本文整理汇总了C++中ISceneManager::addDirectionalLight方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneManager::addDirectionalLight方法的具体用法?C++ ISceneManager::addDirectionalLight怎么用?C++ ISceneManager::addDirectionalLight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ISceneManager
的用法示例。
在下文中一共展示了ISceneManager::addDirectionalLight方法的5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: setupInitialScene
void CEditorScene::setupInitialScene()
{
math::SAxisAlignedBox aabb;
aabb.Center = XMFLOAT3(0, 0.0f, 0);
aabb.Extents = XMFLOAT3(3000.0f, 1000.0f, 3000.0f);
ISceneManager* smgr = mDevice->createSceneManager(aabb);
mSceneManager = smgr;
ISimpleMesh* planeMesh = mMeshManager->createPlaneMesh("ground_plane", 40, 40, 40, 40);
IMeshNode* planeNode = smgr->addMeshNode(planeMesh, nullptr, nullptr, true);
planeNode->setMaterialName("ground_wire_material");
mCamera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 10.0f, -15.0f),
XMFLOAT3(0, 5, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
//mCamera->setShadowRange(300.0f);
ILightNode* light = smgr->addDirectionalLight(1, nullptr, XMFLOAT3(3.0f, -2.0f, 1.5f));
light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
light->enableShadow(true);
smgr->setAmbient(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f));
mCubeMesh = mMeshManager->createCubeMesh("cube_bounding");
mSphereMesh = mMeshManager->createSphereMesh("sphere_bounding");
mCylinderMesh = mMeshManager->createCylinderMesh("cylinder_bounding");
mTimer = mDevice->getTimer();
smgr->update(0);
// init all mesh names
std::vector<std::string> names;
mResourceGroupManager->listResourceNames(ERFT_MESH, names);
std::set<std::string> nameSet;
for (u32 i = 0; i < names.size(); i++)
{
nameSet.insert(names[i]);
}
for (auto it = nameSet.begin(); it != nameSet.end(); it++)
{
std::string s = *it;
mMeshNames.push_back(s);
}
for (u32 i = 0; i < mMeshNames.size(); i++)
{
mMeshNodeInfos.insert(std::make_pair(mMeshNames[i], SMeshNodeInfo()));
}
CXmlFileManager::Read("main.physics.xml");
for (auto it = mMeshNodeInfos.begin(); it != mMeshNodeInfos.end(); it++)
{
it->second.SetVisible(false);
}
}
示例2: setupInitialScene
void EditorScene::setupInitialScene()
{
math::SAxisAlignedBox aabb;
aabb.Center = XMFLOAT3(0, 0.0f, 0);
aabb.Extents = XMFLOAT3(3000.0f, 1000.0f, 3000.0f);
ISceneManager* smgr = mDevice->createSceneManager(aabb);
mSceneManager = smgr;
ITextureCube* skyTexture = mTextureManager->loadCubeTexture("skybox1.dds");
smgr->setSkyDome(skyTexture);
IMeshNode* skyNode = mSceneManager->getSkyNode();
if (skyNode)
skyNode->setMaterialName("skydome_material");
mTimer = mDevice->getTimer();
ISimpleMesh* cubeMesh = mMeshManager->createCubeMesh("cube1");
mSelectedCubeNode = smgr->addMeshNode(cubeMesh, nullptr, nullptr, false);
mSelectedCubeNode->setMaterialName("selected_cube_material");
mSelectedCubeNode->setVisible(false);
mSelectedCubeNode->setTag(WIRE_NODE_TAG);
mPickingCubeNode = smgr->addMeshNode(cubeMesh, nullptr, nullptr, false);
mPickingCubeNode->setMaterialName("picking_cube_material");
mPickingCubeNode->setVisible(false);
mPickingCubeNode->setTag(WIRE_NODE_TAG);
ISimpleMesh* sphereMesh = mMeshManager->createSphereMesh("pointlight_mesh", 1.0f, 10, 10);
mPointLightCollectionNode = smgr->addInstanceCollectionNode(sphereMesh,
nullptr, 4000, sizeof(XMFLOAT4));
mPointLightCollectionNode->setMaterialName("multi_wire_material");
mPointLightCollectionNode->setTag(WIRE_NODE_TAG);
mPointLightCollectionNode->setVisible(false);
mSceneManager->update(0);
IVideoDriver* driver = IVideoDriver::getInstance();
mVideoDriver->setDeferredShading(true);
driver->setDeferredShadingAlgorithm(EDSA_CS_TILE_BASED_DEFERRED_SHADING);
IShaderManager* shaderManager = IShaderManager::getInstance();
