本文整理汇总了C++中Light::GetShadowCascade方法的典型用法代码示例。如果您正苦于以下问题:C++ Light::GetShadowCascade方法的具体用法?C++ Light::GetShadowCascade怎么用?C++ Light::GetShadowCascade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::GetShadowCascade方法的4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: Light_GetShadowCascade
static int Light_GetShadowCascade(duk_context* ctx)
{
duk_push_this(ctx);
Light* light = js_to_class_instance<Light>(ctx, -1, 0);
const CascadeParameters& parms = light->GetShadowCascade();
duk_push_array(ctx);
duk_push_number(ctx, parms.splits_[0]);
duk_put_prop_index(ctx, -2, 0);
duk_push_number(ctx, parms.splits_[1]);
duk_put_prop_index(ctx, -2, 1);
duk_push_number(ctx, parms.splits_[2]);
duk_put_prop_index(ctx, -2, 2);
duk_push_number(ctx, parms.splits_[3]);
duk_put_prop_index(ctx, -2, 3);
duk_push_number(ctx, parms.fadeStart_);
duk_put_prop_index(ctx, -2, 4);
duk_push_number(ctx, parms.biasAutoAdjust_);
duk_put_prop_index(ctx, -2, 5);
return 1;
}
示例2: Light_SetShadowCascadeParameter
static int Light_SetShadowCascadeParameter(duk_context* ctx)
{
int index = (int) duk_require_number(ctx, 0);
float value = (float) duk_require_number(ctx, 1);
duk_push_this(ctx);
Light* light = js_to_class_instance<Light>(ctx, -1, 0);
CascadeParameters parms = light->GetShadowCascade();
switch (index)
{
case 0:
parms.splits_[0] = value;
break;
case 1:
parms.splits_[1] = value;
break;
case 2:
parms.splits_[2] = value;
break;
case 3:
parms.splits_[3] = value;
break;
case 4:
parms.fadeStart_ = value;
break;
case 5:
parms.biasAutoAdjust_ = value;
break;
}
light->SetShadowCascade(parms);
return 0;
}
示例3: Prepare
//.........这里部分代码省略.........
unsigned faceWidth = shadowMap->GetWidth() / 2;
unsigned faceHeight = shadowMap->GetHeight() / 3;
float width = (float)shadowMap->GetWidth();
float height = (float)shadowMap->GetHeight();
#ifdef URHO3D_OPENGL
float mulX = (float)(faceWidth - 3) / width;
float mulY = (float)(faceHeight - 3) / height;
float addX = 1.5f / width;
float addY = 1.5f / height;
#else
float mulX = (float)(faceWidth - 4) / width;
float mulY = (float)(faceHeight - 4) / height;
float addX = 2.5f / width;
float addY = 2.5f / height;
#endif
// If using 4 shadow samples, offset the position diagonally by half pixel
if (renderer->GetShadowQuality() & SHADOWQUALITY_HIGH_16BIT)
{
addX -= 0.5f / width;
addY -= 0.5f / height;
}
graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY));
}
{
// Calculate shadow camera depth parameters for point light shadows and shadow fade parameters for
// directional light shadows, stored in the same uniform
Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
float nearClip = shadowCamera->GetNearClip();
float farClip = shadowCamera->GetFarClip();
float q = farClip / (farClip - nearClip);
float r = -q * nearClip;
const CascadeParameters& parameters = light->GetShadowCascade();
float viewFarClip = camera_->GetFarClip();
float shadowRange = parameters.GetShadowRange();
float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip;
float fadeEnd = shadowRange / viewFarClip;
float fadeRange = fadeEnd - fadeStart;
graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange));
}
{
float intensity = light->GetShadowIntensity();
float fadeStart = light->GetShadowFadeDistance();
float fadeEnd = light->GetShadowDistance();
if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart)
intensity = Lerp(intensity, 1.0f, Clamp((light->GetDistance() - fadeStart) / (fadeEnd - fadeStart), 0.0f, 1.0f));
float pcfValues = (1.0f - intensity);
float samples = renderer->GetShadowQuality() >= SHADOWQUALITY_HIGH_16BIT ? 4.0f : 1.0f;
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, Vector4(sizeX, sizeY, 0.0f, 0.0f));
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();
示例4: Prepare
//.........这里部分代码省略.........
unsigned faceWidth = (unsigned)(shadowMap->GetWidth() / 2);
unsigned faceHeight = (unsigned)(shadowMap->GetHeight() / 3);
float width = (float)shadowMap->GetWidth();
float height = (float)shadowMap->GetHeight();
#ifdef ATOMIC_OPENGL
float mulX = (float)(faceWidth - 3) / width;
float mulY = (float)(faceHeight - 3) / height;
float addX = 1.5f / width;
float addY = 1.5f / height;
#else
float mulX = (float)(faceWidth - 4) / width;
float mulY = (float)(faceHeight - 4) / height;
float addX = 2.5f / width;
float addY = 2.5f / height;
#endif
// If using 4 shadow samples, offset the position diagonally by half pixel
if (renderer->GetShadowQuality() == SHADOWQUALITY_PCF_16BIT || renderer->GetShadowQuality() == SHADOWQUALITY_PCF_24BIT)
{
addX -= 0.5f / width;
addY -= 0.5f / height;
}
graphics->SetShaderParameter(PSP_SHADOWCUBEADJUST, Vector4(mulX, mulY, addX, addY));
}
{
// Calculate shadow camera depth parameters for point light shadows and shadow fade parameters for
// directional light shadows, stored in the same uniform
Camera* shadowCamera = lightQueue_->shadowSplits_[0].shadowCamera_;
float nearClip = shadowCamera->GetNearClip();
float farClip = shadowCamera->GetFarClip();
float q = farClip / (farClip - nearClip);
float r = -q * nearClip;
const CascadeParameters& parameters = light->GetShadowCascade();
float viewFarClip = camera->GetFarClip();
float shadowRange = parameters.GetShadowRange();
float fadeStart = parameters.fadeStart_ * shadowRange / viewFarClip;
float fadeEnd = shadowRange / viewFarClip;
float fadeRange = fadeEnd - fadeStart;
graphics->SetShaderParameter(PSP_SHADOWDEPTHFADE, Vector4(q, r, fadeStart, 1.0f / fadeRange));
}
{
float intensity = light->GetShadowIntensity();
float fadeStart = light->GetShadowFadeDistance();
float fadeEnd = light->GetShadowDistance();
if (fadeStart > 0.0f && fadeEnd > 0.0f && fadeEnd > fadeStart)
intensity =
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();