本文整理汇总了C++中PointLight::GetCenter方法的典型用法代码示例。如果您正苦于以下问题:C++ PointLight::GetCenter方法的具体用法?C++ PointLight::GetCenter怎么用?C++ PointLight::GetCenter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PointLight
的用法示例。
在下文中一共展示了PointLight::GetCenter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: RenderSceneDebugSprites
void DebugRenderer::RenderSceneDebugSprites(Camera* camera) {
SpriteRenderer::Get()->Begin(SpriteSortMode::BackToFront);
BoundingFrustum cameraFrustum(camera->GetView() * camera->GetProjection());
Vector2f lightSpriteSize(20.0f, 20.0f);
const vector<AmbientLight*> ambientLights = SceneManager::Get()->GetAmbientLights();
for(auto it = begin(ambientLights); it != end(ambientLights); ++it) {
AmbientLight* light = *it;
if (cameraFrustum.Contains(light->GetCenter())) {
Vector2f screenPos = light->GetCenter().Project(Matrix::Identity, camera->GetView(), camera->GetProjection(), camera->GetViewport());
F32 priority = Vector3f::Distance(camera->GetPosition(), light->GetCenter()) / 1000.0f;
SpriteRenderer::Get()->Render(screenPos + lightSpriteSize, screenPos - lightSpriteSize, ResourceManager::Get()->LoadTextureResource("Icons\\ambient_light.png")->GetTexture(), priority);
}
}
const vector<PointLight*> pointLights = SceneManager::Get()->GetPointLights();
for(auto it = begin(pointLights); it != end(pointLights); ++it) {
PointLight* light = *it;
if (cameraFrustum.Contains(light->GetCenter())) {
Vector2f screenPos = light->GetCenter().Project(Matrix::Identity, camera->GetView(), camera->GetProjection(), camera->GetViewport());
F32 priority = Vector3f::Distance(camera->GetPosition(), light->GetCenter()) / 1000.0f;
SpriteRenderer::Get()->Render(screenPos + lightSpriteSize, screenPos - lightSpriteSize, ResourceManager::Get()->LoadTextureResource("Icons\\point_light.png")->GetTexture(), priority);
}
}
const vector<DirectionalLight*> directionalLight = SceneManager::Get()->GetDirectionalLights();
for(auto it = begin(directionalLight); it != end(directionalLight); ++it) {
DirectionalLight* light = *it;
if (cameraFrustum.Contains(light->GetCenter())) {
Vector2f screenPos = light->GetCenter().Project(Matrix::Identity, camera->GetView(), camera->GetProjection(), camera->GetViewport());
F32 priority = Vector3f::Distance(camera->GetPosition(), light->GetCenter()) / 1000.0f;
SpriteRenderer::Get()->Render(screenPos + lightSpriteSize, screenPos - lightSpriteSize, ResourceManager::Get()->LoadTextureResource("Icons\\directional_light.png")->GetTexture(), priority);
}
}
const vector<SpotLight*> spotLights = SceneManager::Get()->GetSpotLights();
for(auto it = begin(spotLights); it != end(spotLights); ++it) {
SpotLight* light = *it;
if (cameraFrustum.Contains(light->GetCenter())) {
Vector2f screenPos = light->GetCenter().Project(Matrix::Identity, camera->GetView(), camera->GetProjection(), camera->GetViewport());
F32 priority = Vector3f::Distance(camera->GetPosition(), light->GetCenter()) / 1000.0f;
SpriteRenderer::Get()->Render(screenPos + lightSpriteSize, screenPos - lightSpriteSize, ResourceManager::Get()->LoadTextureResource("Icons\\spot_light.png")->GetTexture(), priority);
}
}
SpriteRenderer::Get()->End(camera);
}