本文整理汇总了C++中ShadeContext::NodeID方法的典型用法代码示例。如果您正苦于以下问题:C++ ShadeContext::NodeID方法的具体用法?C++ ShadeContext::NodeID怎么用?C++ ShadeContext::NodeID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ShadeContext
的用法示例。
在下文中一共展示了ShadeContext::NodeID方法的4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: EvalColor
AColor UVtex::EvalColor(ShadeContext& sc) {
if (gbufID) sc.SetGBufferID(gbufID);
#if MAX_RELEASE > 3100
Point3 uvw;
if (uvChannel < 0)
{
if (sc.InMtlEditor())
{
Point2 a, b;
sc.ScreenUV(a, b);
uvw = Point3(a.x, a.y, 0.0f);
} else if (sc.globContext != NULL && sc.NodeID() >= 0)
{
RenderInstance* ri = sc.globContext->GetRenderInstance(sc.NodeID());
Mesh* m = ri->mesh;
if (m->mapSupport(uvChannel))
{
Point3 bc = sc.BarycentricCoords();
int i = sc.FaceNumber();
UVVert* v = m->mapVerts(uvChannel);
TVFace* f = m->mapFaces(uvChannel);
uvw = v[f[i].t[0]] * bc.x +
v[f[i].t[1]] * bc.y +
v[f[i].t[2]] * bc.z;
} else {
uvw = Point3(0.0,0.0,0.0);
}
} else {
uvw = Point3(0.0,0.0,0.0);
}
} else {
uvw = sc.UVW(uvChannel);
}
#else
Point3 uvw = sc.UVW(uvChannel);
#endif
if (clampUVW) {
uvw.x = Clamp(uvw.x);
uvw.y = Clamp(uvw.y);
uvw.z = Clamp(uvw.z);
} else {
uvw.x = mod(uvw.x, 1.0000001f);
uvw.y = mod(uvw.y, 1.0000001f);
uvw.z = mod(uvw.z, 1.0000001f);
}
return EvalUVtex(uvw);
}
示例2: IsLocalOutputMeaningful
bool Plate::IsLocalOutputMeaningful( ShadeContext& sc )
{
PlateMap *pmap = FindMap( sc.NodeID() );
if ( pmap != NULL && sc.globContext == NULL )
return false;
return true;
}
示例3: EvalColor
RGBA Plate::EvalColor(ShadeContext& sc) {
BMM_Color_64 c;
IPoint2 s;
int id = sc.NodeID();
PlateMap *pmap = FindMap(id);
if (gbufID) sc.SetGBufferID(gbufID);
if (pmap) {
s = sc.ScreenCoord();
int w = pmap->bm->Width();
int h = pmap->bm->Height();
Point3 view = sc.OrigView();
Point3 v2 = sc.V();
Point3 p = sc.P();
Point3 dV,dvf;
Point3 N0 = sc.OrigNormal();
Point3 vf = RefractVector(sc, N0, view, sc.GetIOR());
RenderGlobalContext *gc = sc.globContext;
if (gc==NULL) return blackrgba;
// total deflection due to refraction
dV = view-v2;
// deflection due to flat refracton (no bumps)
dvf = view-vf;
dV = refrAmt*(dV-dvf) + thick*dvf;
// compute screen deflection: This is really a cheat, and the
// scale factor is arbitrary. Infact it depends on the distance
// between to the point on the glass plate and to the point being
// seen behind it, which we don't know.
// these should be multiplied by the factor (Zbehind-Zcur)/Zcur
// This assumes that the factor is .1
float dsx,dsy;
if (gc->projType==0) {
// perspective
dsx = dV.x*0.1f*gc->xscale;
dsy = dV.y*0.1f*gc->yscale;
}
else {
// parallel projection
dsx = -dV.x*gc->xscale*10.0f;
dsy = -dV.y*gc->yscale*10.0f;
}
if (gc->fieldRender) dsy *= 2.0f;
int x = s.x - (pmap->org.x+gc->devWidth/2);
int y = s.y - (pmap->org.y+gc->devHeight/2);
if (applyBlur) {
float du = 1.0f/float(w);
float dv = 1.0f/float(h);
float u = (float(x)+dsx)*du;
float v = (float(y)+dsy)*dv;
if (u<0.0f||u>1.0f||v<0.0f||v>1.0f) {
if (useEnvMap) {
return sc.EvalGlobalEnvironMap(view-dvf);
}
else
return blackrgba;
}
else
pmap->bm->GetFiltered(u,v, du*blur, dv*blur,&c);
}
else {
int ix = x + int(dsx);
int iy = y + int(dsy);
if (ix<0||ix>=w||iy<0||iy>=h) {
if (useEnvMap)
return sc.EvalGlobalEnvironMap(view-dvf);
else
return blackrgba;
}
else
pmap->bm->GetLinearPixels(ix,iy,1,&c);
}
return c;
}
else
return blackrgba;
}
示例4: EvalColor
AColor CrackVisualizer::EvalColor(ShadeContext& sc)
{
if (gbufID) sc.SetGBufferID(gbufID);
float dist = pblock->GetFloat( pb_spin, sc.CurTime() )*0.1f;
float distSquared = dist*dist;
float minDist = 9999999999999999999.0f;
// we must be sure that minDist is a value greater than dist
// ...
