本文整理汇总了C++中ParamSet::AddFloat方法的典型用法代码示例。如果您正苦于以下问题:C++ ParamSet::AddFloat方法的具体用法?C++ ParamSet::AddFloat怎么用?C++ ParamSet::AddFloat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::AddFloat方法的5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: Refine
void Heightfield::Refine(vector<Reference<Shape> > &refined) const {
int ntris = 2*(nx-1)*(ny-1);
refined.reserve(ntris);
int *verts = new int[3*ntris];
Point *P = new Point[nx*ny];
float *uvs = new float[2*nx*ny];
int nverts = nx*ny;
int x, y;
// Compute heightfield vertex positions
int pos = 0;
for (y = 0; y < ny; ++y) {
for (x = 0; x < nx; ++x) {
P[pos].x = uvs[2*pos] = (float)x / (float)(nx-1);
P[pos].y = uvs[2*pos+1] = (float)y / (float)(ny-1);
P[pos].z = z[pos];
++pos;
}
}
// Fill in heightfield vertex offset array
int *vp = verts;
for (y = 0; y < ny-1; ++y) {
for (x = 0; x < nx-1; ++x) {
#define VERT(x,y) ((x)+(y)*nx)
*vp++ = VERT(x, y);
*vp++ = VERT(x+1, y);
*vp++ = VERT(x+1, y+1);
*vp++ = VERT(x, y);
*vp++ = VERT(x+1, y+1);
*vp++ = VERT(x, y+1);
}
#undef VERT
}
ParamSet paramSet;
paramSet.AddInt("indices", verts, 3*ntris);
paramSet.AddFloat("uv", uvs, 2 * nverts);
paramSet.AddPoint("P", P, nverts);
refined.push_back(CreateTriangleMeshShape(ObjectToWorld, WorldToObject, ReverseOrientation, paramSet));
delete[] P;
delete[] uvs;
delete[] verts;
}
示例2: 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3: main
int main(int argc, char *argv[])
{
float scale = 1.f, gamma = 2.2f;
float bloomRadius = 0.f, bloomWeight = .2f;
float bggray = -1.f;
char *toneMap = NULL;
ParamSet toneMapParams;
int argNum = 1;
while (argNum < argc && argv[argNum][0] == '-') {
#define ARG(name, var) \
else if (!strcmp(argv[argNum], "-" name)) { \
if (argNum+1 == argc) \
usage(); \
var = atof(argv[argNum+1]); \
++argNum; \
}
if (!strcmp(argv[argNum], "-tonemap")) {
if (argNum+1 == argc)
usage();
toneMap = argv[argNum+1];
++argNum;
}
else if (!strcmp(argv[argNum], "-param")) {
if (argNum+2 >= argc)
usage();
float val = atof(argv[argNum+2]);
toneMapParams.AddFloat(argv[argNum+1], &val);
argNum += 2;
}
ARG("scale", scale)
ARG("gamma", gamma)
ARG("bg", bggray)
ARG("bloomRadius", bloomRadius)
ARG("bloomWeight", bloomWeight)
else
usage();
++argNum;
}
if (argNum + 2 > argc) usage();
char *inFile = argv[argNum], *outFile = argv[argNum+1];
float *rgba;
int xRes, yRes;
bool hasAlpha;
pbrtInit();
if (ReadEXR(inFile, rgba, xRes, yRes, hasAlpha)) {
float *rgb = new float[xRes*yRes*3];
for (int i = 0; i < xRes*yRes; ++i) {
for (int j = 0; j < 3; ++j) {
rgb[3*i+j] = scale * rgba[4*i+j];
//CO if (rgba[4*i+3] != 0.f)
//CO rgb[3*i+j] /= rgba[4*i+3];
if (bggray > 0)
rgb[3*i+j] = rgba[4*i+3] * rgb[3*i+j] + (1.f - rgba[4*i+3]) * bggray;
