本文整理汇总了C++中Assembly::lights方法的典型用法代码示例。如果您正苦于以下问题:C++ Assembly::lights方法的具体用法?C++ Assembly::lights怎么用?C++ Assembly::lights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类Assembly
的用法示例。
在下文中一共展示了Assembly::lights方法的10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;
}
}
示例2: ObjectCollectionItem
AssemblyItem::AssemblyItem(
Assembly& assembly,
BaseGroup& parent,
BaseGroupItem* parent_item,
ProjectBuilder& project_builder,
ParamArray& settings)
: BaseGroupItem(g_class_uid, assembly, project_builder, settings)
, m_assembly(assembly)
, m_parent(parent)
, m_parent_item(parent_item)
, m_project_builder(project_builder)
{
set_title(QString::fromAscii(assembly.get_name()));
set_allow_edition(false);
insertChild(
3,
m_bsdf_collection_item = add_multi_model_collection_item<BSDF>(assembly.bsdfs()));
insertChild(
4,
m_edf_collection_item = add_multi_model_collection_item<EDF>(assembly.edfs()));
insertChild(
5,
m_surface_shader_collection_item = add_multi_model_collection_item<SurfaceShader>(assembly.surface_shaders()));
insertChild(
6,
m_material_collection_item = add_multi_model_collection_item<Material>(assembly.materials()));
insertChild(
7,
m_light_collection_item = add_multi_model_collection_item<Light>(assembly.lights()));
insertChild(
8,
m_object_collection_item =
new ObjectCollectionItem(
assembly.objects(),
assembly,
this,
project_builder,
settings));
insertChild(
9,
m_object_instance_collection_item =
new ObjectInstanceCollectionItem(
new_guid(),
EntityTraits<ObjectInstance>::get_human_readable_collection_type_name(),
assembly,
project_builder));
m_object_instance_collection_item->add_items(assembly.object_instances());
}
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);
}
}
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);
}
示例5: collect_lights
void LightSampler::collect_lights(
const Assembly& assembly,
const AssemblyInstance& assembly_instance)
{
// todo: handle assembly instance transforms.
for (const_each<LightContainer> i = assembly.lights(); i; ++i)
{
// Retrieve the light.
const Light& light = *i;
// Copy the light into the light vector.
const size_t light_index = m_lights.size();
m_lights.push_back(&light);
// todo: compute importance.
const double importance = 1.0;
// Insert the light into the CDF.
m_emitter_cdf.insert(light_index, importance);
}
}
示例6: collect_non_physical_lights
void LightSampler::collect_non_physical_lights(
const Assembly& assembly,
const TransformSequence& transform_sequence)
{
for (const_each<LightContainer> i = assembly.lights(); i; ++i)
{
// Retrieve the light.
const Light& light = *i;
// Copy the light into the light vector.
const size_t light_index = m_non_physical_lights.size();
NonPhysicalLightInfo light_info;
light_info.m_transform_sequence = transform_sequence;
light_info.m_light = &light;
m_non_physical_lights.push_back(light_info);
// Insert the light into the CDF.
// todo: compute importance.
double importance = 1.0;
importance *= light.get_uncached_importance_multiplier();
m_non_physical_lights_cdf.insert(light_index, importance);
}
}
示例7: 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;
}
示例8: bind_assembly_entities_inputs
void InputBinder::bind_assembly_entities_inputs(
const Scene& scene,
const SymbolTable& scene_symbols,
const Assembly& assembly)
{
// Build the symbol table of the assembly.
SymbolTable assembly_symbols;
build_assembly_symbol_table(assembly, assembly_symbols);
// Push the assembly and its symbol table to the stack.
AssemblyInfo info;
info.m_assembly = &assembly;
info.m_assembly_symbols = &assembly_symbols;
m_assembly_info.push_back(info);
// Bind textures to texture instances.
