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C++ IRenderable::renderable_Render方法代码示例

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


在下文中一共展示了IRenderable::renderable_Render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: translateSector


//.........这里部分代码省略.........
			g_hud->Render_First					( );	// R1 shadows
			g_hud->Render_Last					( );	
			u32 uID_LTRACK						= 0xffffffff;
			if (phase==PHASE_NORMAL)			{
				uLastLTRACK	++;
				if (lstRenderables.size())		uID_LTRACK	= uLastLTRACK%lstRenderables.size();

				// update light-vis for current entity / actor
				CObject*	O					= g_pGameLevel->CurrentViewEntity();
				if (O)		{
					CROS_impl*	R					= (CROS_impl*) O->ROS();
					if (R)		R->update			(O);
				}
			}
			for (u32 o_it=0; o_it<lstRenderables.size(); o_it++)
			{
				ISpatial*	spatial		= lstRenderables[o_it];		spatial->spatial_updatesector	();
				CSector*	sector		= (CSector*)spatial->spatial.sector	;
				if	(0==sector)										
					continue;	// disassociated from S/P structure

				// Filter only not light spatial
				if	(PortalTraverser.i_marker != sector->r_marker && (spatial->spatial.type & STYPE_RENDERABLE) )	continue;	// inactive (untouched) sector

				if (spatial->spatial.type & STYPE_RENDERABLE)
				{
					for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++)
					{
						set_Frustum			(&(sector->r_frustums[v_it]));

						if (!View->testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R) /*&& (spatial->spatial.type & STYPE_RENDERABLE)*/)	continue;
						// renderable
						IRenderable*	renderable		= spatial->dcast_Renderable	();
						if (0==renderable)	{
							// It may be an glow
							CGlow*		glow				= dynamic_cast<CGlow*>(spatial);
							VERIFY							(glow);
							L_Glows->add					(glow);
						} else {
							// Occlusiond
							vis_data&		v_orig			= renderable->renderable.visual->getVisData();
							vis_data		v_copy			= v_orig;
							v_copy.box.xform				(renderable->renderable.xform);
							BOOL			bVisible		= HOM.visible(v_copy);
							v_orig.accept_frame				= v_copy.accept_frame;
							v_orig.marker					= v_copy.marker;
							v_orig.hom_frame				= v_copy.hom_frame;
							v_orig.hom_tested				= v_copy.hom_tested;
							if (!bVisible)					break;	// exit loop on frustums

							// rendering
							if (o_it==uID_LTRACK && renderable->renderable_ROS())	{
								// track lighting environment
								CROS_impl*		T = (CROS_impl*)renderable->renderable_ROS();
								T->update			(renderable);
							}
							set_Object						(renderable);
							renderable->renderable_Render	();
							set_Object						(0);	//? is it needed at all
						}
						break;	// exit loop on frustums
					}
				} 
				else
				{
					if ( ViewBase.testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R) )
					{
						VERIFY								(spatial->spatial.type & STYPE_LIGHTSOURCE);
						// lightsource
						light*			L					= (light*)	spatial->dcast_Light	();
						VERIFY								(L);
						if (L->spatial.sector)				{
							vis_data&		vis		= L->get_homdata	( );
							if	(HOM.visible(vis))	L_DB->add_light		(L);
						}
					}
				}
			}
		}

		// Calculate miscelaneous stuff
		L_Shadows->calculate								();
		L_Projector->calculate								();
	}
	else
	{
		set_Object											(0);
		/*
		g_pGameLevel->pHUD->Render_First					();	
		g_pGameLevel->pHUD->Render_Last						();	

		// Calculate miscelaneous stuff
		L_Shadows->calculate								();
		L_Projector->calculate								();
		*/
	}

	// End calc
	Device.Statistic->RenderCALC.End	();
}
开发者ID:2asoft,项目名称:xray-16,代码行数:101,代码来源:FStaticRender.cpp

示例2: inactive

// sub-space rendering - main procedure
void	R_dsgraph_structure::r_dsgraph_render_subspace	(IRender_Sector* _sector, CFrustum* _frustum, Fmatrix& mCombined, Fvector& _cop, BOOL _dynamic, BOOL _precise_portals)
{
	VERIFY							(_sector);
	RImplementation.marker			++;			// !!! critical here

	// Save and build new frustum, disable HOM
	CFrustum	ViewSave			= ViewBase;
	ViewBase						= *_frustum;
	View							= &ViewBase;

	if (_precise_portals && RImplementation.rmPortals)		{
		// Check if camera is too near to some portal - if so force DualRender
		Fvector box_radius;		box_radius.set	(EPS_L*20,EPS_L*20,EPS_L*20);
		RImplementation.Sectors_xrc.box_options	(CDB::OPT_FULL_TEST);
		RImplementation.Sectors_xrc.box_query	(RImplementation.rmPortals,_cop,box_radius);
		for (int K=0; K<RImplementation.Sectors_xrc.r_count(); K++)
		{
			CPortal*	pPortal		= (CPortal*) RImplementation.Portals[RImplementation.rmPortals->get_tris()[RImplementation.Sectors_xrc.r_begin()[K].id].dummy];
			pPortal->bDualRender	= TRUE;
		}
	}

	// Traverse sector/portal structure
	PortalTraverser.traverse		( _sector, ViewBase, _cop, mCombined, 0 );

	// Determine visibility for static geometry hierrarhy
	for (u32 s_it=0; s_it<PortalTraverser.r_sectors.size(); s_it++)
	{
		CSector*	sector		= (CSector*)PortalTraverser.r_sectors[s_it];
		IRender_Visual*	root	= sector->root();
		for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++)	{
			set_Frustum			(&(sector->r_frustums[v_it]));
			add_Geometry		(root);
		}
	}

	if (_dynamic)
	{
		set_Object						(0);

		// Traverse object database
		g_SpatialSpace->q_frustum
			(
			lstRenderables,
			ISpatial_DB::O_ORDERED,
			STYPE_RENDERABLE,
			ViewBase
			);

		// Determine visibility for dynamic part of scene
		for (u32 o_it=0; o_it<lstRenderables.size(); o_it++)
		{
			ISpatial*	spatial		= lstRenderables[o_it];
			CSector*	sector		= (CSector*)spatial->spatial.sector;
			if	(0==sector)										continue;	// disassociated from S/P structure
			if	(PortalTraverser.i_marker != sector->r_marker)	continue;	// inactive (untouched) sector
			for (u32 v_it=0; v_it<sector->r_frustums.size(); v_it++)
			{
				set_Frustum			(&(sector->r_frustums[v_it]));
				if (!View->testSphere_dirty(spatial->spatial.sphere.P,spatial->spatial.sphere.R))	continue;

				// renderable
				IRenderable*	renderable		= spatial->dcast_Renderable	();
				if (0==renderable)				continue;					// unknown, but renderable object (r1_glow???)

				renderable->renderable_Render	();
			}
		}
	}

	// Restore
	ViewBase						= ViewSave;
	View							= 0;
}
开发者ID:OLR-xray,项目名称:XRay-NEW,代码行数:75,代码来源:r__dsgraph_render.cpp


注:本文中的IRenderable::renderable_Render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。