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C++ BoundBox::expand方法代码示例

本文整理汇总了C++中BoundBox::expand方法的典型用法代码示例。如果您正苦于以下问题:C++ BoundBox::expand方法的具体用法?C++ BoundBox::expand怎么用?C++ BoundBox::expand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BoundBox的用法示例。


在下文中一共展示了BoundBox::expand方法的1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: update

void Shadows::update(Settings *settings, FRMMATRIX4X4& projIn, FRMMATRIX4X4& ModelviewIn,    float* fv3SunDirIn) {
    
    direction = FRMVECTOR3(fv3SunDirIn[0], fv3SunDirIn[1], fv3SunDirIn[2]);
    
    // update pssm matrices
    float znear = 1.0f;
    float zfar = 250.0f;
    float shadowRange = 200.0f;
    float shadow_distribute = 0.1f;//25f;

    FRMMATRIX4X4 invProj;
    inverse( (float *)&invProj, (float *)&projIn );

    //hack in a fast inverse
    FRMMATRIX4X4 imodelview;
    inverse((float *)& imodelview, (float *)& ModelviewIn);//inverse(mat4(fMat4ModelviewIn));//inverse(camera->getModelview());

    // ortho basis (incorrect solution for vertical direction)
    FRMVECTOR3 side = FrmVector3Normalize (FrmVector3Cross ( FRMVECTOR3(0.0f,0.0f,1.0f), direction));
    FRMVECTOR3 up = FrmVector3Normalize (FrmVector3Cross (direction, side));
    //vec3 side = normalize(cross(direction, vec3(0.0f,0.0f,1.0f)));
    //vec3 up = normalize(cross(direction, side));
    
    // bound frustum points
    FRMVECTOR3 points[8] = {
        FRMVECTOR3(-1.0f,-1.0f,-1.0f), FRMVECTOR3(1.0f,-1.0f,-1.0f), FRMVECTOR3(-1.0f,1.0f,-1.0f), FRMVECTOR3(1.0f,1.0f,-1.0f),
        FRMVECTOR3(-1.0f,-1.0f, 1.0f), FRMVECTOR3(1.0f,-1.0f, 1.0f), FRMVECTOR3(-1.0f,1.0f, 1.0f), FRMVECTOR3(1.0f,1.0f, 1.0f),
    };
    
    // world space bound frustum points
    for(int i = 0; i < 8; i++) {
        FRMVECTOR4 point = FrmVector4Transform( FRMVECTOR4( points[i].x, points[i].y, points[i].z, 1.0f), invProj );// mat4((float *)& invProj ) * vec4(points[i]);
        points[i] = FRMVECTOR3( point.x, point.y, point.z ) / point.w;
    }
    
    // world space bound frustum directions
    FRMVECTOR3 directions[4];
    for(int i = 0; i < 4; i++) {
        directions[i] = FrmVector3Normalize( points[i + 4] - points[i]);
    }
    
    // split bound frustum
    for(int i = 0; i < 4; i++) {
        
        float k0 = (float)(i + 0) / 4;
        float k1 = (float)(i + 1) / 4;
        float fmin = FrmLerp(shadow_distribute, znear * powf(zfar / znear,k0),znear + (zfar - znear) * k0);
        float fmax = FrmLerp(shadow_distribute, znear * powf(zfar / znear,k1),znear + (zfar - znear) * k1);
        
        // none flickering removal
        if( settings->getFlickering() == Settings::FLICKERING_NONE) 
        {
            
            BoundBox bb;
            for(int j = 0; j < 4; j++) {
                bb.expand(points[j] + (directions[j] * fmin));
                bb.expand(points[j] + (directions[j] * fmax));
            }
            BoundSphere bs(bb);
            

            //save out radius squared
            spheres[i] = FRMVECTOR4( FrmVector3TransformCoord( bs.getCenter(), imodelview), bs.getRadius() * bs.getRadius());

            FRMVECTOR3 target = FrmVector3TransformCoord( bs.getCenter(), imodelview );
            
            // This offset is applied to prevent far-plane clipping
            float zFarOffset = 10.0f;
            ortho( (float*)&projections[i], bs.getRadius(),-bs.getRadius(),bs.getRadius(),-bs.getRadius(), 0.1f, shadowRange - zFarOffset);
            modelviews[i] = FrmMatrixLookAtRH(target + (direction * shadowRange / 2.0f),target - (direction * shadowRange / 2.0f),up);
            
        }
        // exact flickering removal
        else
        {
            BoundBox bb;
            for(int j = 0; j < 4; j++) {
                bb.expand(points[j] + (directions[j] * fmin));
                bb.expand(points[j] + (directions[j] * fmax));
            }
            BoundSphere bs(bb);

            //save out radius squared
            spheres[i] = FRMVECTOR4( FrmVector3TransformCoord( bs.getCenter(), imodelview ), bs.getRadius() * bs.getRadius());
            
            float half_size = size / 2.0f;

            FRMVECTOR3 target = FrmVector3TransformCoord( bs.getCenter(), imodelview );

            float x = ceilf( FrmVector3Dot(target,up) * half_size / bs.getRadius()) * bs.getRadius() / half_size;
            float y = ceilf( FrmVector3Dot(target,side) * half_size / bs.getRadius()) * bs.getRadius() / half_size;
            target = up * x + side * y + (direction * FrmVector3Dot(target,direction));

            // This offset is applied to prevent far-plane clipping
            float zFarOffset = 10.0f;
            ortho( (float*)&projections[i],bs.getRadius(),-bs.getRadius(),bs.getRadius(),-bs.getRadius(), 0.1f, shadowRange - zFarOffset);
            modelviews[i] = FrmMatrixLookAtRH(target + (direction * shadowRange / 2.0f), target - (direction * shadowRange / 2.0f),up);
        }

        // Flip the texture coordinates for D3D
//.........这里部分代码省略.........
开发者ID:sunzhiyuan,项目名称:opencl,代码行数:101,代码来源:Shadows.cpp


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