本文整理汇总了C++中ParamSet::AddBool方法的典型用法代码示例。如果您正苦于以下问题:C++ ParamSet::AddBool方法的具体用法?C++ ParamSet::AddBool怎么用?C++ ParamSet::AddBool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ParamSet
的用法示例。
在下文中一共展示了ParamSet::AddBool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: defineFilm
void LuxRenderer::defineFilm()
{
int width = this->mtlu_renderGlobals->imgWidth;
int height = this->mtlu_renderGlobals->imgHeight;
MString outputPath = this->mtlu_renderGlobals->basePath + "/" + this->mtlu_renderGlobals->imageName + "." + (int)this->mtlu_renderGlobals->currentFrame + ".lxs";
// file path without extension, will be added automatically by the renderer
MString fileName = this->mtlu_renderGlobals->imagePath + "/" + this->mtlu_renderGlobals->imageName + "." + (int)this->mtlu_renderGlobals->currentFrame;
const char *filename = fileName.asChar();
const int xres = width;
const int yres = height;
const bool write_png = true;
const int halttime = this->mtlu_renderGlobals->halttime;
const int haltspp = this->mtlu_renderGlobals->haltspp;
int displayinterval = 3;
ParamSet fp = CreateParamSet();
fp->AddInt("xresolution",&xres);
fp->AddInt("yresolution",&yres);
fp->AddBool("write_png",&write_png);
fp->AddString("filename",&filename);
if( halttime > 0)
fp->AddInt("halttime", &halttime);
if( haltspp > 0)
fp->AddInt("haltspp", &haltspp);
if( displayinterval > 0)
fp->AddInt("displayinterval", &displayinterval);
lux->film("fleximage", boost::get_pointer(fp));
}
示例2: processCommandFilm
static void processCommandFilm(bool isLittleEndian,
void (Context::*f)(const string &, const ParamSet &), socket_stream_t &stream)
{
string type;
getline(stream, type);
if((type != "fleximage") && (type != "multiimage")) {
LOG( LUX_ERROR,LUX_SYSTEM) << "Unsupported film type for server rendering: " << type;
return;
}
ParamSet params;
processCommandParams(isLittleEndian, params, stream);
processFiles(params, stream);
// Dade - overwrite some option for the servers
params.EraseBool("write_exr");
params.EraseBool("write_exr_ZBuf");
params.EraseBool("write_png");
params.EraseBool("write_png_ZBuf");
params.EraseBool("write_tga");
params.EraseBool("write_tga_ZBuf");
params.EraseBool("write_resume_flm");
bool no = false;
params.AddBool("write_exr", &no);
params.AddBool("write_exr_ZBuf", &no);
params.AddBool("write_png", &no);
params.AddBool("write_png_ZBuf", &no);
params.AddBool("write_tga", &no);
params.AddBool("write_tga_ZBuf", &no);
params.AddBool("write_resume_flm", &no);
(Context::GetActive()->*f)(type, params);
}
示例3: defineTriangleMesh
//.........这里部分代码省略.........
