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C++ Orientation::GetFront方法代码示例

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


在下文中一共展示了Orientation::GetFront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: ProcessEntity


//.........这里部分代码省略.........
		}

		glm::mat4 lazyOrthoAroundMap = glm::ortho(m_minWorldX, m_maxWorldX, m_minWorldY, m_maxWorldY, -m_maxWorldZ, -m_minWorldZ);

		// Get the eye camera.
		ECS::Entity* cameraEntity = m_world->GetTagManager()->GetEntityByTag("Camera");
		RootForce::Camera* camera = m_world->GetEntityManager()->GetComponent<RootForce::Camera>(cameraEntity);

		Frustum frustum = camera->m_frustum;

		glm::vec4 frustumCorners[8];
		frustumCorners[0] = glm::vec4(frustum.ntl, 1.0f);
		frustumCorners[1] = glm::vec4(frustum.ntr, 1.0f);
		frustumCorners[2] = glm::vec4(frustum.nbl, 1.0f);
		frustumCorners[3] = glm::vec4(frustum.nbr, 1.0f);
		frustumCorners[4] = glm::vec4(frustum.ftl, 1.0f);
		frustumCorners[5] = glm::vec4(frustum.ftr, 1.0f);
		frustumCorners[6] = glm::vec4(frustum.fbl, 1.0f);
		frustumCorners[7] = glm::vec4(frustum.fbr, 1.0f);
		
		// Convert camera frustrum to view space.
		for(int i = 0; i < 8; i++)
		{
			frustumCorners[i] = camera->m_viewMatrix * frustumCorners[i];
		}

		// Calculate directions.
		glm::vec3 directions[4];
		for(int i = 0; i < 4; i++)
		{
			directions[i].x = glm::normalize(frustumCorners[i+4].x - frustumCorners[i].x);
			directions[i].y = glm::normalize(frustumCorners[i+4].y - frustumCorners[i].y);
			directions[i].z = glm::normalize(frustumCorners[i+4].z - frustumCorners[i].z);
		}

		static glm::vec4 localOBB[8] = 
		{
			glm::vec4(-1.0f, -1.0f, -1.0f, 1.0f),
			glm::vec4(1.0f, -1.0f, -1.0f, 1.0f),
			glm::vec4(1.0f, 1.0f, -1.0f, 1.0f),
			glm::vec4(1.0f, 1.0f, 1.0f, 1.0f),
			glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f),
			glm::vec4(-1.0f, 1.0f, 1.0f, 1.0f),
			glm::vec4(-1.0f, -1.0f, 1.0f, 1.0f),
			glm::vec4(1.0f, -1.0f, 1.0f, 1.0f)
		};

		if(RENDER_SHADOW_CASCADES >= 4)
		{
			// Define near/far planes for the sub frustrums.
			float _near[4];
			_near[0] = camera->m_frustum.m_near;
			_near[1] = 8.0f; //Daniel's 2k-values: 15, 60, 200
			_near[2] = 40.0f;
			_near[3] = 150.0f;

			float _far[4];
			_far[0] = _near[1];
			_far[1] = _near[2];
			_far[2] = _near[3];
			_far[3] = camera->m_frustum.m_far;

			// Create cascades.
			for(int i = 0; i < RENDER_SHADOW_CASCADES; i++)
			{
				AABB boundingbox;
				for(int p = 0; p < 4; p++)
				{
					glm::vec3 nearCorner;
					nearCorner = glm::swizzle<glm::X, glm::Y, glm::Z>(frustumCorners[p]);
					boundingbox.Expand(nearCorner + directions[p] * _near[i]);
					boundingbox.Expand(nearCorner + directions[p] * _far[i]);
				}

				glm::vec3 center = boundingbox.GetCenter();
				glm::vec3 centerInWorldSpace = glm::swizzle<glm::X, glm::Y, glm::Z>(glm::inverse(camera->m_viewMatrix) * glm::vec4(center, 1.0f)); 
				glm::vec4 centerInViewSpace = lightSpace * glm::vec4(centerInWorldSpace, 1.0f);

				float nearPlane = 1.0f;
				float lookAtDistance = glm::length(centerInViewSpace - 2000.0f) + nearPlane;
				float radius = glm::length(center - glm::vec3(boundingbox.m_maxX, boundingbox.m_maxY, boundingbox.m_maxZ)); 
				float farPlane = lookAtDistance + radius;

				sc.m_projectionMatrices[i] = glm::ortho(-radius, radius, -radius, radius, nearPlane, farPlane);
				sc.m_viewMatrices[i] = glm::lookAt(centerInWorldSpace + tOr.GetFront() * lookAtDistance, centerInWorldSpace - tOr.GetFront() * lookAtDistance, tOr.GetUp());
				sc.m_viewProjections[i] = sc.m_projectionMatrices[i] * sc.m_viewMatrices[i];
			}

			sc.m_projectionMatrices[RENDER_SHADOW_CASCADES-1] = OrthoProjectionFromFrustum(&camera->m_frustum, lightSpace);
			sc.m_viewMatrices[RENDER_SHADOW_CASCADES-1] = lightSpace;
			sc.m_viewProjections[RENDER_SHADOW_CASCADES-1] = sc.m_projectionMatrices[RENDER_SHADOW_CASCADES-1] * sc.m_viewMatrices[RENDER_SHADOW_CASCADES-1];
		}
		else
		{
			sc.m_projectionMatrices[RENDER_SHADOW_CASCADES-1] = lazyOrthoAroundMap;
			sc.m_viewMatrices[RENDER_SHADOW_CASCADES-1] = lightSpace;
			sc.m_viewProjections[RENDER_SHADOW_CASCADES-1] = sc.m_projectionMatrices[RENDER_SHADOW_CASCADES-1] * sc.m_viewMatrices[RENDER_SHADOW_CASCADES-1];
		}
		g_engineContext.m_renderer->AddShadowcaster(sc, (int)shadowcaster->m_directionalLightSlot);
	}
开发者ID:kevinortegren,项目名称:zombieshroom,代码行数:101,代码来源:ShadowSystem.cpp


注:本文中的Orientation::GetFront方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。