本文整理汇总了C++中FMaterial::GetU方法的典型用法代码示例。如果您正苦于以下问题:C++ FMaterial::GetU方法的具体用法?C++ FMaterial::GetU怎么用?C++ FMaterial::GetU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FMaterial
的用法示例。
在下文中一共展示了FMaterial::GetU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: DrawDecal
//.........这里部分代码省略.........
}
// decal is off the right edge
if (decalpixpos + decalwidth > linelength)
{
right = linelength;
righttex = right - decalpixpos;
}
else
{
right = decalpixpos + decalwidth;
righttex = decalwidth;
}
if (right<=left) return; // nothing to draw
// one texture unit on the wall as vector
float vx=(glseg.x2-glseg.x1)/linelength;
float vy=(glseg.y2-glseg.y1)/linelength;
dv[1].x=dv[0].x=glseg.x1+vx*left;
dv[1].y=dv[0].y=glseg.y1+vy*left;
dv[3].x=dv[2].x=glseg.x1+vx*right;
dv[3].y=dv[2].y=glseg.y1+vy*right;
zpos+= FRACUNIT*(flipy? decalheight-decaltopo : decaltopo);
tex->BindPatch(p.colormap, decal->Translation);
dv[1].z=dv[2].z = FIXED2FLOAT(zpos);
dv[0].z=dv[3].z = dv[1].z - decalheight;
dv[1].v=dv[2].v = tex->GetVT();
dv[1].u=dv[0].u = tex->GetU(lefttex / FIXED2FLOAT(decal->ScaleX));
dv[3].u=dv[2].u = tex->GetU(righttex / FIXED2FLOAT(decal->ScaleX));
dv[0].v=dv[3].v = tex->GetVB();
// now clip to the top plane
float vzt=(ztop[1]-ztop[0])/linelength;
float topleft=this->ztop[0]+vzt*left;
float topright=this->ztop[0]+vzt*right;
// completely below the wall
if (topleft<dv[0].z && topright<dv[3].z)
return;
if (topleft<dv[1].z || topright<dv[2].z)
{
// decal has to be clipped at the top
// let texture clamping handle all extreme cases
dv[1].v=(dv[1].z-topleft)/(dv[1].z-dv[0].z)*dv[0].v;
dv[2].v=(dv[2].z-topright)/(dv[2].z-dv[3].z)*dv[3].v;
dv[1].z=topleft;
dv[2].z=topright;
}
// now clip to the bottom plane
float vzb=(zbottom[1]-zbottom[0])/linelength;
float bottomleft=this->zbottom[0]+vzb*left;
float bottomright=this->zbottom[0]+vzb*right;
// completely above the wall
if (bottomleft>dv[1].z && bottomright>dv[2].z)
return;
示例2: DrawDecal
//.........这里部分代码省略.........
left = decalpixpos;
lefttex = 0;
}
// decal is off the right edge
if (decalpixpos + decalwidth > linelength)
{
right = linelength;
righttex = right - decalpixpos;
}
else
{
right = decalpixpos + decalwidth;
righttex = decalwidth;
}
if (right<=left) return; // nothing to draw
// one texture unit on the wall as vector
float vx=(glseg.x2-glseg.x1)/linelength;
float vy=(glseg.y2-glseg.y1)/linelength;
dv[1].x=dv[0].x=glseg.x1+vx*left;
dv[1].y=dv[0].y=glseg.y1+vy*left;
dv[3].x=dv[2].x=glseg.x1+vx*right;
dv[3].y=dv[2].y=glseg.y1+vy*right;
zpos+= (flipy? decalheight-decaltopo : decaltopo);
dv[1].z=dv[2].z = zpos;
dv[0].z=dv[3].z = dv[1].z - decalheight;
dv[1].v=dv[2].v = tex->GetVT();
dv[1].u=dv[0].u = tex->GetU(lefttex / decal->ScaleX);
dv[3].u=dv[2].u = tex->GetU(righttex / decal->ScaleX);
dv[0].v=dv[3].v = tex->GetVB();
// now clip to the top plane
float vzt=(ztop[1]-ztop[0])/linelength;
float topleft=this->ztop[0]+vzt*left;
float topright=this->ztop[0]+vzt*right;
// completely below the wall
if (topleft<dv[0].z && topright<dv[3].z)
return;
if (topleft<dv[1].z || topright<dv[2].z)
{
// decal has to be clipped at the top
// let texture clamping handle all extreme cases
dv[1].v=(dv[1].z-topleft)/(dv[1].z-dv[0].z)*dv[0].v;
dv[2].v=(dv[2].z-topright)/(dv[2].z-dv[3].z)*dv[3].v;
dv[1].z=topleft;
dv[2].z=topright;
}
// now clip to the bottom plane
float vzb=(zbottom[1]-zbottom[0])/linelength;
float bottomleft=this->zbottom[0]+vzb*left;
float bottomright=this->zbottom[0]+vzb*right;
// completely above the wall
if (bottomleft>dv[1].z && bottomright>dv[2].z)
return;