floatNormalArray[vtxCount * 3] = normals[normalId2].x;
floatNormalArray[vtxCount * 3 + 1] = normals[normalId2].y;
floatNormalArray[vtxCount * 3 + 2] = normals[normalId2].z;
floatUvArray[vtxCount * 2] = uArray[uvId2];
floatUvArray[vtxCount * 2 + 1] = vArray[uvId2];
vtxCount++;
//logger.debug(MString("Vertex count: ") + vtxCount + " maxId " + ((vtxCount - 1) * 3 + 2) + " ptArrayLen " + (numTriangles * 3 * 3));
triangelVtxIdList[triCount * 3] = triCount * 3;
triangelVtxIdList[triCount * 3 + 1] = triCount * 3 + 1;
triangelVtxIdList[triCount * 3 + 2] = triCount * 3 + 2;
triCount++;
}
}
//generatetangents bool Generate tangent space using miktspace, useful if mesh has a normal map that was also baked using miktspace (such as blender or xnormal) false
//subdivscheme string Subdivision algorithm, options are "loop" and "microdisplacement" "loop"
//displacementmap string Name of the texture used for the displacement. Subdivscheme parameter must always be provided, as load-time displacement is handled by the loop-subdivision code. none - optional. (loop subdiv can be used without displacement, microdisplacement will not affect the mesh without a displacement map specified)
//dmscale float Scale of the displacement (for an LDR map, this is the maximum height of the displacement in meter) 0.1
//dmoffset float Offset of the displacement. 0
//dmnormalsmooth bool Smoothing of the normals of the subdivided faces. Only valid for loop subdivision. true
//dmnormalsplit bool Force the mesh to split along breaks in the normal. If a mesh has no normals (flat-shaded) it will rip open on all edges. Only valid for loop subdivision. false
//dmsharpboundary bool Try to preserve mesh boundaries during subdivision. Only valid for loop subdivision. false
//nsubdivlevels integer Number of subdivision levels. This is only recursive for loop subdivision, microdisplacement will need much larger values (such as 50). 0
bool generatetangents = false;
getBool(MString("mtlu_mesh_generatetangents"), meshFn, generatetangents);
int subdivscheme = 0;
const char *subdAlgos[] = {"loop", "microdisplacement"};
getInt(MString("mtlu_mesh_subAlgo"), meshFn, subdivscheme);
const char *subdalgo = subdAlgos[subdivscheme];
float dmscale;
getFloat(MString("mtlu_mesh_dmscale"), meshFn, dmscale);
float dmoffset;
getFloat(MString("mtlu_mesh_dmoffset"), meshFn, dmoffset);
MString displacementmap;
getString(MString("mtlu_mesh_displacementMap"), meshFn, displacementmap);
const char *displacemap = displacementmap.asChar();
bool dmnormalsmooth = true;
getBool(MString("mtlu_mesh_dmnormalsmooth"), meshFn, dmnormalsmooth);
bool dmnormalsplit = false;
getBool(MString("mtlu_mesh_dmnormalsplit"), meshFn, dmnormalsplit);
bool dmsharpboundary = false;
getBool(MString("mtlu_mesh_dmsharpboundary"), meshFn, dmsharpboundary);
int nsubdivlevels = 0;
getInt(MString("mtlu_mesh_subdivlevel"), meshFn, nsubdivlevels);
// a displacment map needs its own texture defintion
MString displacementTextureName = "";
if(displacementmap.length() > 0)
{
ParamSet dmParams = CreateParamSet();
dmParams->AddString("filename", &displacemap);
displacementTextureName = meshFn.name() + "_displacementMap";
this->lux->texture(displacementTextureName.asChar(), "float", "imagemap", boost::get_pointer(dmParams));
}
ParamSet triParams = CreateParamSet();
int numPointValues = numTriangles * 3;
int numUvValues = numTriangles * 3 * 2;
clock_t startTime = clock();
logger.info(MString("Adding mesh values to params."));
triParams->AddInt("indices", triangelVtxIdList, numTriangles * 3);
triParams->AddPoint("P", floatPointArray, numPointValues);
