本文整理汇总了C++中PointLight类的典型用法代码示例。如果您正苦于以下问题:C++ PointLight类的具体用法?C++ PointLight怎么用?C++ PointLight使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了PointLight类的15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: pointLightPass
void Scene::pointLightPass(RenderTarget *target)
{
if(!this->pointLights.empty ())
{
for(int i =0;i<pointLights.size ();i++)
{
ShaderProgram * shader = ShaderPool::getInstance ()->get("point_light_pass");
shader->use ();
PointLight * light = this->pointLights[i];
light->apply (shader,0);
m_quad->setShaderProgram (shader);
QMatrix4x4 m;
m.setToIdentity ();
auto camera = target->camera ();
shader->setUniformMat4v ("g_MVP_matrix",m.data ());
shader->setUniform2Float ("g_screen_size",1024,768);
shader->setUniformInteger ("g_color_map",0);
shader->setUniformInteger ("g_position_map",1);
shader->setUniformInteger ("g_normal_map",2);
shader->setUniform3Float ("g_eye_position",
camera->pos ().x(),
camera->pos ().y(),
camera->pos ().z());
m_quad->draw (true);
}
}
}
示例2: Vector3
Vector3
Lambert::shade(const Ray& ray, const HitInfo& hit, const Scene& scene) const
{
Vector3 L = Vector3(0.0f, 0.0f, 0.0f);
const Vector3 viewDir = -ray.d; // d is a unit vector
const Lights *lightlist = scene.lights();
// loop over all of the lights
Lights::const_iterator lightIter;
for (lightIter = lightlist->begin(); lightIter != lightlist->end(); lightIter++)
{
PointLight* pLight = *lightIter;
Vector3 l = pLight->position() - hit.P;
// the inverse-squared falloff
float falloff = l.length2();
// normalize the light direction
l /= sqrt(falloff);
// get the irradiance
Vector3 irradiance = (pLight->color() * pLight->wattage()) * std::max(0.0f, dot(hit.N, l)) / (4.0 * PI * falloff);
L += irradiance * (m_kd / PI);
}
return L;
}
示例3: makeSponzaScene
void
makeSponzaScene()
{
g_camera = new Camera;
g_scene = new Scene;
g_image = new Image;
g_image->resize(512, 512);
// set up the camera
g_camera->setBGColor(Vector3(0.0f, 0.0f, 0.2f));
g_camera->setEye(Vector3(8, 1.5, 1));
g_camera->setLookAt(Vector3(0, 2.5, -1));
g_camera->setUp(Vector3(0, 1, 0));
g_camera->setFOV(55);
// create and place a point light source
PointLight * light = new PointLight;
light->setPosition(Vector3(0, 10.0, 0));
light->setColor(Vector3(1, 1, 1));
light->setWattage(4.0 * PI * 200);
g_scene->addLight(light);
Material* material = new Lambert(Vector3(1.0f));
TriangleMesh * mesh = new TriangleMesh;
mesh->load("sponza.obj");
addMeshTrianglesToScene(mesh, material);
// let objects do pre-calculations if needed
g_scene->preCalc();
}
示例4: RenderPointDepths
void RenderController::RenderPointLight(PointLightSource *lightSourcePtr) {
// Implement a solution for the Deferred Renderer Lab
//RenderPointLightSolution(lightSourcePtr);
DepthStencilStateManager::GetReference().ApplyState(DepthStencilStateManager::DSS_NoDepth);
BlendStateManager::GetReference().ApplyState(BlendStateManager::BS_Additive);
gBufferRT.ActivateSRVs(GBufferStartSlot);
if ( lightSourcePtr->GetShadows() == EDGameCore::ILight::SOFT ) {
PointLight *pointLight = lightSourcePtr->GetLightPtr();
PointLightWithShadow *pointLightWithShadow = (PointLightWithShadow*)pointLight;
RenderPointDepths(pointLightWithShadow);
sceneTarget.ActivateTarget();
sceneTarget.ClearDepthStencilView(D3D11_CLEAR_STENCIL);
