本文整理汇总了C++中Storm3D_Scene::AddPolyCounter方法的典型用法代码示例。如果您正苦于以下问题:C++ Storm3D_Scene::AddPolyCounter方法的具体用法?C++ Storm3D_Scene::AddPolyCounter怎么用?C++ Storm3D_Scene::AddPolyCounter使用的例子?那么恭喜您, 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Storm3D_Scene
的用法示例。
在下文中一共展示了Storm3D_Scene::AddPolyCounter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:
void Storm3D_TerrainLod::render(Storm3D_Scene &scene, int subMask, float range, float rangeX1, float rangeY1, float rangeX2, float rangeY2)
{
IDirect3DDevice9 &device = *data->storm.GetD3DDevice();
int lod = data->getLOD(range);
bool lodX1 = data->getLOD(rangeX1) > lod;
bool lodY1 = data->getLOD(rangeY1) > lod;
bool lodX2 = data->getLOD(rangeX2) > lod;
bool lodY2 = data->getLOD(rangeY2) > lod;
int index = 0;
if(lodX1)
index += 1;
if(lodX2)
index += 2;
if(lodY1)
index += 4;
if(lodY2)
index += 8;
// Render as whole
if(subMask == -1)
{
LodIndexBuffer &indexBuffer = data->lodBuffers[lod].fullBuffers[index];
indexBuffer.indexBuffer.render(device, indexBuffer.faceAmount, data->maxVertex);
scene.AddPolyCounter(indexBuffer.faceAmount);
}
else
{
LodIndexBuffer &indexBuffer = data->lodBuffers[lod].centerBuffers[subMask];
indexBuffer.indexBuffer.render(device, indexBuffer.faceAmount, data->maxVertex);
scene.AddPolyCounter(indexBuffer.faceAmount);
LodIndexBuffer &linkBuffer = data->lodBuffers[lod].linkBuffers[index];
linkBuffer.indexBuffer.render(device, linkBuffer.faceAmount, data->maxVertex);
scene.AddPolyCounter(linkBuffer.faceAmount);
}
}
示例2: renderProjection
void renderProjection(Storm3D_Scene &scene, Storm3D_Spotlight *spot)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
if(!decals.empty())
{
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
D3DXMATRIX tm;
int materialIndex = 0;
int startIndex = 0;
int endIndex = 0;
if(spot->getType() == IStorm3D_Spotlight::Point)
pointVertexShader.apply();
else if(spot->getType() == IStorm3D_Spotlight::Directional)
dirVertexShader.apply();
else if(spot->getType() == IStorm3D_Spotlight::Flat)
flatVertexShader.apply();
vertices.apply(0);
int prevBindOffs = 0;
Storm3D_ShaderManager::GetSingleton()->SetWorldTransform(tm);
Storm3D_ShaderManager::GetSingleton()->SetTransparencyFactor(0.75f);
for(;;)
{
materialIndex = decals[startIndex]->materialIndex;
materials[materialIndex].applyProjection(spot->getColorMultiplier());
int decalAmount = decals.size();
for(int i = startIndex + 1; i < decalAmount; ++i)
{
if(decals[i]->materialIndex != materialIndex)
break;
endIndex = i;
}
int renderAmount = endIndex - startIndex + 1;
if (prevBindOffs != startIndex * 4) {
vertices.apply(0, (startIndex * 4) * VERTEX_SIZE);
prevBindOffs = startIndex * 4;
}
indices.render(renderAmount * 2, renderAmount * 4);
startIndex = ++endIndex;
scene.AddPolyCounter(renderAmount * 2);
if(startIndex >= decalAmount)
break;
}
Storm3D_ShaderManager::GetSingleton()->SetTransparencyFactor(1.f);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
}
示例3: renderShadows
//.........这里部分代码省略.........