// Other entities might need to access the textures bound to texture instances,
// so binding of textures to texture instances must come first.
for (each<TextureInstanceContainer> i = assembly.texture_instances(); i; ++i)
{
i->unbind_texture();
for (AssemblyInfoIt j = m_assembly_info.rbegin(); j != m_assembly_info.rend(); ++j)
i->bind_texture(j->m_assembly->textures());
i->bind_texture(scene.textures());
i->check_texture();
}
// Bind BSDFs inputs.
for (each<BSDFContainer> i = assembly.bsdfs(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolBSDF),
*i);
}
// Bind BSSRDFs inputs.
for (each<BSSRDFContainer> i = assembly.bssrdfs(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolBSSRDF),
*i);
}
// Bind EDFs inputs.
for (each<EDFContainer> i = assembly.edfs(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolEDF),
*i);
}
#ifdef APPLESEED_WITH_OSL
// Bind ShaderGroups inputs.
for (each<ShaderGroupContainer> i = assembly.shader_groups(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolShaderGroup),
*i);
}
#endif
// Bind surface shaders inputs.
for (each<SurfaceShaderContainer> i = assembly.surface_shaders(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolSurfaceShader),
*i);
}
// Bind materials inputs.
for (each<MaterialContainer> i = assembly.materials(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolMaterial),
*i);
}
// Bind lights inputs.
for (each<LightContainer> i = assembly.lights(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolLight),
*i);
//.........这里部分代码省略.........
示例9: bind_assembly_entities_inputs
void InputBinder::bind_assembly_entities_inputs(
const Scene& scene,
const SymbolTable& scene_symbols,
const Assembly& assembly,
const SymbolTable& assembly_symbols)
{
// Bind BSDFs inputs.
for (each<BSDFContainer> i = assembly.bsdfs(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
assembly,
assembly_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolBSDF),
i->get_name(),
i->get_parameters(),
i->get_inputs());
}
// Bind EDFs inputs.
for (each<EDFContainer> i = assembly.edfs(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
assembly,
assembly_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolEDF),
i->get_name(),
i->get_parameters(),
i->get_inputs());
}
// Bind surface shaders inputs.
for (each<SurfaceShaderContainer> i = assembly.surface_shaders(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
assembly,
assembly_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolSurfaceShader),
i->get_name(),
i->get_parameters(),
i->get_inputs());
}
// Bind materials inputs.
for (each<MaterialContainer> i = assembly.materials(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
assembly,
assembly_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolMaterial),
i->get_name(),
i->get_parameters(),
i->get_inputs());
i->bind_entities(
assembly.surface_shaders(),
assembly.bsdfs(),
assembly.edfs());
}
// Bind lights inputs.
for (each<LightContainer> i = assembly.lights(); i; ++i)
{
bind_assembly_entity_inputs(
scene,
scene_symbols,
assembly,
assembly_symbols,
SymbolTable::symbol_name(SymbolTable::SymbolLight),
i->get_name(),
i->get_parameters(),
i->get_inputs());
}
// Bind object instances inputs.
for (each<ObjectInstanceContainer> i = assembly.object_instances(); i; ++i)
i->bind_entities(assembly.materials());
}
示例10: ObjectCollectionItem
AssemblyItem::AssemblyItem(
EntityEditorContext& editor_context,
Assembly& assembly,
BaseGroup& parent,
BaseGroupItem* parent_item)
: BaseGroupItem(editor_context, g_class_uid, assembly)
, m_assembly(assembly)
, m_assembly_uid(assembly.get_uid())
, m_parent(parent)
, m_parent_item(parent_item)
{
set_title(QString::fromAscii(assembly.get_name()));
set_allow_edition(false);
insertChild(
3,
m_bsdf_collection_item = add_multi_model_collection_item<BSDF>(assembly.bsdfs()));
insertChild(
4,
m_bssrdf_collection_item = add_multi_model_collection_item<BSSRDF>(assembly.bssrdfs()));
insertChild(
5,
m_edf_collection_item = add_multi_model_collection_item<EDF>(assembly.edfs()));
insertChild(
6,
m_surface_shader_collection_item = add_multi_model_collection_item<SurfaceShader>(assembly.surface_shaders()));
insertChild(
7,
m_material_collection_item = new MaterialCollectionItem(
m_editor_context,
assembly.materials(),
assembly,
this));
insertChild(
8,
m_light_collection_item = add_multi_model_collection_item<Light>(assembly.lights()));
insertChild(
9,
m_object_collection_item =
new ObjectCollectionItem(
m_editor_context,
assembly.objects(),
assembly,
this));
insertChild(
10,
m_object_instance_collection_item =
new ObjectInstanceCollectionItem(
m_editor_context,
new_guid(),
EntityTraits<ObjectInstance>::get_human_readable_collection_type_name(),
assembly));
m_object_instance_collection_item->add_items(assembly.object_instances());
insertChild(
11,
m_volume_collection_item = add_multi_model_collection_item<Volume>(assembly.volumes()));
m_editor_context.m_item_registry.insert(m_assembly, this);
}