pointLightWithShadow->ActivateShadowTexture();
pointLightWithShadowsContextHandle.GetContent()->RenderProcess();
pointLightWithShadow->RevertShadowTexture();
pointLightWithShadowsContextHandle.GetContent()->ClearRenderSet();
} else {
PointLight *pointLight = lightSourcePtr->GetLightPtr();
pointLight->ApplyLight();
sceneTarget.ActivateTarget();
sceneTarget.ClearDepthStencilView(D3D11_CLEAR_STENCIL);
pointLightContextHandle.GetContent()->RenderProcess();
pointLightContextHandle.GetContent()->ClearRenderSet();
}
gBufferRT.DeactivateSRVs(GBufferStartSlot);
}
示例5: Color
/* LOADERS */
void EditorLoader::AddPointLight()
{
Vector3 look = m_pRenderContext->GetCamera()->GetLook();
look.Normalize();
PointLightDesc pDesc;
pDesc.position = (m_pRenderContext->GetCamera()->GetPosition() + look * 2);
BYTE r = 180;
BYTE g = 180;
BYTE b = 200;
BYTE a = 255;
pDesc.color = Color(r, g, b, a);
pDesc.multiplier = 2.0f;
pDesc.attenuationStart = 0;
pDesc.attenuationEnd = 5;
PointLight* pl = new PointLight(pDesc);
pl->InitEditor();
m_pRenderContext->GetLightController()->AddLight(pl);
cout << "Added pointlight\n";
}
示例6: printf
void
Scene::preCalc()
{
Objects::iterator it;
for (it = m_objects.begin(); it != m_objects.end(); it++)
{
Object* pObject = *it;
pObject->preCalc();
}
Lights::iterator lit;
float total_wattage = 0.f;
for (lit = m_lights.begin(); lit != m_lights.end(); lit++)
{
PointLight* pLight = *lit;
pLight->preCalc();
total_wattage += pLight->wattage();
}
m_bvh.build(&m_objects);
delete g_global_illum_map;
g_global_illum_map = new Photon_map(m_global_photons);
delete g_caustics_map;
g_caustics_map = new Photon_map(m_caustics_photons);
g_caustics_map->setCaustics(true);
printf("Caustics map:\n");
sampleMap(g_caustics_map, m_caustics_photons, total_wattage);
printf("Global illum map:\n");
sampleMap(g_global_illum_map, m_global_photons, total_wattage);
}
示例7: glFinish
void
Scene::raytraceImage(Camera *cam, Image *img)
{
Ray ray;
HitInfo hitInfo;
Vector3 shadeResult;
bIntersect = 0;
tIntersect = 0;
bool useShadows = false;
// loop over all pixels in the image
for (int j = 0; j < img->height(); ++j)
{
for (int i = 0; i < img->width(); ++i)
{
ray = cam->eyeRay(i, j, img->width(), img->height());
hitInfo.boxHit = 0;
hitInfo.triHit = 0;
if (trace(hitInfo, ray))
{
// printf("Traced...\n");
hitInfo.u = i;
hitInfo.v = j;
const Material * mat = hitInfo.material;
shadeResult = mat->shade(ray, hitInfo, *this);
if (useShadows) {
Lights::const_iterator lightIter;
ray.o = hitInfo.P;
for (lightIter = m_lights.begin(); lightIter != m_lights.end(); lightIter++)
{
PointLight* pLight = *lightIter;
ray.d = pLight->position() - hitInfo.P;
ray.d.normalize();
ray.o = ray.o + ray.d * epsilon;
if (trace(hitInfo, ray)) {
if (hitInfo.t > EPSILON) {
shadeResult = Vector3(0);
break;
}
}
}
}
img->setPixel(i, j, shadeResult);
}
// bIntersect += hitInfo.boxHit;
tIntersect += hitInfo.triHit;
bIntersect += hitInfo.boxHit;
}
img->drawScanline(j);
glFinish();
// printf("Rendering Progress: %.3f%%\r", j/float(img->height())*100.0f);
fflush(stdout);
}
printf("Rendering Progress: 100.000%\n");
debug("done Raytracing!\n");
printStats();
}
示例8:
Light<real>* SceneImporter<real>::ReadPointLight( std::istream& stream, const std::string& name )