createIndexBuffers();
int renderAmount = 0;
if(!shadowDecals.empty())
{
IStorm3D_Camera *camera = scene.GetCamera();
Storm3D_Camera *stormCamera = reinterpret_cast<Storm3D_Camera *> (camera);
Frustum frustum = stormCamera->getFrustum();
shadowVertices.create(shadowDecals.size() * 4, VERTEX_SIZE, true);
int rawSize = shadowDecals.size() * 4 * VERTEX_SIZE;
void *ramBuffer = malloc(rawSize);
void *lockPointer = shadowVertices.lock();
VXFORMAT_DECAL *buffer = reinterpret_cast<VXFORMAT_DECAL *> (ramBuffer);
float inverseRange =1.f / fogRange;
for(unsigned int i = 0; i < shadowDecals.size(); ++i)
{
const StormDecal &decal = shadowDecals[i];
Sphere sphere(decal.position, decal.getRadius());
if(frustum.visibility(sphere))
{
float factor = decal.position.y - fogEnd;
factor *= inverseRange;
if(factor < 0.f)
factor = 0.f;
if(factor > 1.f)
factor = 1.f;
factor = 1.f - factor;
COL color = decal.light;
color.r += factor * (1.f - color.r);
color.g += factor * (1.f - color.g);
color.b += factor * (1.f - color.b);
DWORD vertexColor = color.GetAsD3DCompatibleARGB() & 0x00FFFFFF;
DWORD oldColor = decal.vertexColor;
decal.vertexColor = vertexColor;
decal.insert(buffer);
decal.vertexColor = oldColor;
buffer += 4;
++renderAmount;
}
}
if(renderAmount)
{
if(renderAmount > STORM_MAX_DECAL_AMOUNT)
renderAmount = STORM_MAX_DECAL_AMOUNT;
memcpy(lockPointer, ramBuffer, renderAmount * 4 * VERTEX_SIZE);
}
free(ramBuffer);
shadowVertices.unlock();
}
D3DXMATRIX tm;
frozenbyte::storm::VertexShader::disable();
frozenbyte::storm::PixelShader::disable();
Storm3D_ShaderManager::GetSingleton()->SetWorldTransform(tm);
applyFVF(DECAL_FVF, VERTEX_SIZE);
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glActiveTexture(GL_TEXTURE1);
glClientActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_3D);
glDisable(GL_TEXTURE_CUBE_MAP);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
if(renderAmount && shadowMaterial)
{
shadowVertices.apply(0);
shadowMaterial->applyShadow();
indices.render(renderAmount * 2, renderAmount * 4);
scene.AddPolyCounter(renderAmount * 2);
}
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
shadowDecals.clear();
}
示例4: render
void render(Storm3D_Scene &scene)
{
findDecals(scene);
createIndexBuffers();
createVertexBuffers();
// Render
if(!decals.empty())
{
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
D3DXMATRIX tm;
pixelShader.apply();
vertexShader.apply();
vertices.apply(0);
// ugly HACK!
int prevBindOffs = 0;
Storm3D_ShaderManager::GetSingleton()->SetWorldTransform(tm);
float outfactor[4] = { outFactor.r, outFactor.g, outFactor.b, 1.0f };
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, 8, outfactor);
float infactor[4] = { inFactor.r, inFactor.g, inFactor.b, 1.0f };
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, 9, infactor);
int materialIndex = 0;
int startIndex = 0;
int endIndex = 0;
for(;;)
{
materialIndex = decals[startIndex]->materialIndex;
materials[materialIndex].apply();
int decalAmount = decals.size();
for(int i = startIndex + 1; i < decalAmount; ++i)
{
if(decals[i]->materialIndex != materialIndex)
break;
endIndex = i;
}
int renderAmount = endIndex - startIndex + 1;
if (prevBindOffs != startIndex * 4) {
vertices.apply(0, (startIndex * 4) * VERTEX_SIZE);
prevBindOffs = startIndex * 4;
}
indices.render(renderAmount * 2, renderAmount * 4);
startIndex = ++endIndex;
scene.AddPolyCounter(renderAmount * 2);
if(startIndex >= decalAmount)
break;
}
glDisable(GL_BLEND);
}
}