本文整理汇总了C++中CDXUTDirectionWidget::GetLightDirection方法的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTDirectionWidget::GetLightDirection方法的具体用法?C++ CDXUTDirectionWidget::GetLightDirection怎么用?C++ CDXUTDirectionWidget::GetLightDirection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CDXUTDirectionWidget
的用法示例。
在下文中一共展示了CDXUTDirectionWidget::GetLightDirection方法的3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: UpdateLightingEnvironment
//--------------------------------------------------------------------------------------
void UpdateLightingEnvironment()
{
// Gather lighting options from the HUD
g_vLightDirection = g_LightControl.GetLightDirection();
g_fLightIntensity = g_SampleUI.GetSlider( IDC_LIGHT_SLIDER )->GetValue() / 100.0f;
g_fEnvIntensity = g_SampleUI.GetSlider( IDC_ENV_SLIDER )->GetValue() / 1000.0f;
// Create the spotlight
D3DXSHEvalConeLight( D3DXSH_MAXORDER, &g_vLightDirection, D3DX_PI / 8.0f,
g_fLightIntensity, g_fLightIntensity, g_fLightIntensity,
m_fRLC, m_fGLC, m_fBLC );
float fSkybox[3][D3DXSH_MAXORDER*D3DXSH_MAXORDER];
// Scale the light probe environment contribution based on input options
D3DXSHScale( fSkybox[0], D3DXSH_MAXORDER, g_fSkyBoxLightSH[0], g_fEnvIntensity );
D3DXSHScale( fSkybox[1], D3DXSH_MAXORDER, g_fSkyBoxLightSH[1], g_fEnvIntensity );
D3DXSHScale( fSkybox[2], D3DXSH_MAXORDER, g_fSkyBoxLightSH[2], g_fEnvIntensity );
// Combine the environment and the spotlight
D3DXSHAdd( m_fRLC, D3DXSH_MAXORDER, m_fRLC, fSkybox[0] );
D3DXSHAdd( m_fGLC, D3DXSH_MAXORDER, m_fGLC, fSkybox[1] );
D3DXSHAdd( m_fBLC, D3DXSH_MAXORDER, m_fBLC, fSkybox[2] );
}
示例2: vLightGrndClr
//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
float fElapsedTime, void* pUserContext )
{
HRESULT hr;
// If the settings dialog is being shown, then render it instead of rendering the app's scene
if( g_D3DSettingsDlg.IsActive() )
{
g_D3DSettingsDlg.OnRender( fElapsedTime );
return;
}
// Clear the render target and depth stencil
auto pRTV = DXUTGetD3D11RenderTargetView();
pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue );
auto pDSV = DXUTGetD3D11DepthStencilView();
pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );
// Get the projection & view matrix from the camera class
XMMATRIX mWorld = g_Camera.GetWorldMatrix();
XMMATRIX mProj = g_Camera.GetProjMatrix();
XMMATRIX mView = g_Camera.GetViewMatrix();
// Get the light direction
XMVECTOR vLightDir = g_LightControl.GetLightDirection();
// Render the light arrow so the user can visually see the light dir
V( g_LightControl.OnRender( Colors::Yellow, mView, mProj, g_Camera.GetEyePt() ) );
// Ambient Light
static const XMVECTORF32 s_vLightColorA = { 0.1f, 0.1f, 0.1f, 1.0f };
g_pAmbientLightColor->SetFloatVector( s_vLightColorA );
g_pAmbientLightEnable->SetBool(true);
// Hemi Ambient Light
static const XMVECTORF32 s_vLightColorH1 = { 0.3f, 0.3f, 0.4f, 1.0f };
g_pHemiAmbientLightColor->SetFloatVector( s_vLightColorH1 );
g_pHemiAmbientLightEnable->SetBool(true);
XMFLOAT4 vLightGrndClr( 0.05f, 0.05f, 0.05f, 1.f );
g_pHemiAmbientLightGroundColor->SetFloatVector( reinterpret_cast<float*>( &vLightGrndClr ) );
XMFLOAT4 vVec(0.0f, 1.0f, 0.0f, 1.0f);
g_pHemiAmbientLightDirUp->SetFloatVector( reinterpret_cast<float*>( &vVec ) );
// Directional Light
g_pDirectionalLightColor->SetFloatVector( Colors::White );
g_pDirectionalLightEnable->SetBool(true);
XMFLOAT4 tmp;
XMStoreFloat4( &tmp, vLightDir );
tmp.w = 1.f;
g_pDirectionalLightDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) );
// Environment Light - color comes from the texture
g_pEnvironmentLightColor->SetFloatVector( Colors::Black );
g_pEnvironmentLightEnable->SetBool(true);
// Setup the Eye based on the DXUT camera
XMVECTOR vEyePt = g_Camera.GetEyePt();
