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C++ FTexture::GetLeftOffset方法代码示例

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


在下文中一共展示了FTexture::GetLeftOffset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: Render

	void RenderDecal::Render(RenderThread *thread, side_t *wall, DBaseDecal *decal, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &savecoord, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
	{
		DVector2 decal_left, decal_right, decal_pos;
		int x1, x2;
		double yscale;
		uint8_t flipx;
		double zpos;
		int needrepeat = 0;
		sector_t *back;
		bool calclighting;
		bool rereadcolormap;
		FDynamicColormap *usecolormap;
		float light = 0;
		const short *mfloorclip;
		const short *mceilingclip;

		if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
			return;

		// Determine actor z
		zpos = decal->Z;
		back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;

		// for 3d-floor segments use the model sector as reference
		sector_t *front;
		if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) front = decal->Sector;
		else front = curline->frontsector;

		switch (decal->RenderFlags & RF_RELMASK)
		{
		default:
			zpos = decal->Z;
			break;
		case RF_RELUPPER:
			if (curline->linedef->flags & ML_DONTPEGTOP)
			{
				zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
			}
			else
			{
				zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
			}
			break;
		case RF_RELLOWER:
			if (curline->linedef->flags & ML_DONTPEGBOTTOM)
			{
				zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
			}
			else
			{
				zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
			}
			break;
		case RF_RELMID:
			if (curline->linedef->flags & ML_DONTPEGBOTTOM)
			{
				zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
			}
			else
			{
				zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
			}
		}

		FTexture *WallSpriteTile = TexMan(decal->PicNum, true);
		flipx = (uint8_t)(decal->RenderFlags & RF_XFLIP);

		if (WallSpriteTile == NULL || WallSpriteTile->UseType == ETextureType::Null)
		{
			return;
		}

		// Determine left and right edges of sprite. Since this sprite is bound
		// to a wall, we use the wall's angle instead of the decal's. This is
		// pretty much the same as what R_AddLine() does.

		double edge_right = WallSpriteTile->GetWidth();
		double edge_left = WallSpriteTile->GetLeftOffset(0);	// decals should not use renderer-specific offsets.
		edge_right = (edge_right - edge_left) * decal->ScaleX;
		edge_left *= decal->ScaleX;

		double dcx, dcy;
		decal->GetXY(wall, dcx, dcy);
		decal_pos = { dcx, dcy };

		DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
		float maskedScaleY;

		decal_left = decal_pos - edge_left * angvec - thread->Viewport->viewpoint.Pos;
		decal_right = decal_pos + edge_right * angvec - thread->Viewport->viewpoint.Pos;

		CameraLight *cameraLight;
		double texturemid;

		FWallCoords WallC;
		if (WallC.Init(thread, decal_left, decal_right, TOO_CLOSE_Z))
			return;

		x1 = WallC.sx1;
		x2 = WallC.sx2;
//.........这里部分代码省略.........
开发者ID:Blzut3,项目名称:gzdoom,代码行数:101,代码来源:r_decal.cpp


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