mTileBasedDSShader = shaderManager->load(EST_COMPUTE_SHADER, "defer_shader_cs.hlsl", "cs_main");
smgr->setTileBasedDeferredShadingCS(mTileBasedDSShader);
if (!CFileParser::ReadScene("main.scene"))
{
setupTerrain();
ILightNode* light = smgr->addDirectionalLight(1, nullptr, XMFLOAT3(3.0f, -2.0f, 1.5f));
light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
light->enableShadow(true);
mDirectionalLightNode = light;
smgr->setAmbient(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f));
mCamera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 30.0f, -4.0f),
XMFLOAT3(0, 30.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
mCamera->setShadowRange(300.0f);
mVideoDriver->setDeferredShading(true);
mDeferredShading = true;
}
UpdateGlobalLighting();
smgr->update();
}
示例3: main
int main()
{
SDeviceContextSettings settings;
settings.MultiSamplingCount = 4;
settings.MultiSamplingQuality = 32;
IApplication* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->createSceneManager();
IMeshManager* meshManager = driver->getMeshManager();
IMaterialManager* materialManager = driver->getMaterialManager();
ITextureManager* textureManager = driver->getTextureManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
// resourceGroupManager->loadResourceGroup("General");
ILightNode* light = smgr->addDirectionalLight(1, nullptr, XMFLOAT3(3.0f, -2.0f, 1.5f));
light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.4f, 0.4f, 0.4f, 1.0f));
ILightNode* light2 = smgr->addDirectionalLight(2, nullptr, XMFLOAT3(-2.0f, -3.0f, -2.0f));
light2->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
light2->setDiffuse(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f));
ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 30.0f, -4.0f), XMFLOAT3(0, 30.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
camera->setViewWidth(300);
camera->setViewHeight(200);
char caption[200];
std::string rawFileName("heightmap.raw");
ITerrainMesh* mesh = meshManager->createTerrainMesh("terrain", rawFileName,
3.0f, 0.4f, false, true, 1.0f);
ITerrainNode* terrainNode = smgr->addTerrainNode(mesh);
//terrainNode->setMaterialName("terrain/tessellation_material");
terrainNode->setMaterialName("terrain/terrain_material");
ITextureCube* skyTexture = textureManager->loadCubeTexture("Snow.dds");
smgr->setSkyDome(skyTexture);
IRenderTarget* pRenderTarget = textureManager->getRenderTarget("target1");
ITimer* timer = device->getTimer();
timer->reset();
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
u32 ms = timer->tick();
float dt = ms * 0.001f;
updateCamera(camera, dt);
XMFLOAT3 camPos = camera->getPosition();
float terrainHeight = terrainNode->getHeight(camPos.x, camPos.z, true);
camPos.y = terrainHeight + 3.0f;
//camera->setPosition(camPos);
smgr->update(ms);
smgr->drawAll();
driver->endScene();
u32 num = smgr->getRenderedMeshNum();
sprintf(caption, "FPS:%f num:%d", getFps(dt), num);
device->setWindowCaption(caption);
}
smgr->destroy();
device->drop();
return 0;
}
示例4: _tmain
int _tmain(int argc, _TCHAR* argv[])
{
srand(time(0));
SDeviceContextSettings settings;
settings.MultiSamplingCount = 4;
settings.MultiSamplingQuality = 32;
IDevice* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
math::SAxisAlignedBox aabb;
aabb.Center = XMFLOAT3(0, 10.0f, 0);
aabb.Extents = XMFLOAT3(500.0f, 500.0f, 500.0f);
ISceneManager* smgr = device->createSceneManager(aabb);
IMeshManager* meshManager = driver->getMeshManager();
IMaterialManager* materialManager = driver->getMaterialManager();
ITextureManager* textureManager = driver->getTextureManager();
IPipelineManager* pipelineManager = driver->getPipelineManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
PhysicsEngine::getInstance();