{
PointLight<real>* light = new PointLight<real>;
light->SetName( name );
ReadLightHeader( stream, light );
return light;
}
示例9: project1
void project1() {
// Create scene
Scene scn;
scn.SetSkyColor(Color(0.8f, 0.9f, 1.0f));
// Create boxes
LambertMaterial lambert1;
lambert1.SetDiffuseColor(Color(0.3f,0.3f,0.3f));
MeshObject box1;
box1.MakeBox(5.0f,0.1f,5.0f, &lambert1);
scn.AddObject(box1);
LambertMaterial lambert2;
lambert2.SetDiffuseColor(Color(0.7f,0.7f,0.7f));
MeshObject box2;
box2.MakeBox(1.0f,1.0f,1.0f, &lambert2);
InstanceObject inst1(box2);
Matrix34 mtx;
mtx.MakeRotateX(0.5f);
mtx.d.y=1.0f;
inst1.SetMatrix(mtx);
scn.AddObject(inst1);
InstanceObject inst2(box2);
mtx.MakeRotateY(1.0f);
mtx.d.Set(-1.0f,0.0f,1.0f);
inst2.SetMatrix(mtx);
scn.AddObject(inst2);
// Create lights
DirectLight sunlgt;
sunlgt.SetBaseColor(Color(1.0f, 1.0f, 0.9f));
sunlgt.SetIntensity(0.5f);
sunlgt.SetDirection(Vector3(-0.5f, -1.0f, -0.5f));
scn.AddLight(sunlgt);
PointLight redlgt;
redlgt.SetBaseColor(Color(1.0f, 0.2f, 0.2f));
redlgt.SetIntensity(2.0f);
redlgt.SetPosition(Vector3(2.0f, 2.0f, 0.0f));
scn.AddLight(redlgt);
// Create camera
Camera cam;
cam.LookAt(Vector3(2.0f,2.0f,5.0f), Vector3(0.0f,0.0f,0.0f));
cam.SetResolution(800,600);
cam.SetFOV(40.0f);
cam.SetAspect(1.33f);
// Render image
cam.Render(scn);
cam.SaveBitmap("project1.bmp");
}
示例10: pointlightRenderLeave
Action::ResultE ShadingCallbacks::pointlightRenderLeave(CNodePtr &pNode,
Action *action)
{
PointLight *pPl = dynamic_cast<PointLight *>(pNode.getCPtr());
if(pPl->getOn() == false)
return Action::Continue;
return lightRenderLeave(pPl, action);
}
示例11: render
void LegacyRenderer::render(const ICamera<float>& camera, const PointLight<float>& light, const TriangleBuffer& buffer)
{
const auto& positions = buffer.getPositions().get();// buffers[0].get();
const auto& normals = buffer.getNormals().get();//buffers[1].get();
if (positions.empty()) {
return;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
const auto& projectionMatrix = camera.getProjectionMatrix();
const auto& modelviewMatrix = camera.getModelviewMatrix();;
std::vector<float> lightPos = { light.getPos().getX(), light.getPos().getY(), light.getPos().getZ(), 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPos.data());
glLightfv(GL_LIGHT0, GL_DIFFUSE, light.getDiffuse().toArray4().data());
// glLightfv(GL_LIGHT0, GL_SPECULAR, light.getSpecular().toArray4().data());
glLightfv(GL_LIGHT0, GL_AMBIENT, white);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadMatrixf(projectionMatrix.toArray().data());
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLoadMatrixf(modelviewMatrix.toArray().data());
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, yellow);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, positions.data());
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, normals.data());
//glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(positions.size()) / 3);
for (const auto& b : buffer.getBlocks()) {
const auto& indices = b.getIndices();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_INT, indices.data());
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_DEPTH_TEST);
}
示例12: dir
/*! Sets the \a lightChunk fields based on light.
