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C++ TSRenderState::getLightQuery方法代码示例

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


在下文中一共展示了TSRenderState::getLightQuery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


//.........这里部分代码省略.........
   }

   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
      // there is nothing to render... skip this primitive.
      matInst = state->getOverrideMaterial( matInst );
      if ( !matInst || !matInst->isValid())
         continue;

      // If the material needs lights then gather them
      // here once and set them on the core render inst.
      if ( matInst->isForwardLit() && !coreRI->lights[0] && rdata.getLightQuery() )
         rdata.getLightQuery()->getLights( coreRI->lights, 8 );

      MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();
      *ri = *coreRI;

      ri->matInst = matInst;
      ri->defaultKey = matInst->getStateHint();
      ri->primBuffIndex = i;

      // Translucent materials need the translucent type.
      if ( matInst->getMaterial()->isTranslucent() )
      {
         ri->type = RenderPassManager::RIT_Translucent;
         ri->translucentSort = true;
      }

      renderPass->addInst( ri );
   }
}
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