本文整理汇总了C++中Light::GetFov方法的典型用法代码示例。如果您正苦于以下问题:C++ Light::GetFov方法的具体用法?C++ Light::GetFov怎么用?C++ Light::GetFov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Light
的用法示例。
在下文中一共展示了Light::GetFov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.........
Node* zoneNode = zone_->GetNode();
if (zone_->GetHeightFog() && zoneNode)
{
Vector3 worldFogHeightVec = zoneNode->GetWorldTransform() * Vector3(0.0f, zone_->GetFogHeight(), 0.0f);
fogParams.z_ = worldFogHeightVec.y_;
fogParams.w_ = zone_->GetFogHeightScale() / Max(zoneNode->GetWorldScale().y_, M_EPSILON);
}
graphics->SetShaderParameter(PSP_FOGPARAMS, fogParams);
}
// Set light-related shader parameters
if (lightQueue_)
{
if (graphics->NeedParameterUpdate(SP_VERTEXLIGHTS, lightQueue_) && graphics->HasShaderParameter(VS, VSP_VERTEXLIGHTS))
{
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);
}
}
示例2: Prepare
//.........这里部分代码省略.........
Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f));
float pcfValues = (1.0f - intensity);
float samples = 1.0f;
if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT)
samples = 4.0f;
graphics->SetShaderParameter(PSP_SHADOWINTENSITY, Vector4(pcfValues / samples, intensity, 0.0f, 0.0f));
}
float sizeX = 1.0f / (float)shadowMap->GetWidth();
float sizeY = 1.0f / (float)shadowMap->GetHeight();
graphics->SetShaderParameter(PSP_SHADOWMAPINVSIZE, Vector2(sizeX, sizeY));
Vector4 lightSplits(M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE, M_LARGE_VALUE);
if (lightQueue_->shadowSplits_.Size() > 1)
lightSplits.x_ = lightQueue_->shadowSplits_[0].farSplit_ / camera->GetFarClip();
if (lightQueue_->shadowSplits_.Size() > 2)
lightSplits.y_ = lightQueue_->shadowSplits_[1].farSplit_ / camera->GetFarClip();
if (lightQueue_->shadowSplits_.Size() > 3)
lightSplits.z_ = lightQueue_->shadowSplits_[2].farSplit_ / camera->GetFarClip();
graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits);
if (graphics->HasShaderParameter(PSP_VSMSHADOWPARAMS))
graphics->SetShaderParameter(PSP_VSMSHADOWPARAMS, renderer->GetVSMShadowParameters());
if (light->GetShadowBias().normalOffset_ > 0.0f)
{
Vector4 normalOffsetScale(Vector4::ZERO);
// Scale normal offset strength with the width of the shadow camera view
if (light->GetLightType() != LIGHT_DIRECTIONAL)
{
Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
normalOffsetScale.x_ = 2.0f * tanf(shadowCamera->GetFov() * M_DEGTORAD * 0.5f) * shadowCamera->GetFarClip();
}
else
{
normalOffsetScale.x_ = lightQueue_->shadowSplits_[0].shadowCamera_->GetOrthoSize();
if (lightQueue_->shadowSplits_.Size() > 1)
normalOffsetScale.y_ = lightQueue_->shadowSplits_[1].shadowCamera_->GetOrthoSize();
if (lightQueue_->shadowSplits_.Size() > 2)
normalOffsetScale.z_ = lightQueue_->shadowSplits_[2].shadowCamera_->GetOrthoSize();
if (lightQueue_->shadowSplits_.Size() > 3)
normalOffsetScale.w_ = lightQueue_->shadowSplits_[3].shadowCamera_->GetOrthoSize();
}
normalOffsetScale *= light->GetShadowBias().normalOffset_;
#ifdef GL_ES_VERSION_2_0
normalOffsetScale *= renderer->GetMobileNormalOffsetMul();
#endif
graphics->SetShaderParameter(VSP_NORMALOFFSETSCALE, normalOffsetScale);
graphics->SetShaderParameter(PSP_NORMALOFFSETSCALE, normalOffsetScale);
}
}
}
else if (lightQueue_->vertexLights_.Size() && graphics->HasShaderParameter(VSP_VERTEXLIGHTS) &&
graphics->NeedParameterUpdate(SP_LIGHT, lightQueue_))
{
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();