed,代码行数:21,代码来源:projecttracker.cpp

示例5: try_bind_assembly_entity_to_input

bool InputBinder::try_bind_assembly_entity_to_input(
    const Scene&                    scene,
    const SymbolTable&              scene_symbols,
    const Assembly&                 assembly,
    const SymbolTable&              assembly_symbols,
    const char*                     entity_type,
    const char*                     entity_name,
    const char*                     param_value,
    InputArray::iterator&           input)
{
    if (input.format() == InputFormatEntity)
    {
        #define BIND(symbol, collection)                        \
            case symbol:                                        \
              input.bind(collection.get_by_name(param_value));  \
              return true

        switch (assembly_symbols.lookup(param_value))
        {
          BIND(SymbolTable::SymbolColor, assembly.colors());
          BIND(SymbolTable::SymbolTexture, assembly.textures());
          BIND(SymbolTable::SymbolTextureInstance, assembly.texture_instances());
          BIND(SymbolTable::SymbolBSDF, assembly.bsdfs());
          BIND(SymbolTable::SymbolBSSRDF, assembly.bssrdfs());
          BIND(SymbolTable::SymbolEDF, assembly.edfs());
#ifdef APPLESEED_WITH_OSL
          BIND(SymbolTable::SymbolShaderGroup, assembly.shader_groups());
#endif
          BIND(SymbolTable::SymbolSurfaceShader, assembly.surface_shaders());
          BIND(SymbolTable::SymbolMaterial, assembly.materials());
          BIND(SymbolTable::SymbolLight, assembly.lights());
          BIND(SymbolTable::SymbolObject, assembly.objects());
          BIND(SymbolTable::SymbolObjectInstance, assembly.object_instances());
        }

        #undef BIND
    }
    else
    {
        switch (assembly_symbols.lookup(param_value))
        {
          case SymbolTable::SymbolColor:
            bind_color_to_input(
                assembly.colors(),
                param_value,
                input);
            return true;

          case SymbolTable::SymbolTextureInstance:
            bind_texture_instance_to_input(
                assembly.texture_instances(),
                assembly.get_uid(),
                entity_type,
                entity_name,
                param_value,
                input);
            return true;
        }
    }

    return false;
}
开发者ID:pangoo,项目名称:appleseed,代码行数:62,代码来源:inputbinder.cpp

示例6: add_cube

    void add_cube(
        Assembly&           assembly,
        const size_t        ix,
        const size_t        iy,
        const double        fx,
        const double        fz,
        const Color3b&      color,
        const Transformd&   transform) override
    {
        const string color_suffix = color_to_string(color);
        const string color_name = "color_" + color_suffix;
        const string material_name = "material_" + color_suffix;

        if (assembly.colors().get_by_name(color_name.c_str()) == 0)
        {
            const Color3f reflectance = Color3f(color) * (1.0f / 255);
            assembly.colors().insert(
                ColorEntityFactory::create(
                    color_name.c_str(),
                    ParamArray()
                        .insert("color_space", "srgb"),
                    ColorValueArray(3, &reflectance[0])));

            const string brdf_name = "brdf_" + color_suffix;
            assembly.bsdfs().insert(
                DisneyBRDFFactory().create(
                    brdf_name.c_str(),
                    ParamArray()
                        .insert("anisotropic", 0.0)
                        .insert("base_color", color_name)
                        .insert("clearcoat", 1.0)
                        .insert("clearcoat_gloss", 0.9)
                        .insert("metallic", 0.0)
                        .insert("roughness", 0.3)
                        .insert("sheen", 0.0)
                        .insert("sheen_tint", 0.0)
                        .insert("specular", 0.9)
                        .insert("specular_tint", 1.0)
                        .insert("subsurface", 1.0)));

            assembly.materials().insert(
                GenericMaterialFactory().create(
                    material_name.c_str(),
                    ParamArray()
                        .insert("surface_shader", "physical_surface_shader")
                        .insert("bsdf", brdf_name)));
        }

        // Create an assembly for this cube.
        const string coordinates_suffix = coordinates_to_string(ix, iy);
        const string cube_assembly_name = "assembly_" + coordinates_suffix;
        auto_release_ptr<Assembly> cube_assembly(
            AssemblyFactory().create(cube_assembly_name.c_str()));

        // Instantiate the cube mesh object (from the parent assembly) into this assembly.
        cube_assembly->object_instances().insert(
            ObjectInstanceFactory::create(
                "cube.0_inst",
                ParamArray(),
                "cube.0",
                Transformd::identity(),
                StringDictionary()
                    .insert("default", material_name)));

        // Create an instance of the cube assembly.
        const string cube_assembly_inst_name = cube_assembly_name + "_inst";
        auto_release_ptr<AssemblyInstance> cube_assembly_inst(
            AssemblyInstanceFactory::create(
                cube_assembly_inst_name.c_str(),
                ParamArray(),
                cube_assembly_name.c_str()));
        cube_assembly_inst->transform_sequence().set_transform(0.0, transform);

        // Insert both the cube assembly and its instance into the parent assembly.
        assembly.assemblies().insert(cube_assembly);
        assembly.assembly_instances().insert(cube_assembly_inst);
    }
开发者ID:dcoeurjo,项目名称:appleseed,代码行数:77,代码来源:heightfield.cpp


注:本文中的Assembly::colors方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。