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C++ ShadingPoint::get_object_instance方法代码示例

本文整理汇总了C++中ShadingPoint::get_object_instance方法的典型用法代码示例。如果您正苦于以下问题:C++ ShadingPoint::get_object_instance方法的具体用法?C++ ShadingPoint::get_object_instance怎么用?C++ ShadingPoint::get_object_instance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ShadingPoint的用法示例。


在下文中一共展示了ShadingPoint::get_object_instance方法的2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: shade_hit_point

void ShadingEngine::shade_hit_point(
    SamplingContext&        sampling_context,
    const PixelContext&     pixel_context,
    const ShadingContext&   shading_context,
    const ShadingPoint&     shading_point,
    ShadingResult&          shading_result) const
{
    // Retrieve the material of the intersected surface.
    const Material* material = shading_point.get_material();

    // Compute the alpha channel of the main output.
    if (material && material->get_alpha_map())
    {
        // There is an alpha map: evaluate it.
        material->get_alpha_map()->evaluate(
            shading_context.get_texture_cache(),
            shading_point.get_uv(0),
            shading_result.m_main.m_alpha);
    }
    else
    {
        // No alpha map: solid sample.
        shading_result.m_main.m_alpha = Alpha(1.0f);
    }

#ifdef WITH_OSL
    if (material && material->get_osl_surface() && material->get_osl_surface()->has_transparency())
    {
        Alpha a;
        shading_context.execute_osl_transparency(
            *material->get_osl_surface(),
            shading_point,
            a);

        shading_result.m_main.m_alpha *= a;
    }
#endif

    if (shading_result.m_main.m_alpha[0] > 0.0f || material->shade_alpha_cutouts())
    {
        // Use the diagnostic surface shader if there is one.
        const SurfaceShader* surface_shader = m_diagnostic_surface_shader.get();

        if (surface_shader == 0)
        {
            if (material == 0)
            {
                // The intersected surface has no material: return solid pink.
                shading_result.set_main_to_opaque_pink_linear_rgba();
                shading_result.set_aovs_to_transparent_black_linear_rgba();
                return;
            }

            // Use the surface shader of the intersected surface.
            surface_shader = material->get_surface_shader();

            if (surface_shader == 0)
            {
                // The intersected surface has no surface shader: return solid pink.
                shading_result.set_main_to_opaque_pink_linear_rgba();
                shading_result.set_aovs_to_transparent_black_linear_rgba();
                return;
            }
        }

        // Execute the surface shader.
        surface_shader->evaluate(
            sampling_context,
            pixel_context,
            shading_context,
            shading_point,
            shading_result);

        // Set AOVs.
        shading_result.set_entity_aov(shading_point.get_assembly());
        shading_result.set_entity_aov(shading_point.get_assembly_instance());
        shading_result.set_entity_aov(shading_point.get_object());
        shading_result.set_entity_aov(shading_point.get_object_instance());
        if (material)
            shading_result.set_entity_aov(*material);
        shading_result.set_entity_aov(*surface_shader);
    }
    else
    {
        // Alpha is zero: shade as transparent black.
        shading_result.set_main_to_transparent_black_linear_rgba();
        shading_result.set_aovs_to_transparent_black_linear_rgba();
    }
}
开发者ID:fewo,项目名称:appleseed,代码行数:89,代码来源:shadingengine.cpp

示例2: evaluate


//.........这里部分代码省略.........
            {
                assert(shading_point.is_curve_primitive());

                // todo: implement.
            }
        }
        break;

      case AmbientOcclusion:
        {
            // Compute the occlusion.
            const double occlusion =
                compute_ambient_occlusion(
                    sampling_context,
                    sample_hemisphere_uniform<double>,
                    shading_context.get_intersector(),
                    shading_point,
                    m_ao_max_distance,
                    m_ao_samples);

            // Return a gray scale value proportional to the accessibility.
            const float accessibility = static_cast<float>(1.0 - occlusion);
            shading_result.set_main_to_linear_rgb(Color3f(accessibility));
        }
        break;

      case AssemblyInstances:
        shading_result.set_main_to_linear_rgb(
            integer_to_color(shading_point.get_assembly_instance().get_uid()));
        break;

      case ObjectInstances:
        shading_result.set_main_to_linear_rgb(
            integer_to_color(shading_point.get_object_instance().get_uid()));
        break;

      case Regions:
        {
            const uint32 h =
                mix_uint32(
                    static_cast<uint32>(shading_point.get_object_instance().get_uid()),
                    static_cast<uint32>(shading_point.get_region_index()));
            shading_result.set_main_to_linear_rgb(integer_to_color(h));
        }
        break;

      case Primitives:
        {
            const uint32 h =
                mix_uint32(
                    static_cast<uint32>(shading_point.get_object_instance().get_uid()),
                    static_cast<uint32>(shading_point.get_region_index()),
                    static_cast<uint32>(shading_point.get_primitive_index()));
            shading_result.set_main_to_linear_rgb(integer_to_color(h));
        }
        break;

      case Materials:
        {
            const Material* material = shading_point.get_material();
            if (material)
                shading_result.set_main_to_linear_rgb(integer_to_color(material->get_uid()));
            else shading_result.set_main_to_opaque_pink_linear_rgba();
        }
        break;
开发者ID:johnhaddon,项目名称:appleseed,代码行数:66,代码来源:diagnosticsurfaceshader.cpp


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