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C++ FnObject::GetVisibility方法代码示例

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


在下文中一共展示了FnObject::GetVisibility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: Display

/*----------------------------------
  display the shadow on the terrain
  C.Wang 0522, 2006
 -----------------------------------*/
void FuCShadowModify::Display()
{
	TPROFILE("Shadow Display");

	if ( m_fyActor.Object() == FAILED_ID ) 
		return;

	FnObject model;
	model.Object(mSeed);
	if (!model.GetVisibility()) 
		return;

	WORLDid wID;
	FnTriangle tT;
	FnScene scene;
	FnTerrain terrain;
	int vLen , texLen = 2, tri[3];
	float M[16], *G, vLC[3];
	
	// get all neighboring triangles
	//nList = terrain.GetAllVertexNeighborTriangles(iOne, list, 64);
	//if (nList <= 0) return;

	// get the matrix to character's base coordinate
	m_lightCam.SetWorldPosition( m_actorPos );
	G = m_lightCam.GetMatrix(TRUE);
	FyInverseM16(G, M);

	tT.Object( m_terrain.Object() , 0);
	scene.Object(mHost);
	wID = scene.GetWorld();

	// reset all rendering states
	FyResetRenderStates(wID);
	FySetD3DRenderState(wID, D3DRS_LIGHTING, FALSE);
	FySetD3DRenderState(wID, D3DRS_FOGENABLE, FALSE);
	FySetD3DRenderState(wID, D3DRS_ZWRITEENABLE, FALSE);

	// set current material
	FySetCurrentMaterial(wID, mRenderTarget, FALSE, 1.0f);

	FySetD3DRenderState(wID, D3DRS_ALPHABLENDENABLE, TRUE);
	FySetD3DRenderState(wID, D3DRS_ALPHATESTENABLE, FALSE);
	FySetD3DRenderState(wID, D3DRS_SRCBLEND, D3DBLEND_ZERO);
	FySetD3DRenderState(wID, D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR);

	LPDIRECT3DDEVICE9 dev = FyGetD3DDevice(wID);
	float pos[16];


	FuLitedVertex v[3];

	// display these triangles
	vLen = 6;

	v[0].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255);
	v[1].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255);
	v[2].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255);

	int nTri = m_triIDVec.size();
	for ( int i = 0; i < nTri ; i++) 
	{
		// get the triangle vertices
		tT.GetTopology( m_triIDVec[i] , tri);

		for ( int j = 0; j < 3; ++j ) 
		{
			tT.GetVertex(tri[2-j], pos);
			v[j].pos[0] = pos[0];
			v[j].pos[1] = pos[1];
			v[j].pos[2] = pos[2] + mShadowHeightOffset;

			// calculate the texture coordinate
			FUTransformVertexWithM16_Simple(vLC, v[j].pos, M);
			CalculateShadowUV(vLC, v[j].uv);
		}

		FyDrawTriangles(wID, XYZ_DIFFUSE, 3 , 1 , &texLen, (float *) &v[0] );

	}

}
开发者ID:uvbs,项目名称:GameProject,代码行数:86,代码来源:TShadow.cpp


注:本文中的FnObject::GetVisibility方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。