//AColor edgeColor = AColor (1.0f,0.0f,0.0f,1.0f);
AColor edgeColor = pblock->GetAColor( pb_color, sc.CurTime() );
edgeColor.a = 1.0f;
int nodeID = sc.NodeID();
if( !sc.globContext )
return AColor (0.0f,0.0f,0.0f,0.0f);
RenderInstance* inst = sc.globContext->GetRenderInstance(nodeID);
if( (inst==NULL) || (inst->mesh==NULL) || NULL == inst->mesh->faces || inst->mesh->getNumFaces() <= sc.FaceNumber() )
{
return AColor (0.0f,0.0f,0.0f,0.0f);
}
// if an entry for the current nodeID doesnt exist
if( adjBoundaryEdges.find( nodeID ) == adjBoundaryEdges.end() )
// build the table
findAdjBoundaryEdges( nodeID, inst );
int faceIndex = sc.FaceNumber();
Face& f = inst->mesh->faces[faceIndex];
// compute Position of p
Point3 bary = sc.BarycentricCoords();
Point3 p = bary[0]*inst->mesh->getVert(f.getVert(0)) + bary[1]*inst->mesh->getVert(f.getVert(1)) + bary[2]*inst->mesh->getVert(f.getVert(2));
// p is not close to any boundary edge
// check if p close to any vertex which neighbours a boundaryedge from another triangle
for( int i=0; i<3; ++i )
{
// if wireframe
if(0)
{
DWORD edgeIdx = f.GetEdgeIndex( f.getVert(i), f.getVert((i+1)%3) );
// get vertex positions
Point3 v0 = inst->mesh->getVert(f.getVert(i));
Point3 v1 = inst->mesh->getVert(f.getVert(i+1)%3);
// compute distance p <-> edge v0, v1
//float edgeDistance = distancePointLine( p, v0, v1 );
float edgeDistance = Dist3DPtToLine( &p, &v0, &v1 );
edgeDistance = edgeDistance*edgeDistance;
// if distance of p is closer then 1/10 of the distance of v2 to that edge
if( edgeDistance < minDist )
minDist = edgeDistance;
}
// if there is any incident boundary edge to the current vertex, than we know that it is a
// boundary vertex
if( !adjBoundaryEdges[nodeID][f.getVert(i)].empty() )
{
// current vertex is a boundary vertex
// comute distance of p to that vertex
float vertexDistance = (inst->mesh->getVert( f.getVert(i) ) - p).LengthSquared();
if( vertexDistance < minDist )
minDist = vertexDistance;
// check all boundary edges which are adjacent to the vertex and may
// come from other faces
for( int j = 0; j<adjBoundaryEdges[nodeID][f.getVert(i)].size(); ++j )
{
// compute distance to that edge
Point3 v0 = inst->mesh->getVert( adjBoundaryEdges[nodeID][f.getVert(i)][j].first );
Point3 v1 = inst->mesh->getVert( adjBoundaryEdges[nodeID][f.getVert(i)][j].second );
// compute dotproduct
Point3 vec = p - v0;
Point3 direction = Normalize( v1 - v0 );
float maxLength = Length( v1 - v0 );
float dp = DotProd( vec, direction );
if( (dp<0.0f)||(dp>maxLength) )
continue;
float edgeDistance = LengthSquared( vec - dp*direction );
if( edgeDistance < minDist )
minDist = edgeDistance;
}
}
}
//.........这里部分代码省略.........