本文整理汇总了C++中Point2F::convolveInverse方法的典型用法代码示例。如果您正苦于以下问题:C++ Point2F::convolveInverse方法的具体用法?C++ Point2F::convolveInverse怎么用?C++ Point2F::convolveInverse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Point2F
的用法示例。
在下文中一共展示了Point2F::convolveInverse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: _roundProjection
// This "rounds" the projection matrix to remove subtexel movement during shadow map
// rasterization. This is here to reduce shadow shimmering.
void PSSMLightShadowMap::_roundProjection(const MatrixF& lightMat, const MatrixF& cropMatrix, Point3F &offset, U32 splitNum)
{
// Round to the nearest shadowmap texel, this helps reduce shimmering
MatrixF currentProj = GFX->getProjectionMatrix();
currentProj = cropMatrix * currentProj * lightMat;
// Project origin to screen.
Point4F originShadow4F(0,0,0,1);
currentProj.mul(originShadow4F);
Point2F originShadow(originShadow4F.x / originShadow4F.w, originShadow4F.y / originShadow4F.w);
// Convert to texture space (0..shadowMapSize)
F32 t = mNumSplits < 4 ? mShadowMapTex->getWidth() / mNumSplits : mShadowMapTex->getWidth() / 2;
Point2F texelsToTexture(t / 2.0f, mShadowMapTex->getHeight() / 2.0f);
if (mNumSplits >= 4) texelsToTexture.y *= 0.5f;
originShadow.convolve(texelsToTexture);
// Clamp to texel boundary
Point2F originRounded;
originRounded.x = mFloor(originShadow.x + 0.5f);
originRounded.y = mFloor(originShadow.y + 0.5f);
// Subtract origin to get an offset to recenter everything on texel boundaries
originRounded -= originShadow;
// Convert back to texels (0..1) and offset
originRounded.convolveInverse(texelsToTexture);
offset.x += originRounded.x;
offset.y += originRounded.y;
}