本文整理汇总了C++中CompositionTargetPass::getShadowsEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ CompositionTargetPass::getShadowsEnabled方法的具体用法?C++ CompositionTargetPass::getShadowsEnabled怎么用?C++ CompositionTargetPass::getShadowsEnabled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CompositionTargetPass
的用法示例。
在下文中一共展示了CompositionTargetPass::getShadowsEnabled方法的2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: preViewportUpdate
//-----------------------------------------------------------------------
void CompositorChain::preViewportUpdate(const RenderTargetViewportEvent& evt)
{
// Only set up if there is at least one compositor enabled, and it's this viewport
if(evt.source != mViewport || !mAnyCompositorsEnabled)
return;
// set original scene details from viewport
CompositionPass* pass = mOriginalScene->getTechnique()->getOutputTargetPass()->getPass(0);
CompositionTargetPass* passParent = pass->getParent();
if (pass->getClearBuffers() != mViewport->getClearBuffers() ||
pass->getClearColour() != mViewport->getBackgroundColour() ||
passParent->getVisibilityMask() != mViewport->getVisibilityMask() ||
passParent->getMaterialScheme() != mViewport->getMaterialScheme() ||
passParent->getShadowsEnabled() != mViewport->getShadowsEnabled())
{
// recompile if viewport settings are different
pass->setClearBuffers(mViewport->getClearBuffers());
pass->setClearColour(mViewport->getBackgroundColour());
passParent->setVisibilityMask(mViewport->getVisibilityMask());
passParent->setMaterialScheme(mViewport->getMaterialScheme());
passParent->setShadowsEnabled(mViewport->getShadowsEnabled());
_compile();
}
Camera *cam = mViewport->getCamera();
if (cam)
{
/// Prepare for output operation
preTargetOperation(mOutputOperation, mViewport, cam);
}
}
示例2: _compileTargetOperations
//-----------------------------------------------------------------------
void CompositorInstance::_compileTargetOperations(CompiledState &compiledState)
{
/// Collect targets of previous state
if(mPreviousInstance)
mPreviousInstance->_compileTargetOperations(compiledState);
/// Texture targets
CompositionTechnique::TargetPassIterator it = mTechnique->getTargetPassIterator();
while(it.hasMoreElements())
{
CompositionTargetPass *target = it.getNext();
TargetOperation ts(getTargetForTex(target->getOutputName()));
/// Set "only initial" flag, visibilityMask and lodBias according to CompositionTargetPass.
ts.onlyInitial = target->getOnlyInitial();
ts.visibilityMask = target->getVisibilityMask();
ts.lodBias = target->getLodBias();
ts.shadowsEnabled = target->getShadowsEnabled();
/// Check for input mode previous
if(target->getInputMode() == CompositionTargetPass::IM_PREVIOUS)
{
/// Collect target state for previous compositor
/// The TargetOperation for the final target is collected seperately as it is merged
/// with later operations
mPreviousInstance->_compileOutputOperation(ts);
}
/// Collect passes of our own target
collectPasses(ts, target);
compiledState.push_back(ts);
}
}