本文整理汇总了C++中Light::GetPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ Light::GetPosition方法的具体用法?C++ Light::GetPosition怎么用?C++ Light::GetPosition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::GetPosition方法的9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: Shade
Vector3 Colorful::Shade(const HitInfo& hit, const Scene& scene) const {
const Ray& ray = hit.eyeRay;
const Vector3 viewDir = -ray.direction;
const std::vector<Light*>& lights = scene.GetLights();
Vector3 shadedColor(0.0f, 0.0f, 0.0f);
// Loop over all lights
std::vector<Light*>::const_iterator light_it = lights.begin();
for (light_it=lights.begin(); light_it != lights.end(); ++light_it) {
Light* light = *light_it;
Vector3 direction = light->GetPosition() - hit.point;
float distance2 = direction.Length2();
float falloff = light->Falloff(distance2);
direction.Normalize();
const float intensity = hit.normal.Dot(direction) * falloff * light->GetWattage() * math::INV_PI;
if( intensity > 0.0f ) {
Vector3 color = light->GetColor();
color *= intensity;
color = Vector3 ( (1-hit.texCoord.y)*(1-hit.texCoord.y),
hit.texCoord.x*hit.texCoord.x,
hit.texCoord.x );
shadedColor += color;
}
}
return shadedColor;
}
示例2: GetWorldTransform
void DAVA::ShadowVolumeNode::DrawShadow()
{
Matrix4 prevMatrix = RenderManager::Instance()->GetMatrix(RenderManager::MATRIX_MODELVIEW);
Matrix4 meshFinalMatrix = GetWorldTransform() * prevMatrix;
RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, meshFinalMatrix);
Matrix4 projMatrix = RenderManager::Instance()->GetMatrix(RenderManager::MATRIX_PROJECTION);
RenderManager::Instance()->SetShader(shader);
RenderManager::Instance()->SetRenderData(shadowPolygonGroup->renderDataObject);
RenderManager::Instance()->FlushState();
RenderManager::Instance()->AttachRenderData();
Vector3 position = Vector3() * GetWorldTransform();
Light * light = scene->GetNearestDynamicLight(Light::TYPE_COUNT, position);
if (light && uniformLightPosition0 != -1)
{
Vector3 lightPosition0 = light->GetPosition();
const Matrix4 & matrix = scene->GetCurrentCamera()->GetMatrix();
lightPosition0 = lightPosition0 * matrix;
shader->SetUniformValueByIndex(uniformLightPosition0, lightPosition0);
}
if (shadowPolygonGroup->renderDataObject->GetIndexBufferID() != 0)
{
RenderManager::Instance()->HWDrawElements(PRIMITIVETYPE_TRIANGLELIST, shadowPolygonGroup->indexCount, EIF_16, 0);
}
else
{
RenderManager::Instance()->HWDrawElements(PRIMITIVETYPE_TRIANGLELIST, shadowPolygonGroup->indexCount, EIF_16, shadowPolygonGroup->indexArray);
}
RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, prevMatrix);
}
示例3: CullLights
void World::CullLights(VisibleCullResult & result, Camera * cam)
{
List<Light*>::Iterator whr = mLights.Begin();
List<Light*>::Iterator end = mLights.End();
while (whr != end)
{
// current it's false
Light * light = *whr;
if (!light->IsVisible())
continue;
switch (light->GetType())
{
case LT_DIRECTIONAL:
result.lights.PushBack(light);
break;
case LT_POINT:
case LT_SPOT:
{
Sphere sph = Sphere(light->GetPosition(), light->GetRange());
if (cam->IsVisible(sph))
result.lights.PushBack(light);
}
break;
}
++whr;
}
}
示例4: switch
Light * Scene::GetNearestDynamicLight(Light::eType type, Vector3 position)
{
switch(type)
{
case Light::TYPE_DIRECTIONAL:
break;
default:
break;
};
float32 squareMinDistance = 10000000.0f;
Light * nearestLight = 0;
Set<Light*> & lights = GetLights();
const Set<Light*>::iterator & endIt = lights.end();
for (Set<Light*>::iterator it = lights.begin(); it != endIt; ++it)
{
Light * node = *it;
if(node->IsDynamic())
{
const Vector3 & lightPosition = node->GetPosition();
float32 squareDistanceToLight = (position - lightPosition).SquareLength();