setupPhysics(smgr);
// create ground
ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", groundSize, groundSize, 10, 10, 30.0f, 30.0f);
IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
groundNode->setMaterialName("ground_material");
createBoxes(smgr);
// add directional light
XMFLOAT3 light_dir(5.0f, -5.0f, -2.0f);
f32 lightDistance = -20;
ILightNode* light = smgr->addDirectionalLight(1, nullptr, light_dir);
light->setSpecular(XMFLOAT4(1.0f, 1.0, 1.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
//light->setShadowCameraOrthographicSize(10.0f, 7.0f);
XMFLOAT4 unit_dir = light->getDirection();
light->setPosition(XMFLOAT3(unit_dir.x * lightDistance, unit_dir.y * lightDistance, unit_dir.z * lightDistance));
light->setShadowMapSize(SCREEN_WIDTH, SCREEN_HEIGHT);
light->setShadowCameraOrthographicSize(100.0f, 100.0f);
light->enableShadow(true);
ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
camera->setPosition(XMFLOAT3(0, 20.0f, -40.0f));
camera->lookAt(XMFLOAT3(0, 0, 0));
camera->setNearZ(1.0f);
camera->setFarZ(1000.0f);
camera->setShadowRange(200.0f);
smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
updateLightDirection(10.0f, light);
char caption[200];
ITimer* timer = device->getTimer();
timer->reset();
const f32 color2[] = { 1.0f, 0.0f, 0.0f, 1.0f };
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
u32 ms = timer->tick();
float dt = ms * 0.001f;
updatePhysics(dt);
updateCamera(camera, dt);
//updateLightDirection(dt, light);
smgr->update(ms);
smgr->drawAll();
driver->endScene();
sprintf_s(caption, "FPS:%f", getFps(dt));
device->setWindowCaption(caption);
//Sleep(10);
}
//sphereMaterial.drop();
smgr->destroy();
device->drop();
delete g_ground;
delete g_box;
PhysicsEngine::deleteInstance();
return 0;
}
示例5: _tmain
int _tmain(int argc, _TCHAR* argv[])
{
SDeviceContextSettings settings;
settings.MultiSamplingCount = 4;
settings.MultiSamplingQuality = 32;
IDevice* device = gf::createDevice(EDT_DIRECT3D11, SCREEN_WIDTH, SCREEN_HEIGHT, EWS_NONE, true, settings);
IVideoDriver* driver = device->getVideoDriver();
math::SAxisAlignedBox aabb;
aabb.Center = XMFLOAT3(0, 0.0f, 0);
aabb.Extents = XMFLOAT3(3000.0f, 1000.0f, 3000.0f);
ISceneManager* smgr = device->createSceneManager(aabb);
IMeshManager* meshManager = driver->getMeshManager();
IMaterialManager* materialManager = driver->getMaterialManager();
ITextureManager* textureManager = driver->getTextureManager();
IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
resourceGroupManager->init("Resources.cfg");
ILightNode* light = smgr->addDirectionalLight(1, nullptr, XMFLOAT3(3.0f, -2.0f, 1.5f));
light->setSpecular(XMFLOAT4(1.0f, 1.0f, 1.0f, 32.0f));
light->setDiffuse(XMFLOAT4(0.4f, 0.4f, 0.4f, 1.0f));
light->enableShadow(true);
ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 30.0f, -4.0f),
XMFLOAT3(0, 30.0f, 0.0f), XMFLOAT3(0, 1.0f, 0), true);
camera->setShadowRange(200.0f);
buildGrassLand(smgr);
ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", GROUND_SIZE, GROUND_SIZE, 50, 50, 10.0f, 10.0f);
IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
groundNode->setMaterialName("ground_material");
ITextureCube* skyTexture = textureManager->loadCubeTexture("skybox1.dds");
smgr->setSkyDome(skyTexture);
ITimer* timer = device->getTimer();
timer->reset();
char caption[200];
while (device->run())
{
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
driver->beginScene(true, true, clearColor);
f32 dt = timer->tick();
updateCamera(camera, dt);
g_grassLand->update(dt);
smgr->update(dt);
smgr->drawAll();
driver->endScene();
u32 num = smgr->getRenderedMeshNum();
sprintf(caption, "FPS:%f num:%d", getFps(dt), num);
device->setWindowCaption(caption);
}
smgr->destroy();
device->drop();
return 0;
}