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C++ Light::GetDistance方法代码示例

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


在下文中一共展示了Light::GetDistance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: Prepare


//.........这里部分代码省略.........
            Vector4 vertexLights[MAX_VERTEX_LIGHTS * 3];
            const PODVector<Light*>& lights = lightQueue_->vertexLights_;
            
            for (unsigned i = 0; i < lights.Size(); ++i)
            {
                Light* vertexLight = lights[i];
                Node* vertexLightNode = vertexLight->GetNode();
                LightType type = vertexLight->GetLightType();
                
                // Attenuation
                float invRange, cutoff, invCutoff;
                if (type == LIGHT_DIRECTIONAL)
                    invRange = 0.0f;
                else
                    invRange = 1.0f / Max(vertexLight->GetRange(), M_EPSILON);
                if (type == LIGHT_SPOT)
                {
                    cutoff = Cos(vertexLight->GetFov() * 0.5f);
                    invCutoff = 1.0f / (1.0f - cutoff);
                }
                else
                {
                    cutoff = -1.0f;
                    invCutoff = 1.0f;
                }
                
                // Color
                float fade = 1.0f;
                float fadeEnd = vertexLight->GetDrawDistance();
                float fadeStart = vertexLight->GetFadeDistance();
                
                // Do fade calculation for light if both fade & draw distance defined
                if (vertexLight->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
                    fade = Min(1.0f - (vertexLight->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);
                
                Color color = vertexLight->GetEffectiveColor() * fade;
                vertexLights[i * 3] = Vector4(color.r_, color.g_, color.b_, invRange);
                
                // Direction
                vertexLights[i * 3 + 1] = Vector4(-(vertexLightNode->GetWorldDirection()), cutoff);
                
                // Position
                vertexLights[i * 3 + 2] = Vector4(vertexLightNode->GetWorldPosition(), invCutoff);
            }
            
            if (lights.Size())
                graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4);
        }
    }
    
    if (light && graphics->NeedParameterUpdate(SP_LIGHT, light))
    {
        // Deferred light volume batches operate in a camera-centered space. Detect from material, zone & pass all being null
        bool isLightVolume = !material_ && !pass_ && !zone_;
        
        Matrix3x4 cameraEffectiveTransform = camera_->GetEffectiveWorldTransform();
        Vector3 cameraEffectivePos = cameraEffectiveTransform.Translation();

        Node* lightNode = light->GetNode();
        Matrix3 lightWorldRotation = lightNode->GetWorldRotation().RotationMatrix();
        
        graphics->SetShaderParameter(VSP_LIGHTDIR, lightWorldRotation * Vector3::BACK);
        
        float atten = 1.0f / Max(light->GetRange(), M_EPSILON);
        graphics->SetShaderParameter(VSP_LIGHTPOS, Vector4(lightNode->GetWorldPosition(), atten));
        
开发者ID:Canardian,项目名称:Urho3D,代码行数:66,代码来源:Batch.cpp

示例2: Prepare


//.........这里部分代码省略.........
                    {
                        Matrix4 shadowMatrices[2];

                        CalculateSpotMatrix(shadowMatrices[0], light);
                        bool isShadowed = shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP);
                        if (isShadowed)
                            CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer);

                        graphics->SetShaderParameter(VSP_LIGHTMATRICES, shadowMatrices[0].Data(), isShadowed ? 32 : 16);
                    }
                    break;

                case LIGHT_POINT:
                    {
                        Matrix4 lightVecRot(lightNode->GetWorldRotation().RotationMatrix());
                        // HLSL compiler will pack the parameters as if the matrix is only 3x4, so must be careful to not overwrite
                        // the next parameter
#ifdef ATOMIC_OPENGL
                        graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 16);
#else
                        graphics->SetShaderParameter(VSP_LIGHTMATRICES, lightVecRot.Data(), 12);
#endif
                    }
                    break;
                }
            }

            float fade = 1.0f;
            float fadeEnd = light->GetDrawDistance();
            float fadeStart = light->GetFadeDistance();

            // Do fade calculation for light if both fade & draw distance defined
            if (light->GetLightType() != LIGHT_DIRECTIONAL && fadeEnd > 0.0f && fadeStart > 0.0f && fadeStart < fadeEnd)
                fade = Min(1.0f - (light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 1.0f);

            // Negative lights will use subtract blending, so write absolute RGB values to the shader parameter
            graphics->SetShaderParameter(PSP_LIGHTCOLOR, Color(light->GetEffectiveColor().Abs(),
                light->GetEffectiveSpecularIntensity()) * fade);
            graphics->SetShaderParameter(PSP_LIGHTDIR, lightDir);
            graphics->SetShaderParameter(PSP_LIGHTPOS, lightPos);

            if (graphics->HasShaderParameter(PSP_LIGHTMATRICES))
            {
                switch (light->GetLightType())
                {
                case LIGHT_DIRECTIONAL:
                    {
                        Matrix4 shadowMatrices[MAX_CASCADE_SPLITS];
                        unsigned numSplits = Min(MAX_CASCADE_SPLITS, lightQueue_->shadowSplits_.Size());

                        for (unsigned i = 0; i < numSplits; ++i)
                            CalculateShadowMatrix(shadowMatrices[i], lightQueue_, i, renderer);

                        graphics->SetShaderParameter(PSP_LIGHTMATRICES, shadowMatrices[0].Data(), 16 * numSplits);
                    }
                    break;

                case LIGHT_SPOT:
                    {
                        Matrix4 shadowMatrices[2];

                        CalculateSpotMatrix(shadowMatrices[0], light);
                        bool isShadowed = lightQueue_->shadowMap_ != 0;
                        if (isShadowed)
                            CalculateShadowMatrix(shadowMatrices[1], lightQueue_, 0, renderer);
开发者ID:EternalXY,项目名称:AtomicGameEngine,代码行数:66,代码来源:Batch.cpp


注:本文中的Light::GetDistance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。