XMVECTOR vDir = g_Camera.GetLookAtPt() - vEyePt;
XMStoreFloat4( &tmp, vDir );
tmp.w = 1.f;
g_pEyeDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) );
//Get the mesh
//IA setup
pd3dImmediateContext->IASetInputLayout( g_pVertexLayout11 );
UINT Strides[1];
UINT Offsets[1];
ID3D11Buffer* pVB[1];
pVB[0] = g_Mesh11.GetVB11( 0, 0 );
Strides[0] = ( UINT )g_Mesh11.GetVertexStride( 0, 0 );
Offsets[0] = 0;
pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
pd3dImmediateContext->IASetIndexBuffer( g_Mesh11.GetIB11( 0 ), g_Mesh11.GetIBFormat11( 0 ), 0 );
// Set the per object constant data
XMMATRIX mWorldViewProjection = mWorld * mView * mProj;
// VS Per object
XMFLOAT4X4 tmp4x4;
XMStoreFloat4x4( &tmp4x4, mWorldViewProjection );
g_pWorldViewProjection->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) );
XMStoreFloat4x4( &tmp4x4, mWorld );
g_pWorld->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) );
// Setup the Shader Linkage based on the user settings for Lighting
ID3DX11EffectClassInstanceVariable* pLightClassVar;
// Ambient Lighting First - Constant or Hemi?
if ( g_bHemiAmbientLighting )
{
pLightClassVar = g_pHemiAmbientLightClass;
}
else
{
//.........这里部分代码省略.........
示例3: V
//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
// If the settings dialog is being shown, then render it instead of rendering the app's scene
if( g_D3DSettingsDlg.IsActive() )
{
g_D3DSettingsDlg.OnRender( fElapsedTime );
return;
}
HRESULT hr;
D3DXMATRIXA16 mWorldViewProjection;
D3DXVECTOR3 vLightDir;
D3DXCOLOR vLightDiffuse;
UINT iPass, cPasses;
D3DXMATRIXA16 mWorld;
D3DXMATRIXA16 mView;
D3DXMATRIXA16 mProj;
// Clear the render target and the zbuffer
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR( 0.0f, 0.25f, 0.25f, 0.55f ), 1.0f,
0 ) );
//pd3dDevice->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, TRUE);
//pd3dDevice->SetRenderState( D3DRS_SRGBWRITEENABLE, TRUE );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
// Get the projection & view matrix from the camera class
mWorld = g_mCenterMesh * *g_Camera.GetWorldMatrix();
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
mWorldViewProjection = mWorld * mView * mProj;
g_fLightScale = 1.0;
vLightDir = g_LightControl.GetLightDirection();
vLightDiffuse = g_fLightScale * D3DXCOLOR( 1, 1, 1, 1 );
V( g_pEffect9->SetValue( g_hLightDir, &vLightDir, sizeof( D3DXVECTOR3 ) * 1 ) );
V( g_pEffect9->SetValue( g_hLightDiffuse, &vLightDiffuse, sizeof( D3DXVECTOR4 ) * 1 ) );
// Update the effect's variables. Instead of using strings, it would
// be more efficient to cache a handle to the parameter by calling
// ID3DXEffect::GetParameterByName
V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) );
V( g_pEffect9->SetMatrix( g_hmWorld, &mWorld ) );
D3DXCOLOR vWhite = D3DXCOLOR( 1, 1, 1, 1 );
V( g_pEffect9->SetValue( g_hMaterialDiffuseColor, &vWhite, sizeof( D3DXCOLOR ) ) );
V( g_pEffect9->SetFloat( g_hfTime, ( float )fTime ) );
V( g_pEffect9->SetInt( g_hnNumLights, g_nNumActiveLights ) );
// Render the scene with this technique as defined in the .fx file
switch( g_nNumActiveLights )
{
case 1:
V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture1Light ) ); break;
case 2:
V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture2Light ) ); break;
case 3:
V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture3Light ) ); break;
}
// Apply the technique contained in the effect and render the mesh
V( g_pEffect9->Begin( &cPasses, 0 ) );
for( iPass = 0; iPass < cPasses; iPass++ )
{
V( g_pEffect9->BeginPass( iPass ) );
V( g_pMesh9->DrawSubset( 0 ) );
V( g_pEffect9->EndPass() );
}
V( g_pEffect9->End() );
g_HUD.OnRender( fElapsedTime );
g_SampleUI.OnRender( fElapsedTime );
RenderText();
V( pd3dDevice->EndScene() );
}
}