本文整理汇总了C++中Light::GetShadowTextureIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ Light::GetShadowTextureIndex方法的具体用法?C++ Light::GetShadowTextureIndex怎么用?C++ Light::GetShadowTextureIndex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::GetShadowTextureIndex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: ShadowDirLightRenderGameObject
AEResult GameLightsUpdate::ShadowDirLightRenderGameObject()
{
LightManager* lightManager = m_GameApp->GetLightManager();
GameObjectManager* gameObjectManager = m_GameApp->GetGameObjectManager();
if (lightManager->GetNumDirLightsWithShadows() == 0)
{
return AEResult::Ok;
}
Texture2DArray* shadowTextureArray = lightManager->GetDirLightShadowTextureArray();
AETODO("Check return");
RenderTarget* rtsDS[1] = { nullptr };
m_GraphicDevice->SetRenderTargetsAndDepthStencil(1, rtsDS, m_DirLightShadowTexturesDS);
for (auto lightIt : *lightManager)
{
Light* light = lightIt.second;
if (light->GetLightType() == LightType::Directional && light->IsShadowEnabled())
{
DirectionalLight* dirLight = reinterpret_cast<DirectionalLight*>(light);
uint32_t idxs[1] = { light->GetShadowTextureIndex() };
AETODO("Check return");
m_GraphicDevice->SetRenderTargets(1, idxs, shadowTextureArray);
m_GraphicDevice->Clear(true, 0, true, true, AEColors::Transparent);
for (uint32_t i = 0; i < AE_LIGHT_NUM_CASCADE_MAPS; i++)
{
AETODO("Check return");
m_GraphicDevice->SetViewport(m_DirLightShadowViewports[i]);
const LightCascadeInfo& lightCascadeInfo = dirLight->GetLightCascadeInfo();
for (auto goIt : *gameObjectManager)
{
AETODO("Check return");
ShadowLightRenderGameObject(goIt.second, lightCascadeInfo.m_CascadeViewMatrix[i], lightCascadeInfo.m_CascadeProjectionMatrix[i]);
}
}
}
}
AETODO("Check return");
m_GraphicDevice->ResetViewport();
AETODO("Check return");
m_GraphicDevice->ResetRenderTargetAndSetDepthStencil();
return AEResult::Ok;
}
示例2: ShadowSpotLightRenderGameObject
AEResult GameLightsUpdate::ShadowSpotLightRenderGameObject()
{
LightManager* lightManager = m_GameApp->GetLightManager();
GameObjectManager* gameObjectManager = m_GameApp->GetGameObjectManager();
if (lightManager->GetNumSpotLightsWithShadows() == 0)
{
return AEResult::Ok;
}
Texture2DArray* shadowTextureArray = lightManager->GetSpotLightShadowTextureArray();
AETODO("Check return");
RenderTarget* rtsDS[1] = { nullptr };
m_GraphicDevice->SetRenderTargetsAndDepthStencil(1, rtsDS, m_SpotLightShadowTexturesDS);
AETODO("Check return");
m_GraphicDevice->SetViewport(m_SpotLightShadowViewport);
for (auto lightIt : *lightManager)
{
Light* light = lightIt.second;
if (light->GetLightType() == LightType::Spot && light->IsShadowEnabled())
{
uint32_t idxs[1] = { light->GetShadowTextureIndex() };
AETODO("Check return");
m_GraphicDevice->SetRenderTargets(1, idxs, shadowTextureArray);
m_GraphicDevice->Clear(true, 0, true, true, AEColors::Transparent);
for (auto goIt : *gameObjectManager)
{
AETODO("Check return");
ShadowLightRenderGameObject(goIt.second, light->GetViewMatrix(), light->GetProjectionMatrix());
}
}
}
AETODO("Check return");
m_GraphicDevice->ResetViewport();
AETODO("Check return");
m_GraphicDevice->ResetRenderTargetAndSetDepthStencil();
return AEResult::Ok;
}