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C++ ISpatial::dcast_Light方法代码示例

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


在下文中一共展示了ISpatial::dcast_Light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:

void dx103DFluidRenderer::CalculateLighting(const dx103DFluidData &FluidData, FogLighting  &LightData)
{
	m_lstRenderables.clear_not_free();

	LightData.Reset();

	const dx103DFluidData::Settings &VolumeSettings = FluidData.GetSettings();

	Fvector4 hemi_color = g_pGamePersistent->Environment().CurrentEnv->hemi_color;
	//hemi_color.mul(0.2f);
	hemi_color.mul(VolumeSettings.m_fHemi);
	LightData.m_vLightIntencity.set(hemi_color.x, hemi_color.y, hemi_color.z);
	LightData.m_vLightIntencity.add(g_pGamePersistent->Environment().CurrentEnv->ambient);

	const Fmatrix &Transform = FluidData.GetTransform();

	Fbox	box;
	box.min = Fvector3().set(-0.5f, -0.5f, -0.5f);
	box.max = Fvector3().set( 0.5f,  0.5f,  0.5f);
	box.xform(Transform);
	Fvector3	center;
	Fvector3	size;
	box.getcenter(center);
	box.getradius(size);


	// Traverse object database
	g_SpatialSpace->q_box
		(
		m_lstRenderables,
		0, //ISpatial_DB::O_ORDERED,
		STYPE_LIGHTSOURCE,
		center,
		size
		);

	u32 iNumRenderables = m_lstRenderables.size();
	// Determine visibility for dynamic part of scene
	for (u32 i=0; i<iNumRenderables; ++i)
	{
		ISpatial*	spatial		= m_lstRenderables[i];

		// Light
		light*	pLight = (light*) spatial->dcast_Light();
		VERIFY(pLight);

		if (pLight->flags.bStatic) continue;

		float	d	=	pLight->position.distance_to(Transform.c);

		float	R				= pLight->range + _max( size.x, _max( size.y, size.z ) );
		if ( d >= R )
			continue;

		Fvector3	LightIntencity;

		LightIntencity.set(pLight->color.r, pLight->color.g, pLight->color.b);

		//LightIntencity.mul(0.5f);

		//if (!pLight->flags.bStatic)
		//	LightIntencity.mul(0.5f);

		float	r	=	pLight->range;
		float	a	=	clampr(1.f - d/(r+EPS),0.f,1.f)*(pLight->flags.bStatic?1.f:2.f);

		LightIntencity.mul(a);

		LightData.m_vLightIntencity.add(LightIntencity);
	}

	//LightData.m_vLightIntencity.set( 1.0f, 0.5f, 0.0f);
	//LightData.m_vLightIntencity.set( 1.0f, 1.0f, 1.0f);
}
开发者ID:2asoft,项目名称:xray,代码行数:74,代码来源:dx103DFluidRenderer.cpp


注:本文中的ISpatial::dcast_Light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。