if (squareDistanceToLight < squareMinDistance)
{
squareMinDistance = squareDistanceToLight;
nearestLight = node;
}
}
}
return nearestLight;
}
示例5: IsLightUnblocked
bool Scene::IsLightUnblocked(const Light& light, const Point<float>& point) const
{
Point<float> lightPosition = light.GetPosition();
Vector3<float> lightDirection = light.IsDirectional() ? Vector3<>(lightPosition.x, lightPosition.y, lightPosition.z) : lightPosition - point;
// Create a ray to cast at the direction of the light:
Ray ray(point, lightDirection);
// Add a little bit of offset to handle the numeric errors:
ray.origin = ray.origin + ray.direction * 0.00001f;
// Calculate distance between the light and the intersection point:
float lightDistance = lightDirection.length();
// Find if there is any object between the light and the object:
if (!IsLightUnblocked<Sphere>(m_spheres, light, lightDistance, ray) ||
!IsLightUnblocked<GenericMesh>(m_genericMeshes, light, lightDistance, ray)
)
return false;
return true;
}
示例6: LoadLight
void TerrainShader::LoadLight(Light& light, float ambientLight)
{
LoadVector(location_lightPosition, light.GetPosition());
LoadVector(location_lightColor, light.GetColor());
LoadFloat(location_ambientLight, ambientLight);
}
示例7: main
int main(){
try{
ILogger::Init();
Settings::Call().Parse();
ResourceManager::Call().AddPath("Data/shaders", "Shader");
ResourceManager::Call().AddPath("Data/textures", "Image");
{
Window myWindow;
Image Crate;
Texture CrateTexture;
Text FPSText, MousePosText;
Clock FrameClock, FpsClock;
Input myInput;
myInput.Init(myWindow);
Renderer& myRenderer = Renderer::Call();
myRenderer.Init(myWindow);
Crate.LoadFromFile("crate.jpg");
CrateTexture.LoadFromImage(Crate);
Light l;
l.SetPosition(Vector3F(1,3,1.5));
l.SetDiffuse(Color(1.f,1.f,1.f));
l.SetRange(8);
Shader ColorShader;
ColorShader.Compile("shaderColor.vs", "shaderColor.fs");
ColorShader.Bind();
ColorShader.SendColor("ambientColor", myRenderer.GetSpecifications().mAmbientColor);
ColorShader.SendFloat("constantAtt", l.GetAttenuationConstant());
ColorShader.SendFloat("linearAtt", l.GetAttenuationLinear());
ColorShader.SendFloat("quadraticAtt", l.GetAttenuationQuadratic());
ColorShader.SendFloat("range", l.GetRange());
ColorShader.SendVector3("lightPosition", l.GetPosition());
ColorShader.SendColor("lightColor", l.GetDiffuse());
ColorShader.UnBind();
Object obj1;
obj1.MakeCube("cube", ColorShader);
obj1.GetMaterial().mAmbient = Color(0.f, 0.08f, 0.08f);
obj1.GetMaterial().mDiffuse = Color(0.f, 0.8f, 0.8f);
obj1.GetMaterial().mSpecular = Color(0.0f, 0.5f, 0.5f);
obj1.GetMaterial().mShininess = 50.f;
Camera cam;
cam.LookAt(Vector3F(0.5f,0,1), Vector3F(-2.5f,2,4));
FPSText.SetSize(12);
FPSText.SetPosition(10,10);
MousePosText.SetSize(12);
MousePosText.SetPosition(10,22);
while(myWindow.IsOpened()){
ElapsedTime = FrameClock.GetElapsedTime();
FrameClock.Reset();
if(FpsClock.GetElapsedTime() > 1.f){
FPSText.SetText(String(1.f/ElapsedTime));
FpsClock.Reset();
}
while(myInput.GetEvent()){
if(myInput.GetEventType() == sf::Event::Closed)
myWindow.Close();
if(myInput.IsKeyHit(Space))
if(!paused){
paused = true;
FrameClock.Pause();
}else{
paused = false;
FrameClock.Resume();
}
}
MousePosText.SetText(String("X : ")+myInput.GetMouseX()+" Y : "+myInput.GetMouseY());
MousePosText.Draw();
FPSText.Draw();
obj1.Draw();
myRenderer.BeginScene(myRenderer.GetSpecifications().mAmbientColor);
myRenderer.Render();
myRenderer.EndScene();
}
}
}catch(Exception e){
std::cout << e.what() << std::endl;
system("PAUSE");
}
Renderer::Kill();
ResourceManager::Kill();
Settings::Kill();
ILogger::Kill();
//.........这里部分代码省略.........
