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C++ Point2F::convolveInverse方法代码示例

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;
}
开发者ID:1414648814,项目名称:Torque3D,代码行数:32,代码来源:pssmLightShadowMap.cpp


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