}
if (bggray > 0)
rgba[4*i+3] = 1.f;
}
ApplyImagingPipeline(rgb, xRes, yRes, NULL, bloomRadius,
bloomWeight, toneMap, &toneMapParams,
gamma, 0.f, 255);
for (int i = 0; i < xRes*yRes; ++i) {
for (int j = 0; j < 3; ++j) {
rgba[4*i+j] = rgb[3*i+j];
if (rgba[4*i+3] != 0.f)
rgba[4*i+j] /= rgba[4*i+3];
}
rgba[4*i+3] *= 255.f;
}
WriteTIFF(outFile, rgba, xRes, yRes, hasAlpha);
}
pbrtCleanup();
return 0;
}
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";
}
示例5: Refine
void NURBS::Refine(vector<Reference<Shape> > &refined) const {
// Compute NURBS dicing rates
int diceu = 30, dicev = 30;
float *ueval = new float[diceu];
float *veval = new float[dicev];
Point *evalPs = new Point[diceu*dicev];
Normal *evalNs = new Normal[diceu*dicev];
int i;
for (i = 0; i < diceu; ++i)
ueval[i] = Lerp((float)i / (float)(diceu-1), umin, umax);
for (i = 0; i < dicev; ++i)
veval[i] = Lerp((float)i / (float)(dicev-1), vmin, vmax);
// Evaluate NURBS over grid of points
memset(evalPs, 0, diceu*dicev*sizeof(Point));
memset(evalNs, 0, diceu*dicev*sizeof(Point));
float *uvs = new float[2*diceu*dicev];
// Turn NURBS into triangles
Homogeneous3 *Pw = (Homogeneous3 *)P;
if (!isHomogeneous) {
Pw = (Homogeneous3 *)alloca(nu*nv*sizeof(Homogeneous3));
for (int i = 0; i < nu*nv; ++i) {
Pw[i].x = P[3*i];
Pw[i].y = P[3*i+1];
Pw[i].z = P[3*i+2];
Pw[i].w = 1.;
}
}
for (int v = 0; v < dicev; ++v) {
for (int u = 0; u < diceu; ++u) {
uvs[2*(v*diceu+u)] = ueval[u];
uvs[2*(v*diceu+u)+1] = veval[v];
Vector dPdu, dPdv;
Point pt = NURBSEvaluateSurface(uorder, uknot, nu, ueval[u],
vorder, vknot, nv, veval[v], Pw, &dPdu, &dPdv);
evalPs[v*diceu + u].x = pt.x;
evalPs[v*diceu + u].y = pt.y;
evalPs[v*diceu + u].z = pt.z;
evalNs[v*diceu + u] = Normal(Normalize(Cross(dPdu, dPdv)));
}
}
// Generate points-polygons mesh
int nTris = 2*(diceu-1)*(dicev-1);
int *vertices = new int[3 * nTris];
int *vertp = vertices;
// Compute the vertex offset numbers for the triangles
for (int v = 0; v < dicev-1; ++v) {
for (int u = 0; u < diceu-1; ++u) {
#define VN(u,v) ((v)*diceu+(u))
*vertp++ = VN(u, v);
*vertp++ = VN(u+1, v);
*vertp++ = VN(u+1, v+1);
*vertp++ = VN(u, v);
*vertp++ = VN(u+1, v+1);
*vertp++ = VN(u, v+1);
#undef VN
}
}
int nVerts = diceu*dicev;
ParamSet paramSet;
paramSet.AddInt("indices", vertices, 3*nTris);
paramSet.AddPoint("P", evalPs, nVerts);
paramSet.AddFloat("uv", uvs, 2 * nVerts);
paramSet.AddNormal("N", evalNs, nVerts);
refined.push_back(MakeShape("trianglemesh", ObjectToWorld,
reverseOrientation, paramSet));
// Cleanup from NURBS refinement
delete[] uvs;
delete[] ueval;
delete[] veval;
delete[] evalPs;
delete[] evalNs;
delete[] vertices;
}