本文整理汇总了C++中Light::GetShapeTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ Light::GetShapeTexture方法的具体用法?C++ Light::GetShapeTexture怎么用?C++ Light::GetShapeTexture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::GetShapeTexture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.........
#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();
graphics->SetShaderParameter(PSP_SHADOWSPLITS, lightSplits);
}
}
// Set material-specific shader parameters and textures
if (material_)
{
if (graphics->NeedParameterUpdate(SP_MATERIAL, material_))
{
// Update shader parameter animations
material_->UpdateShaderParameterAnimations();
const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters();
for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
graphics->SetShaderParameter(i->first_, i->second_.value_);
}
const SharedPtr<Texture>* textures = material_->GetTextures();
for (unsigned i = 0; i < MAX_MATERIAL_TEXTURE_UNITS; ++i)
{
TextureUnit unit = (TextureUnit)i;
if (textures[i] && graphics->HasTextureUnit(unit))
graphics->SetTexture(i, textures[i]);
}
}
// Set light-related textures
if (light)
{
if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP))
graphics->SetTexture(TU_SHADOWMAP, shadowMap);
if (graphics->HasTextureUnit(TU_LIGHTRAMP))
{
Texture* rampTexture = light->GetRampTexture();
if (!rampTexture)
rampTexture = renderer->GetDefaultLightRamp();
graphics->SetTexture(TU_LIGHTRAMP, rampTexture);
}
if (graphics->HasTextureUnit(TU_LIGHTSHAPE))
{
Texture* shapeTexture = light->GetShapeTexture();
if (!shapeTexture && light->GetLightType() == LIGHT_SPOT)
shapeTexture = renderer->GetDefaultLightSpot();
graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture);
}
}
}
示例2: Prepare
//.........这里部分代码省略.........
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();
// 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);
}
graphics->SetShaderParameter(VSP_VERTEXLIGHTS, vertexLights[0].Data(), lights.Size() * 3 * 4);
}
}
// Set zone texture if necessary
#ifndef GL_ES_VERSION_2_0
if (zone_ && graphics->HasTextureUnit(TU_ZONE))
graphics->SetTexture(TU_ZONE, zone_->GetZoneTexture());
#else
// On OpenGL ES set the zone texture to the environment unit instead
if (zone_ && zone_->GetZoneTexture() && graphics->HasTextureUnit(TU_ENVIRONMENT))
graphics->SetTexture(TU_ENVIRONMENT, zone_->GetZoneTexture());
#endif
// Set material-specific shader parameters and textures
if (material_)
{
if (graphics->NeedParameterUpdate(SP_MATERIAL, reinterpret_cast<const void*>(material_->GetShaderParameterHash())))
{
const HashMap<StringHash, MaterialShaderParameter>& parameters = material_->GetShaderParameters();
for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
graphics->SetShaderParameter(i->first_, i->second_.value_);
}
const HashMap<TextureUnit, SharedPtr<Texture> >& textures = material_->GetTextures();
for (HashMap<TextureUnit, SharedPtr<Texture> >::ConstIterator i = textures.Begin(); i != textures.End(); ++i)
{
if (graphics->HasTextureUnit(i->first_))
graphics->SetTexture(i->first_, i->second_.Get());
}
}
// Set light-related textures
if (light)
{
if (shadowMap && graphics->HasTextureUnit(TU_SHADOWMAP))
graphics->SetTexture(TU_SHADOWMAP, shadowMap);
if (graphics->HasTextureUnit(TU_LIGHTRAMP))
{
Texture* rampTexture = light->GetRampTexture();
if (!rampTexture)
rampTexture = renderer->GetDefaultLightRamp();
graphics->SetTexture(TU_LIGHTRAMP, rampTexture);
}
if (graphics->HasTextureUnit(TU_LIGHTSHAPE))
{
Texture* shapeTexture = light->GetShapeTexture();
if (!shapeTexture && light->GetLightType() == LIGHT_SPOT)
shapeTexture = renderer->GetDefaultLightSpot();
graphics->SetTexture(TU_LIGHTSHAPE, shapeTexture);
}
}
}