本文整理汇总了C++中KX_LightObject::GetSGNode方法的典型用法代码示例。如果您正苦于以下问题:C++ KX_LightObject::GetSGNode方法的具体用法?C++ KX_LightObject::GetSGNode怎么用?C++ KX_LightObject::GetSGNode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KX_LightObject
的用法示例。
在下文中一共展示了KX_LightObject::GetSGNode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: Update
void RAS_OpenGLLight::Update()
{
GPULamp *lamp;
KX_LightObject *kxlight = (KX_LightObject *)m_light;
if ((lamp = GetGPULamp()) != NULL && kxlight->GetSGNode()) {
float obmat[4][4];
// lights don't get their openGL matrix updated, do it now
if (kxlight->GetSGNode()->IsDirty())
kxlight->GetOpenGLMatrix();
float *dobmat = kxlight->GetOpenGLMatrixPtr()->getPointer();
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++, dobmat++)
obmat[i][j] = (float)*dobmat;
int hide = kxlight->GetVisible() ? 0 : 1;
GPU_lamp_update(lamp, m_layer, hide, obmat);
GPU_lamp_update_colors(lamp, m_color[0], m_color[1],
m_color[2], m_energy);
GPU_lamp_update_distance(lamp, m_distance, m_att1, m_att2, m_coeff_const, m_coeff_lin, m_coeff_quad);
GPU_lamp_update_spot(lamp, m_spotsize, m_spotblend);
}
}
示例2: ApplyFixedFunctionLighting
bool RAS_OpenGLLight::ApplyFixedFunctionLighting(KX_Scene *kxscene, int oblayer, int slot)
{
KX_Scene *lightscene = (KX_Scene *)m_scene;
KX_LightObject *kxlight = (KX_LightObject *)m_light;
float vec[4];
int scenelayer = ~0;
if (kxscene && kxscene->GetBlenderScene())
scenelayer = kxscene->GetBlenderScene()->lay;
/* only use lights in the same layer as the object */
if (!(m_layer & oblayer))
return false;
/* only use lights in the same scene, and in a visible layer */
if (kxscene != lightscene || !(m_layer & scenelayer))
return false;
// lights don't get their openGL matrix updated, do it now
if (kxlight->GetSGNode()->IsDirty())
kxlight->GetOpenGLMatrix();
MT_CmMatrix4x4& worldmatrix = *kxlight->GetOpenGLMatrixPtr();
vec[0] = worldmatrix(0, 3);
vec[1] = worldmatrix(1, 3);
vec[2] = worldmatrix(2, 3);
vec[3] = 1.0f;
if (m_type == RAS_ILightObject::LIGHT_SUN) {
vec[0] = worldmatrix(0, 2);
vec[1] = worldmatrix(1, 2);
vec[2] = worldmatrix(2, 2);
//vec[0] = base->object->obmat[2][0];
//vec[1] = base->object->obmat[2][1];
//vec[2] = base->object->obmat[2][2];
vec[3] = 0.0f;
glLightfv((GLenum)(GL_LIGHT0 + slot), GL_POSITION, vec);
}
else {
//vec[3] = 1.0;
glLightfv((GLenum)(GL_LIGHT0 + slot), GL_POSITION, vec);
glLightf((GLenum)(GL_LIGHT0 + slot), GL_CONSTANT_ATTENUATION, 1.0f);
glLightf((GLenum)(GL_LIGHT0 + slot), GL_LINEAR_ATTENUATION, m_att1 / m_distance);
// without this next line it looks backward compatible.
//attennuation still is acceptable
glLightf((GLenum)(GL_LIGHT0 + slot), GL_QUADRATIC_ATTENUATION, m_att2 / (m_distance * m_distance));
if (m_type == RAS_ILightObject::LIGHT_SPOT) {
vec[0] = -worldmatrix(0, 2);
vec[1] = -worldmatrix(1, 2);
vec[2] = -worldmatrix(2, 2);
//vec[0] = -base->object->obmat[2][0];
//vec[1] = -base->object->obmat[2][1];
//vec[2] = -base->object->obmat[2][2];
glLightfv((GLenum)(GL_LIGHT0 + slot), GL_SPOT_DIRECTION, vec);
glLightf((GLenum)(GL_LIGHT0 + slot), GL_SPOT_CUTOFF, m_spotsize / 2.0f);
glLightf((GLenum)(GL_LIGHT0 + slot), GL_SPOT_EXPONENT, 128.0f * m_spotblend);
}
else {
glLightf((GLenum)(GL_LIGHT0 + slot), GL_SPOT_CUTOFF, 180.0f);
}
}
if (m_nodiffuse) {
vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else {
vec[0] = m_energy * m_color[0];
vec[1] = m_energy * m_color[1];
vec[2] = m_energy * m_color[2];
vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0 + slot), GL_DIFFUSE, vec);
if (m_nospecular) {
vec[0] = vec[1] = vec[2] = vec[3] = 0.0f;
}
else if (m_nodiffuse) {
vec[0] = m_energy * m_color[0];
vec[1] = m_energy * m_color[1];
vec[2] = m_energy * m_color[2];
vec[3] = 1.0f;
}
glLightfv((GLenum)(GL_LIGHT0 + slot), GL_SPECULAR, vec);
glEnable((GLenum)(GL_LIGHT0 + slot));
return true;
}