示例8: GetVisibleLights
void World::GetVisibleLights(Node * node, List<Light*> & lights)
{
profile_code();
lights.Clear();
List<Light*>::Iterator iter;
List<Light*>::Iterator end;
iter = mLights.Begin();
end = mLights.End();
Light * light;
while (iter != end)
{
light = *iter;
if (light->IsVisible())
{
LIGHT_TYPE type = light->GetType();
if (type == LT_DIRECTIONAL)
{
lights.PushBack(light);
}
else if (type == LT_POINT)
{
const Sphere & sph = node->GetWorldBoundingSphere();
float len = Math::VecLength(light->GetPosition() - sph.center);
if (len - sph.radius < light->GetRange())
lights.PushBack(light);
}
else if (type == LT_SPOT)
{
Aabb aabb;
Vec3 ltf, lbf, rtf, rbf;
Vec3 ltb, lbb, rtb, rbb;
Vec3 lp;
float sq1, sq2, sq3, sq4;
float sq5, sq6, sq7, sq8;
float rsq;
Vec3 d1, d2, d3, d4;
Vec3 d5, d6, d7, d8;
Vec3 ld;
float dt1, dt2, dt3, dt4;
float dt5, dt6, dt7, dt8;
float mdt;
aabb = node->GetWorldAabb();
ltf = aabb.GetLeftTopFrontPoint();
lbf = aabb.GetLeftBottomFrontPoint();
rtf = aabb.GetRightTopFrontPoint();
rbf = aabb.GetRightBottomFrontPoint();
ltb = aabb.GetLeftTopBackPoint();
lbb = aabb.GetLeftBottomBackPoint();
rtb = aabb.GetRightTopBackPoint();
rbb = aabb.GetRightBottomBackPoint();
lp = light->GetPosition();
rsq = light->GetRange() * light->GetRange();
sq1 = Math::VecDistanceSq(lp, ltf);
sq2 = Math::VecDistanceSq(lp, lbf);
sq3 = Math::VecDistanceSq(lp, rtf);
sq4 = Math::VecDistanceSq(lp, rbf);
sq5 = Math::VecDistanceSq(lp, ltb);
sq6 = Math::VecDistanceSq(lp, lbb);
sq7 = Math::VecDistanceSq(lp, rtb);
sq8 = Math::VecDistanceSq(lp, rbb);
if (sq1 < rsq || sq2 < rsq || sq3 < rsq || sq4 < rsq ||
sq5 < rsq || sq6 < rsq || sq7 < rsq || sq8 < rsq)
{
ld = light->GetDirection();
mdt = light->GetOuter();
d1 = ltf - lp;
d2 = lbf - lp;
d3 = rtf - lp;
d4 = rbf - lp;
d5 = ltb - lp;
d6 = lbb - lp;
d7 = rtb - lp;
d8 = rbb - lp;
Math::VecNormalize(d1, d1);
Math::VecNormalize(d2, d2);
Math::VecNormalize(d3, d3);
Math::VecNormalize(d4, d4);
Math::VecNormalize(d5, d5);
Math::VecNormalize(d6, d6);
Math::VecNormalize(d7, d7);
Math::VecNormalize(d8, d8);
//.........这里部分代码省略.........
