本文整理汇总了C++中PointLight::GetPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ PointLight::GetPosition方法的具体用法?C++ PointLight::GetPosition怎么用?C++ PointLight::GetPosition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::GetPosition方法的3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: SetUniform
void Shader::SetUniform(const string& name, const PointLight& value) {
SetUniform(name + ".base", (Light)value);
SetUniform(name + ".attenuation", value.GetAttenuation());
SetUniform(name + ".position", value.GetPosition());
}
示例2: FillPolygonTexturedNormalMapped
//.........这里部分代码省略.........
//float lightB = (_scanlines[y].blueStart + ((blueColorDiff / diff) * offset)) / 180.0f;
// Using the UV coordinate work out which pixel in the texture to use to draw this pixel.
int pixelIndex = (int)vCoord * textureWidth + (int)uCoord;
if (pixelIndex >= textureWidth * textureWidth || pixelIndex < 0)
{
pixelIndex = (textureWidth * textureWidth) - 1;
}
int paletteOffset = texture[pixelIndex];
if (paletteOffset >= 255)
paletteOffset = 255;
Gdiplus::Color textureColor = palette[paletteOffset];
// Work out the pixel colour of the normalmap.
pixelIndex = (int)vCoord * textureWidth + (int)uCoord;
if (pixelIndex >= textureWidth * textureWidth || pixelIndex < 0)
{
pixelIndex = (textureWidth * textureWidth) - 1;
}
paletteOffset = normalTexture[pixelIndex];
if (paletteOffset >= 255)
paletteOffset = 255;
Gdiplus::Color normalTextureColor = normalPalette[paletteOffset];
// Calculate normal lighting for the pixel.
Vector3D heightMapVector = Vector3D(normalTextureColor.GetR() / 180.0f, normalTextureColor.GetG() / 180.0f, normalTextureColor.GetB() / 180.0f);
heightMapVector = Vector3D((heightMapVector.GetX() - 0.5f) * 2.0f, (heightMapVector.GetY() - 0.5f) * 2.0f, (heightMapVector.GetZ() - 0.5f) * 2.0f);
// Work out he pixels normal and position.
Vector3D pixelNormal = Vector3D(xNormal, yNormal, zNormal);//;Vector3D(heightMapVector.GetX(), heightMapVector.GetY(), heightMapVector.GetZ());
Vertex pixelPosition = Vertex(pixelX, pixelY, pixelZ, 1, Gdiplus::Color::White, Vector3D(0, 0, 0), 0);
heightMapVector = Vector3D((pixelNormal.GetX() * heightMapVector.GetX()) ,
(pixelNormal.GetY() * heightMapVector.GetY()) ,
(pixelNormal.GetZ() * heightMapVector.GetZ()) );
// Calculate the sum dot product of all lighting vectors for this pixel and divide by the number
// of lights.
float lightDot = 0.0f;
int count = 0;
for (unsigned int j = 0; j < pointLights.size(); j++)
{
PointLight* light = pointLights[j];
if (light->GetEnabled() == false)
continue;
// Work out vector to light source.
Vector3D lightVector = Vertex::GetVector(pixelPosition, light->GetPosition());
float distance = lightVector.GetLength();
lightVector.Normalize();
// Work out dot product.
lightDot += Vector3D::DotProduct(heightMapVector, lightVector);
count++;
}
for (unsigned int j = 0; j < directionalLights.size(); j++)
{
DirectionalLight* light = directionalLights[j];
if (light->GetEnabled() == false)
continue;
// Work out vector to light source.
Vector3D lightVector = Vertex::GetVector(pixelPosition, light->GetPosition());
float distance = lightVector.GetLength();
lightVector.Normalize();
// Work out dot product.
lightDot += Vector3D::DotProduct(heightMapVector, lightVector);
count++;
}
lightDot /= count;
// Adjust texture colour based on the lighting dot product.
Gdiplus::Color pixelColor = textureColor;
//pixelColor = model.CalculateLightingAmbientPerPixel(ambientLights, pixelPosition, pixelNormal, pixelColor);
//pixelColor = model.CalculateLightingDirectionalPerPixel(directionalLights, pixelPosition, pixelNormal, pixelColor);
//pixelColor = model.CalculateLightingPointPerPixel(pointLights, pixelPosition, pixelNormal, pixelColor);
float lightR = (_scanlines[y].redStart + ((redColorDiff / diff) * offset)) / 180.0f;
float lightG = (_scanlines[y].greenStart + ((greenColorDiff / diff) * offset)) / 180.0f;
float lightB = (_scanlines[y].blueStart + ((blueColorDiff / diff) * offset)) / 180.0f;
// Apply the lighting value to the texture colour and use the result to set the colour of the current pixel.
int finalR = (int)max(0, min(255, (lightR * textureColor.GetR()) - ((lightR * textureColor.GetR()) * lightDot) ));
int finalG = (int)max(0, min(255, (lightG * textureColor.GetG()) - ((lightG * textureColor.GetG()) * lightDot) ));
int finalB = (int)max(0, min(255, (lightB * textureColor.GetB()) - ((lightB * textureColor.GetB()) * lightDot) ));
WritePixel(x, y, Gdiplus::Color(finalR, finalG, finalB));
}
}
// Dispose of dynamic objects.
delete[] _scanlines;
_polygonsRendered++;
}
示例3: DoLightingPass
// ===================
// Point lights
// ===================
void World::DoLightingPass(const PointLight& l)
{
gbuffer.StartLightingPass();
// Disable depth test.
glDisable(GL_DEPTH_TEST);
// Setup for lighting pass.
glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
// Bind pass 2 shader.
Shader* lpassShader = &pointLightShader;
Shader::Bind(lpassShader);
// Activate gbuffer textures.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gbuffer.GetColorID());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gbuffer.GetNormalID());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gbuffer.GetPositionID());
// Matrices
Matrix pmat = cam.GetProjectionMatrix();
Matrix vmat = cam.GetViewMatrix();
lpassShader->SetParameter("projectionMatrix", &pmat[0][0]);
lpassShader->SetParameter("viewMatrix", &vmat[0][0]);
lpassShader->SetParameter("screenSize", WINDOW_WIDTH, WINDOW_HEIGHT);
// Set the eye position to the camera position.
Vector3 cpos = cam.GetPosition();
lpassShader->SetParameter("eyePosition", cpos.x, cpos.y, cpos.z);
lpassShader->SetParameter("farClipDistance", cam.GetFarClippingPlane());
// Texture locations
lpassShader->SetParameter("difftex", 0);
lpassShader->SetParameter("normtex", 1);
lpassShader->SetParameter("postex", 2);
// Draw point lights.
Matrix lmat = l.GetMatrix();
lpassShader->SetParameter("modelMatrix", &lmat[0][0]);
const Vector3& pos = l.GetPosition();
lpassShader->SetParameter("lightPos", pos.x, pos.y, pos.z);
// Itensity.
lpassShader->SetParameter("ambientIntensity", l.GetAmbientIntensity());
lpassShader->SetParameter("diffuseIntensity", l.GetDiffuseIntensity());
// Attenuation.
lpassShader->SetParameter("attenuationConstant", l.GetAttenuationConstant());
lpassShader->SetParameter("attenuationLinear", l.GetAttenuationLinear());
lpassShader->SetParameter("attenuationExponential", l.GetAttenuationExponential());
Color diffuseColor = l.GetColor();
lpassShader->SetParameter("lightColor", diffuseColor.R(), diffuseColor.G(), diffuseColor.B());
pointLightMesh.Draw();
glCullFace(GL_BACK);
glDisable(GL_BLEND);
}