本文整理汇总了C++中CameraParameters::computeScreenProjectionRect方法的典型用法代码示例。如果您正苦于以下问题:C++ CameraParameters::computeScreenProjectionRect方法的具体用法?C++ CameraParameters::computeScreenProjectionRect怎么用?C++ CameraParameters::computeScreenProjectionRect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CameraParameters
的用法示例。
在下文中一共展示了CameraParameters::computeScreenProjectionRect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: compute
// sorted list - rendering queue order
// sorted list of refferences according to the screen size
// - analyze only second one
// - remove skip field from the Struct
void OrderEstimator::compute(
RenderNodeVec& renderNodes,
NodeIdPosVec& desiredIds,
const GPUCacheManager& gpuManager,
const VolumeTreeBase& tree,
const Box_f& bb,
const CameraParameters& cp,
const uint32_t nodesMax,
const uint32_t tfHist,
const float msMax,
const uint8_t maxTreeDepth,
const bool frontToBack,
bool useRenderingError,
const uint16_t renderingError )
{
renderNodes.resize( 0 );
desiredIds.resize( 0 );
// Check if buget is allocated
if( nodesMax < 1 )
{
LBWARN << "budget is zero" << std::endl;
return;
}
// Check if tree is initialized
const uint32_t rootNodePos = 0;
const NodeId rootNodeId = tree.getNodeId( rootNodePos );
if( tree.getSize() < 1 || rootNodeId < 1 )
{
LBWARN << "octree is not initialized" << std::endl;
return;
}
const VolumeTreeTensorErrors* treeErr = dynamic_cast< const VolumeTreeTensorErrors* >(&tree);
if( !treeErr )
useRenderingError = false;
byte rank = _getRank( _tensorPrms->getRank(0), useRenderingError, renderingError, 0, treeErr );
// Check if root node is loaded
if( !gpuManager.hasNodeOnGPU( rootNodeId ))
{
// always keep root node loaded
desiredIds.push_back( NodeIdPos( rootNodeId, rootNodePos, rank ));
return;
}
// Initialize rendering queue with the root node and
// then try to expand it
RenderNode rNode;
rNode.nodeId = rootNodeId;
rNode.coords = _getFloatDataPos( tree );
rNode.treePos = rootNodePos;
rNode.treeLevel = 1;
rNode.screenRect = cp.computeScreenProjectionRect( rNode.coords );
rNode.screenRectSquare = rNode.screenRect.getAreaSize();
rNode.screenSize = rNode.screenRect.getDiagonalSize();
rNode.renderingTime = _estimateRenderingTime( rNode.screenSize );
rNode.rank = rank;
rNode.fullyVsible = cp.computeVisibility( rNode.coords ) == vmml::VISIBILITY_FULL;
std::list<RenderNode> renderList;
std::vector<RenderNodeListIt> renderHeap;
renderList.push_front( rNode );
renderHeap.push_back( renderList.begin() );
std::make_heap( renderHeap.begin(), renderHeap.end(), RenderNodeListItCmp );
uint32_t nodesUsed = 1;
float timeUsed = rNode.renderingTime;
// blocks to render stay in renderList, if expansion is desired but
// not yet possible (data is not on GPU) corresponding requests are
// copied to desiredIds array.
RenderNode childrenNodes[8];
Box_f quads[8];
OctreeChildrenOrder childrenOrder;
bool expanded = true;
while( expanded && nodesUsed+8 < nodesMax && timeUsed < msMax )
{
expanded = false;
while( renderHeap.size() > 0 )
{
const RenderNode* current = &(*renderHeap.front());
if( current->treeLevel >= maxTreeDepth )
{
pop_heap( renderHeap.begin(), renderHeap.end(), RenderNodeListItCmp ); renderHeap.pop_back();
continue;
}
if( !tree.hasVisibleData( current->treePos, tfHist ))
{
//.........这里部分代码省略.........