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C++ Light::IsActive方法代码示例

本文整理汇总了C++中Light::IsActive方法的典型用法代码示例。如果您正苦于以下问题:C++ Light::IsActive方法的具体用法?C++ Light::IsActive怎么用?C++ Light::IsActive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Light的用法示例。


在下文中一共展示了Light::IsActive方法的1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: render

void TextureLitMaterial::render(GameObject* pGameObject, Camera* pCamera) {
    if (!_diffuseTexture) return;

    _shader->use();

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, _diffuseTexture->getId());
    glUniform1i (_diffMapLoc, 0);
    glUniform1f(_diffuseTilingLoc, _diffuseTiling);

    if (normalMap) {
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, _normalMapTexture->getId());
        glUniform1i (_normalMapLoc, 1);
        glUniform1f(_normalTilingLoc, _normalTiling);
    }

    if (specularMap) {
        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_2D, _specularMapTexture->getId());
        glUniform1i (_specMapLoc, 2);
        glUniform1f(_specularTilingLoc, _specularTiling);
    }

    if (Renderer::getShadowDepthMapFar()) {
        glActiveTexture(GL_TEXTURE3);
        glBindTexture(GL_TEXTURE_2D, Renderer::getShadowDepthMapFar());
        glUniform1i (_depthMapLocFar, 3);
    }

    if (Renderer::getShadowDepthMapFar()) {
        glActiveTexture(GL_TEXTURE4);
        glBindTexture(GL_TEXTURE_2D, Renderer::getShadowDepthMapNear());
        glUniform1i (_depthMapLocNear, 4);
    }

    if (Renderer::getShadowDepthMapMid()) {
        glActiveTexture(GL_TEXTURE5);
        glBindTexture(GL_TEXTURE_2D, Renderer::getShadowDepthMapMid());
        glUniform1i (_depthMapLocMid, 5);
    }

	glUniform1f(_matSmoothLoc, _smoothness);
	glUniform1f(_matShineLoc, _shininess);
	glUniform1f(_matAmbLoc, _ambient);
    glUniform1f(_hasNormMapLoc, normalMap);
    glUniform1f(_hasSpecMapLoc, specularMap);

    //pass in light data
    int index = 0;

    DualLinkList<Light> list = Light::GetLightList();



    DualLinkNode<Light>* cn = list.startNode;

    //GLfloat near_plane = 1.0f, far_plane = 25.0f;

    while(cn!=NULL && index < MGE_MAX_LIGHTS)
    {
        Light* light = (Light*)cn;

        if(!light->IsActive())//do not render with inactive lights
        {
            cn = cn->nextNode;
            continue;
        }

        string indexString ="LightArray[" + std::to_string(index) + "]";
        GLuint loc;

        int lightType = light->getType();


        if (lightType == MGE_LIGHT_DIRECTIONAL)
        {
            loc = _shader->getUniformLocation(indexString + ".type");
            glUniform1i(loc,lightType);

            loc = _shader->getUniformLocation(indexString + ".color");
            glUniform3fv(loc,1,glm::value_ptr(light->getColor()));

            loc = _shader->getUniformLocation(indexString + ".direction");
            glUniform3fv(loc,1,glm::value_ptr(light->getDirection()));
            //loc = _shader->getUniformLocation(indexString + ".position");
            //glUniform3fv(loc,1,glm::value_ptr(light->getLocalPosition()));

            glm::mat4 lightProjection, lightView;
            lightView = Light::GetDirectionalViewMatrix();
            glm::mat4 lightSpaceMatrix;


            lightProjection = Renderer::GetFarShadowOrtho();
            lightSpaceMatrix = lightProjection * lightView;
            glUniformMatrix4fv(_lightMatLocFar, 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));

            lightProjection = Renderer::GetNearShadowOrtho();
            lightSpaceMatrix = lightProjection * lightView;
            glUniformMatrix4fv(_lightMatLocNear, 1, GL_FALSE, glm::value_ptr(lightSpaceMatrix));
//.........这里部分代码省略.........
开发者ID:alextalvan,项目名称:ProjectThirdPerson,代码行数:101,代码来源:TextureLitMaterial.cpp


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