示例9: Process
void DebugRenderSystem::Process()
{
uint32 size = entities.size();
for(uint32 i = 0; i < size; ++i)
{
Entity * entity = entities[i];
DebugRenderComponent * debugRenderComponent = cast_if_equal<DebugRenderComponent*>(entity->GetComponent(Component::DEBUG_RENDER_COMPONENT));
TransformComponent * transformComponent = cast_if_equal<TransformComponent*>(entity->GetComponent(Component::TRANSFORM_COMPONENT));
//RenderComponent * renderComponent = cast_if_equal<RenderComponent*>(entity->GetComponent(Component::RENDER_COMPONENT));
Matrix4 worldTransform = /*(*transformComponent->GetWorldTransform()) * */camera->GetMatrix();
RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, camera->GetMatrix());
AABBox3 debugBoundigBox = entity->GetWTMaximumBoundingBoxSlow();
uint32 debugFlags = debugRenderComponent->GetDebugFlags();
// Camera debug draw
if(debugFlags & DebugRenderComponent::DEBUG_DRAW_CAMERA)
{
CameraComponent * entityCameraComp = (CameraComponent *) entity->GetComponent(Component::CAMERA_COMPONENT);
if(NULL != entityCameraComp)
{
Camera* entityCamera = entityCameraComp->GetCamera();
if(NULL != entityCamera && camera != entityCamera)
{
Color camColor(0.0f, 1.0f, 0.0f, 1.0f);
Vector3 camPos = entityCamera->GetPosition();
//Vector3 camDirect = entityCamera->GetDirection();
AABBox3 camBox(camPos, 2.5f);
// If this is clip camera - show it as red camera
if (entityCamera == entity->GetScene()->GetClipCamera()) camColor = Color(1.0f, 0.0f, 0.0f, 1.0f);
RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE);
RenderManager::Instance()->SetColor(camColor);
RenderHelper::Instance()->DrawBox(camBox, 2.5f);
RenderManager::Instance()->SetState(RenderState::DEFAULT_3D_STATE);
RenderManager::Instance()->ResetColor();
debugBoundigBox = camBox;
}
}
}
// UserNode debug draw
if(debugFlags & DebugRenderComponent::DEBUG_DRAW_USERNODE)
{
if(NULL != entity->GetComponent(Component::USER_COMPONENT))
{
Color dcColor(0.0f, 0.0f, 1.0f, 1.0f);
AABBox3 dcBox(Vector3(), 1.0f);
Matrix4 prevMatrix = RenderManager::Instance()->GetMatrix(RenderManager::MATRIX_MODELVIEW);
Matrix4 finalMatrix = transformComponent->GetWorldTransform() * prevMatrix;
RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, finalMatrix);
RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE | RenderState::STATE_DEPTH_TEST);
RenderManager::Instance()->SetColor(1.f, 1.f, 0, 1.0f);
RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(1.f, 0, 0));
RenderManager::Instance()->SetColor(1.f, 0, 1.f, 1.0f);
RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(0, 1.f, 0));
RenderManager::Instance()->SetColor(0, 1.f, 1.f, 1.0f);
RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(0, 0, 1.f));
RenderManager::Instance()->SetColor(dcColor);
RenderHelper::Instance()->DrawBox(dcBox);
RenderManager::Instance()->SetState(RenderState::DEFAULT_3D_STATE);
RenderManager::Instance()->ResetColor();
RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, prevMatrix);
dcBox.GetTransformedBox(transformComponent->GetWorldTransform(), debugBoundigBox);
}
}
// LightNode debug draw
if (debugFlags & DebugRenderComponent::DEBUG_DRAW_LIGHT_NODE)
{
LightComponent *lightComp = (LightComponent *) entity->GetComponent(Component::LIGHT_COMPONENT);
if(NULL != lightComp)
{
Light* light = lightComp->GetLightObject();
if(NULL != light)
{
Vector3 lPosition = light->GetPosition();
RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE);
RenderManager::Instance()->SetColor(1.0f, 1.0f, 0.0f, 1.0f);
switch (light->GetType())
//.........这里部分代码省略.........