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C++ ISceneManager::addPointLight方法代码示例

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


在下文中一共展示了ISceneManager::addPointLight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: setupScene

ISceneManager* setupScene(IDevice* device) {

	// create scene manager
	ISceneManager* smgr = device->createSceneManager();

	// get mesh manager
	IMeshManager* meshManager = IMeshManager::getInstance();

	// set up ground.
	ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", 100.0f, 100.0f, 10, 10, 50, 50);
	IMeshNode* groundNode = smgr->addMeshNode(groundMesh, "ground_material", nullptr, true);

	// create a sphere
	ISimpleMesh* sphereMesh = meshManager->createSphereMesh("sphere", 1.0f, 100, 100);
	IMeshNode* sphereNode = smgr->addMeshNode(sphereMesh, "sphere_material", nullptr, true, XMFLOAT3(-1.2f, 1.0f, 0));

	// create a box
	ISimpleMesh* boxMesh = meshManager->createCubeMesh("box", 1.2f, 3.0f, 1.2f);
	IMeshNode* boxNode = smgr->addMeshNode(boxMesh, "box_material", nullptr, true, XMFLOAT3(1.0f, 1.5f, 1.0f));

	// create a teapot
	IModelMesh* teapotMesh = meshManager->getModelMesh("teapot.mesh");
	IMeshNode* teapot = smgr->addModelMeshNode(teapotMesh, nullptr, true, XMFLOAT3(1.2f, 0, -1.0f));
	teapot->setMaterialName("teapot_material");

	// add 100 point light
	for (u32 i = 0; i < 100; i++) {
		XMFLOAT3 pos(math::RandomFloat(-20.0, 20.0f), math::RandomFloat(3.0, 10.0f), math::RandomFloat(-20.0, 20.0f));
		XMFLOAT4 diffuse(math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), 1.0f);
		XMFLOAT4 specular(math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), 32.0f);

		ILightNode* light = smgr->addPointLight(i, nullptr, false, pos, 20.0f);
		light->setSpecular(specular);
		light->setDiffuse(diffuse);
		light->setAttenuation(1.0f, 0.05f, 0);
	}

	sphereNode->addShadow(1);
	boxNode->addShadow(1);
	teapot->addShadow(1);

	// create a fps camera node
	IFpsCameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -6.0f),
		XMFLOAT3(0, 1.0f, 0.0f), XMFLOAT3(0, 1.0f, 0));
	camera->setNearZ(1.0f);
	camera->setFarZ(1000.0f);

	// set ambient in the environment.
	smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));

	return smgr;
}
开发者ID:whztt07,项目名称:GameFinal,代码行数:52,代码来源:main.cpp

示例2: 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();
	IPipelineManager* pipelineManager = driver->getPipelineManager();

	IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
	resourceGroupManager->init("Resources.cfg");



	const f32 groundSize = 1000.0f;

	ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", groundSize, groundSize, 100, 100, 100.0f, 100.0f);
	IMeshNode* groundNode = smgr->addMeshNode(groundMesh, nullptr, nullptr, false);
	groundNode->setMaterialName("ground_material");
	
	// add point lights
	const u32 lightColNum = 10;
	const u32 lightRowNum = 10;
	f32 xLightSpace = groundSize / (lightColNum - 1);
	f32 zLightSpace = groundSize / (lightRowNum - 1);

	for (u32 i = 0; i < lightRowNum; i++)
	{
		for (u32 j = 0; j < lightColNum; j++)
		{
			u32 id = i * lightColNum + j;
			f32 x = -groundSize * 0.5f + xLightSpace * j;
			f32 z = groundSize * 0.5f - zLightSpace * i;
			ILightNode* light = smgr->addPointLight(id, nullptr, true, XMFLOAT3(x, 50.0f, z), 200.0f);
			light->setSpecular(XMFLOAT4(12.0f, 12.0f, 12.0f, 32.0f));
			light->setDiffuse(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));
			light->setAttenuation(1.0f, 0.1f, 0);
		}
	}

	
	/*
	IModelMesh* carMesh = meshManager->getModelMesh("myfirst.mesh");
	IMeshNode* carNode = smgr->addModelMeshNode(carMesh, NULL, false);
	carNode->translate(0, 0.1f, 0);
	carNode->setNeedCulling(false);
	carNode->scale(0.05f, 0.05f, 0.05f);
	carNode->pitch(XM_PIDIV2);
	*/
	
	IModelMesh* carMesh = meshManager->getModelMesh("car B red.mesh");
	IMeshNode* carNode = smgr->addModelMeshNode(carMesh, NULL, false);
	carNode->translate(0, 1.0f, 0);
	//carNode->setNeedCulling(false);
	//carNode->scale(0.05f, 0.05f, 0.05f);
	//carNode->pitch(XM_PIDIV2);

	IModelMesh* wheelleftFrontMesh = meshManager->getModelMesh("wheel front left.mesh");
	IMeshNode* wheelleftFront = smgr->addModelMeshNode(wheelleftFrontMesh, carNode, false);
	//carNode->setNeedCulling(false);
	
	ICameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -4.0f), XMFLOAT3(0, 1.0f, 0.0f));
	camera->setFarZ(3000.0f);

	smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));

	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;

		updateCamera(camera, dt);
		//updateCarPosition(dt, carNode, camera);

		smgr->update(ms);

		smgr->drawAll();

		driver->endScene();

		f32 fps = getFps(dt);
		sprintf_s(caption, "FPS:%f, delta:%f", fps, 1000.0f/fps);
		device->setWindowCaption(caption);
	}

//.........这里部分代码省略.........
开发者ID:woyaofacai,项目名称:GameFinal,代码行数:101,代码来源:main.cpp


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