本文整理汇总了C++中FTexture::GetScaledLeftOffset方法的典型用法代码示例。如果您正苦于以下问题:C++ FTexture::GetScaledLeftOffset方法的具体用法?C++ FTexture::GetScaledLeftOffset怎么用?C++ FTexture::GetScaledLeftOffset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FTexture
的用法示例。
在下文中一共展示了FTexture::GetScaledLeftOffset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: AddHiresTextures
void FTextureManager::AddHiresTextures (int wadnum)
{
int firsttx = Wads.GetFirstLump(wadnum);
int lasttx = Wads.GetLastLump(wadnum);
char name[9];
TArray<FTextureID> tlist;
if (firsttx == -1 || lasttx == -1)
{
return;
}
name[8] = 0;
for (;firsttx <= lasttx; ++firsttx)
{
if (Wads.GetLumpNamespace(firsttx) == ns_hires)
{
Wads.GetLumpName (name, firsttx);
if (Wads.CheckNumForName (name, ns_hires) == firsttx)
{
tlist.Clear();
int amount = ListTextures(name, tlist);
if (amount == 0)
{
// A texture with this name does not yet exist
FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any);
if (newtex != NULL)
{
newtex->UseType=FTexture::TEX_Override;
AddTexture(newtex);
}
}
else
{
for(unsigned int i = 0; i < tlist.Size(); i++)
{
FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any);
if (newtex != NULL)
{
FTexture * oldtex = Textures[tlist[i].GetIndex()].Texture;
// Replace the entire texture and adjust the scaling and offset factors.
newtex->bWorldPanning = true;
newtex->SetScaledSize(oldtex->GetScaledWidth(), oldtex->GetScaledHeight());
newtex->LeftOffset = FixedMul(oldtex->GetScaledLeftOffset(), newtex->xScale);
newtex->TopOffset = FixedMul(oldtex->GetScaledTopOffset(), newtex->yScale);
ReplaceTexture(tlist[i], newtex, true);
}
}
}
//StartScreen->Progress();
}
}
}
}
示例2: Render
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
{
if (RenderPolySprite::IsThingCulled(thing))
return;
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();
DAngle ang = thing->Angles.Yaw + 90;
double angcos = ang.Cos();
double angsin = ang.Sin();
// Determine left and right edges of sprite. The sprite's angle is its normal,
// so the edges are 90 degrees each side of it.
double x2 = tex->GetScaledWidth() * spriteScale.X;
double x1 = tex->GetScaledLeftOffset() * spriteScale.X;
DVector2 left, right;
left.X = pos.X - x1 * angcos;
left.Y = pos.Y - x1 * angsin;
right.X = left.X + x2 * angcos;
right.Y = left.Y + x2 * angsin;
//int scaled_to = tex->GetScaledTopOffset();
//int scaled_bo = scaled_to - tex->GetScaledHeight();
//gzt = pos.Z + scale.Y * scaled_to;
//gzb = pos.Z + scale.Y * scaled_bo;
DVector2 points[2] = { left, right };
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
std::pair<float, float> offsets[4] =
{
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 0.0f },
};
for (int i = 0; i < 4; i++)
{
auto &p = (i == 0 || i == 3) ? points[0] : points[1];
vertices[i].x = (float)p.X;
vertices[i].y = (float)p.Y;
vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
vertices[i].w = 1.0f;
vertices[i].u = (float)(offsets[i].first * tex->Scale.X);
vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
if (flipTextureX)
vertices[i].u = 1.0f - vertices[i].u;
}
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
PolyDrawArgs args;
args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetTexture(tex);
args.SetClipPlane(clipPlane);
args.SetSubsectorDepthTest(true);
args.SetWriteSubsectorDepth(false);
args.SetWriteStencil(false);
args.SetStyle(TriBlendMode::TextureMasked);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}
示例3: Render
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
{
if (RenderPolySprite::IsThingCulled(thing))
return;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
bool flipTextureX = false;
FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr)
return;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();
DAngle ang = thing->Angles.Yaw + 90;
double angcos = ang.Cos();
double angsin = ang.Sin();
// Determine left and right edges of sprite. The sprite's angle is its normal,
// so the edges are 90 degrees each side of it.
double x2 = tex->GetScaledWidth() * spriteScale.X;
double x1 = tex->GetScaledLeftOffset() * spriteScale.X;
DVector2 left, right;
left.X = pos.X - x1 * angcos;
left.Y = pos.Y - x1 * angsin;
right.X = left.X + x2 * angcos;
right.Y = right.Y + x2 * angsin;
//int scaled_to = tex->GetScaledTopOffset();
//int scaled_bo = scaled_to - tex->GetScaledHeight();
//gzt = pos.Z + scale.Y * scaled_to;
//gzb = pos.Z + scale.Y * scaled_bo;
DVector2 points[2] = { left, right };
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
if (!vertices)
return;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
std::pair<float, float> offsets[4] =
{
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 0.0f },
};
for (int i = 0; i < 4; i++)
{
auto &p = (i == 0 || i == 3) ? points[0] : points[1];
vertices[i].x = (float)p.X;
vertices[i].y = (float)p.Y;
vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
vertices[i].w = 1.0f;
vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X);
vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
if (flipTextureX)
vertices[i].varying[0] = 1.0f - vertices[i].varying[0];
}
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
TriUniforms uniforms;
if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap)
{
uniforms.light = 256;
uniforms.flags = TriUniforms::fixed_light;
}
else
{
uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
uniforms.flags = 0;
}
uniforms.subsectorDepth = subsectorDepth;
PolyDrawArgs args;
args.uniforms = uniforms;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
args.SetTexture(tex);
args.SetColormap(sub->sector->ColorMap);
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::AlphaBlend);
}