本文整理汇总了C++中TSRenderState::getCubemap方法的典型用法代码示例。如果您正苦于以下问题:C++ TSRenderState::getCubemap方法的具体用法?C++ TSRenderState::getCubemap怎么用?C++ TSRenderState::getCubemap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TSRenderState
的用法示例。
在下文中一共展示了TSRenderState::getCubemap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: innerRender
void TSMesh::innerRender( TSMaterialList *materials, const TSRenderState &rdata, TSVertexBufferHandle &vb, GFXPrimitiveBufferHandle &pb )
{
PROFILE_SCOPE( TSMesh_InnerRender );
if( vertsPerFrame <= 0 )
return;
F32 meshVisibility = rdata.getFadeOverride() * mVisibility;
if ( meshVisibility < VISIBILITY_EPSILON )
return;
const SceneRenderState *state = rdata.getSceneState();
RenderPassManager *renderPass = state->getRenderPass();
MeshRenderInst *coreRI = renderPass->allocInst<MeshRenderInst>();
coreRI->type = RenderPassManager::RIT_Mesh;
const MatrixF &objToWorld = GFX->getWorldMatrix();
// Sort by the center point or the bounds.
if ( rdata.useOriginSort() )
coreRI->sortDistSq = ( objToWorld.getPosition() - state->getCameraPosition() ).lenSquared();
else
{
Box3F rBox = mBounds;
objToWorld.mul( rBox );
coreRI->sortDistSq = rBox.getSqDistanceToPoint( state->getCameraPosition() );
}
if (getFlags(Billboard))
{
Point3F camPos = state->getDiffuseCameraPosition();
Point3F objPos;
objToWorld.getColumn(3, &objPos);
Point3F targetVector = camPos - objPos;
if(getFlags(BillboardZAxis))
targetVector.z = 0.0f;
targetVector.normalize();
MatrixF orient = MathUtils::createOrientFromDir(targetVector);
orient.setPosition(objPos);
orient.scale(objToWorld.getScale());
coreRI->objectToWorld = renderPass->allocUniqueXform( orient );
}
else
coreRI->objectToWorld = renderPass->allocUniqueXform( objToWorld );
coreRI->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
coreRI->projection = renderPass->allocSharedXform(RenderPassManager::Projection);
AssertFatal( vb.isValid(), "TSMesh::innerRender() - Got invalid vertex buffer!" );
AssertFatal( pb.isValid(), "TSMesh::innerRender() - Got invalid primitive buffer!" );
coreRI->vertBuff = &vb;
coreRI->primBuff = &pb;
coreRI->defaultKey2 = (U32) coreRI->vertBuff;
coreRI->materialHint = rdata.getMaterialHint();
coreRI->visibility = meshVisibility;
coreRI->cubemap = rdata.getCubemap();
// NOTICE: SFXBB is removed and refraction is disabled!
//coreRI->backBuffTex = GFX->getSfxBackBuffer();
for ( S32 i = 0; i < primitives.size(); i++ )
{
const TSDrawPrimitive &draw = primitives[i];
// We need to have a material.
if ( draw.matIndex & TSDrawPrimitive::NoMaterial )
continue;
#ifdef TORQUE_DEBUG
// for inspection if you happen to be running in a debugger and can't do bit
// operations in your head.
S32 triangles = draw.matIndex & TSDrawPrimitive::Triangles;
S32 strip = draw.matIndex & TSDrawPrimitive::Strip;
S32 fan = draw.matIndex & TSDrawPrimitive::Fan;
S32 indexed = draw.matIndex & TSDrawPrimitive::Indexed;
S32 type = draw.matIndex & TSDrawPrimitive::TypeMask;
TORQUE_UNUSED(triangles);
TORQUE_UNUSED(strip);
TORQUE_UNUSED(fan);
TORQUE_UNUSED(indexed);
TORQUE_UNUSED(type);
#endif
const U32 matIndex = draw.matIndex & TSDrawPrimitive::MaterialMask;
BaseMatInstance *matInst = materials->getMaterialInst( matIndex );
#ifndef TORQUE_OS_MAC
// Get the instancing material if this mesh qualifies.
if ( meshType != SkinMeshType && pb->mPrimitiveArray[i].numVertices < smMaxInstancingVerts )
matInst = InstancingMaterialHook::getInstancingMat( matInst );
#endif
// If we don't have a material instance after the overload then
//.........这里部分代码省略.........