triParams->AddNormal("N", floatNormalArray, numPointValues);
triParams->AddFloat("uv", floatUvArray, numUvValues);
if( nsubdivlevels > 0)
triParams->AddInt("nsubdivlevels", &nsubdivlevels, 1);
triParams->AddBool("generatetangents", &generatetangents, 1);
triParams->AddString("subdivscheme", &subdalgo , 1);
if(displacementmap.length() > 0)
{
triParams->AddFloat("dmoffset", &dmoffset, 1);
triParams->AddFloat("dmscale", &dmscale, 1);
const char *dmft = displacementTextureName.asChar();
triParams->AddString("displacementmap", &dmft);
}
triParams->AddBool("dmnormalsmooth", &dmnormalsmooth, 1);
triParams->AddBool("dmnormalsplit", &dmnormalsplit, 1);
triParams->AddBool("dmsharpboundary", &dmsharpboundary, 1);
clock_t pTime = clock();
if(!noObjectDef)
this->lux->objectBegin(meshFullName.asChar());
this->lux->shape("trianglemesh", boost::get_pointer(triParams));
if(!noObjectDef)
this->lux->objectEnd();
clock_t eTime = clock();
logger.info(MString("Timing: Parameters: ") + ((pTime - startTime)/CLOCKS_PER_SEC) + " objTime " + ((eTime - pTime)/CLOCKS_PER_SEC) + " all " + ((eTime - startTime)/CLOCKS_PER_SEC));
return;
}
示例4: defineCamera
void LuxRenderer::defineCamera()
{
std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr;
std::shared_ptr<RenderGlobals> renderGlobals = MayaTo::getWorldPtr()->worldRenderGlobalsPtr;
std::shared_ptr<MayaObject> mo = mayaScene->camList[0];
MMatrix cm = mo->dagPath.inclusiveMatrix();
MFnCamera camFn(mo->mobject);
this->transformCamera(mo.get(), renderGlobals->doMb && (mo->transformMatrices.size() > 1));
// lux uses the fov of the smallest image edge
double hFov = RadToDeg(camFn.horizontalFieldOfView());
double vFov = RadToDeg(camFn.verticalFieldOfView());
float fov = hFov;
int width, height;
renderGlobals->getWidthHeight(width, height);
if( height < width)
fov = vFov;
// focaldist
float focusDist = (float)camFn.focusDistance() * renderGlobals->sceneScale;
float focalLen = (float)camFn.focalLength();
float fStop = (float)camFn.fStop();
bool useDOF = false;
getBool(MString("depthOfField"), camFn, useDOF);
useDOF = useDOF && renderGlobals->doDof;
// hither, yon
float hither = (float)camFn.nearClippingPlane();
float yon = (float)camFn.farClippingPlane();
// render region
int left, bottom, right, top;
renderGlobals->getRenderRegion(left, bottom, right, top);
int ybot = (height - bottom);
int ytop = (height - top);
int ymin = ybot < ytop ? ybot : ytop;
int ymax = ybot > ytop ? ybot : ytop;
float lensradius = (focalLen / 1000.0) / ( 2.0 * fStop );
int blades = 0;
getInt(MString("mtlu_diaphragm_blades"), camFn, blades);
bool autofocus = false;
getBool(MString("mtlu_autofocus"), camFn, autofocus);
int dist = 0;
getInt(MString("mtlu_distribution"), camFn, dist);
logger.debug(MString("Lens distribution: ") + dist + " " + LensDistributions[dist]);
float power = 1.0f;
getFloat(MString("mtlu_power"), camFn, power);
const char *lensdistribution = LensDistributions[dist];
float shutterOpen = 0.0f;
float shutterClose = renderGlobals->mbLength;
ParamSet cp = CreateParamSet();
cp->AddFloat("fov", &fov);
cp->AddFloat("focaldistance", &focusDist);
cp->AddFloat("hither", &hither);
cp->AddFloat("yon", &yon);
cp->AddFloat("shutteropen", &shutterOpen);
cp->AddFloat("shutterclose", &shutterClose);
if( blades > 0)
cp->AddInt("blades", &blades);
if( useDOF )
{
cp->AddFloat("lensradius", &lensradius);
cp->AddBool("autofocus", &autofocus);
cp->AddString("distribution", &lensdistribution);
cp->AddFloat("power", &power);
}
lux->camera("perspective", boost::get_pointer(cp));
if( renderGlobals->exportSceneFile)
this->luxFile << "Camera \"perspective\" "<< "\"float fov\" [" << fov << "]" <<"\n";
}