\dev
DeferredShadingStage can not use the light's own chunk, because
it computes the light position based on DrawEnv::getCameraViewing(),
which is just the ortho camera for rendering the full screen quads, not
the perspective camera used during the gbuffer pass.
\enddev
*/
void DeferredShadingStage::updateLightChunk(
DSLightChunk *lightChunk, Light *light)
{
lightChunk->setBeacon (light->getBeacon ());
lightChunk->setAmbient (light->getAmbient ());
lightChunk->setDiffuse (light->getDiffuse ());
lightChunk->setSpecular(light->getSpecular());
if(light->getType() == DirectionalLight::getClassType())
{
DirectionalLight *dirL = static_cast<DirectionalLight *>(light);
Vec4f dir(dirL->getDirection());
dir[3] = 0.f;
lightChunk->setPosition(dir);
}
else if(light->getType() == PointLight::getClassType())
{
PointLight *pointL = static_cast<PointLight *>(light);
Vec4f pos(pointL->getPosition());
pos[3] = 1.f;
lightChunk->setPosition (pos );
lightChunk->setConstantAttenuation (pointL->getConstantAttenuation ());
lightChunk->setLinearAttenuation (pointL->getLinearAttenuation ());
lightChunk->setQuadraticAttenuation(pointL->getQuadraticAttenuation());
lightChunk->setCutoff (180.f );
}
else if(light->getType() == SpotLight::getClassType())
{
SpotLight *spotL = static_cast<SpotLight *>(light);
Vec4f pos(spotL->getPosition());
pos[3] = 1.f;
lightChunk->setPosition (pos );
lightChunk->setConstantAttenuation (spotL->getConstantAttenuation ());
lightChunk->setLinearAttenuation (spotL->getLinearAttenuation ());
lightChunk->setQuadraticAttenuation(spotL->getQuadraticAttenuation());
lightChunk->setDirection (spotL->getDirection ());
lightChunk->setExponent (spotL->getSpotExponent ());
lightChunk->setCutoff (
osgRad2Degree(spotL->getSpotCutOff()));
}
else
{
SWARNING << "DeferredShadingStage::updateLightChunk: "
<< "Unknown light type." << endLog;
}
}
示例13: EditorPointLight
void MainForm::OnAddPointLight_Click(wxMouseEvent & evt)
{
PointLightPtr ptr = scene->AddPointLight();
PointLight * p = ptr.Get();
p->SetPosition(0.0f, 0.0f, 0.0f);
p->SetDiffuse(1.0f,1.0f,1.0f,1.0f);
p->SetRange(100.0f);
EditorPointLight * pl = new EditorPointLight(ptr);
EditorSceneObjectsManager::GetPtr()->AddElement(pl);
ActiveTool::Set(new SelectTool());
}
示例14: pointlightRenderEnter
Action::ResultE ShadingCallbacks::pointlightRenderEnter(CNodePtr &pNode,
Action *action)
{
PointLight *pPl = dynamic_cast<PointLight *>(pNode.getCPtr());
if(pPl->getOn() == false)
return Action::Continue;
DrawActionBase *da = dynamic_cast<DrawActionBase *>(action);
da->getStatistics()->getElem(PointLight::statNPointLights)->inc();
return lightRenderEnter(pPl, action);
}
示例15: Entity
Entity* BlenderSceneExporter::instantiatePointLight( const TamyLight& exportedLightEntity )
{
Entity* lightEntity = new Entity( exportedLightEntity.name );
PointLight* light = new PointLight();
lightEntity->addChild( light );
light->m_color = exportedLightEntity.lightColor;
light->m_strength = exportedLightEntity.energy;
light->m_radius = exportedLightEntity.distance;
light->m_falloff = exportedLightEntity.quadraticAttenuation;
light->setShadowsCaster( exportedLightEntity.castShadows );
return lightEntity;
}