本文整理汇总了C++中TextureOutput::Filter方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureOutput::Filter方法的具体用法?C++ TextureOutput::Filter怎么用?C++ TextureOutput::Filter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TextureOutput
的用法示例。
在下文中一共展示了TextureOutput::Filter方法的11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 CellTex::EvalColor(ShadeContext& sc)
{
// Get object point
Point3 p,dp;
if (gbufID) sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc,p,dp);
p += ptOffset;
p = p/size;
// Eval maps
Color cellC, div1C, div2C;
if (useCellMap && subTex[0]) cellC = subTex[0]->EvalColor(sc);
else cellC = cellCol;
if (useDiv1Map && subTex[1]) div1C = subTex[1]->EvalColor(sc);
else div1C = divCol1;
if (useDiv2Map && subTex[2]) div2C = subTex[2]->EvalColor(sc);
else div2C = divCol2;
// Evaluate cell function
float dist[2];
int ids[2];
float u;
if (type) {
if (fract) FractalCellFunction(p,iterations,rough,2,dist,ids);
else CellFunction(p,2,dist,ids);
u = 1.0f - (dist[1]-dist[0])/spread;
} else {
if (fract) FractalCellFunction(p,iterations,rough,1,dist,ids);
else CellFunction(p,1,dist,ids);
u = dist[0]/spread;
}
// Vari cell color
if (var>0.0f) {
float vr = RandFromCellID(ids[0])*var + varOff;
cellC.r = cellC.r*vr;
cellC.g = cellC.g*vr;
cellC.b = cellC.b*vr;
cellC.ClampMinMax();
}
if (u<low) return texout->Filter(RGBA(cellC));
if (u>high) return texout->Filter(RGBA(div2C));
if (u<mid) {
u = (u-low)/(midMinuslow);
return texout->Filter(RGBA(div1C*u + (1.0f-u)*cellC));
} else {
u = (u-mid)/(highMinusmid);
return texout->Filter(RGBA(div2C*u + (1.0f-u)*div1C));
}
}
示例2: EvalColor
RGBA Noise::EvalColor(ShadeContext& sc) {
Point3 p,dp;
if (!sc.doMaps) return black;
AColor c;
if (sc.GetCache(this,c))
return c;
if (gbufID) sc.SetGBufferID(gbufID);
//IPoint2 ps = sc.ScreenCoord();
UpdateCache(sc.CurTime()); // DS 10/3/00
xyzGen->GetXYZ(sc,p,dp);
p /= size;
filter = sc.filterMaps;
float smw;
float limlev = LimitLevel(dp,smw);
float d = NoiseFunction(p,limlev,smw);
RGBA c0 = mapOn[0]&&subTex[0] ? subTex[0]->EvalColor(sc): col[0];
RGBA c1 = mapOn[1]&&subTex[1] ? subTex[1]->EvalColor(sc): col[1];
c = texout->Filter((1.0f-d)*c0 + d*c1);
sc.PutCache(this,c);
return c;
}
示例3: EvalMono
float Gradient::EvalMono(ShadeContext& sc) {
if (!sc.doMaps)
return 0.0f;
float f;
if (sc.GetCache(this,f))
return f;
if (gbufID) sc.SetGBufferID(gbufID);
f = texout->Filter(uvGen->EvalUVMapMono(sc,&mysamp));
sc.PutCache(this,f);
return f;
}
示例4: EvalColor
AColor Gradient::EvalColor(ShadeContext& sc) {
if (!sc.doMaps)
return black;
AColor c;
if (sc.GetCache(this,c))
return c;
if (gbufID) sc.SetGBufferID(gbufID);
c = texout->Filter(uvGen->EvalUVMap(sc,&mysamp));
sc.PutCache(this,c);
return c;
}
示例5: EvalNormalPerturb
Point3 Gradient::EvalNormalPerturb(ShadeContext& sc)
{
Point3 dPdu, dPdv;
if (!sc.doMaps) return Point3(0,0,0);
if (gbufID) sc.SetGBufferID(gbufID);
Point2 dM = uvGen->EvalDeriv(sc,&mysamp);
uvGen->GetBumpDP(sc,dPdu,dPdv);
#if 0
// Blinn's algorithm
Point3 N = sc.Normal();
Point3 uVec = CrossProd(N,dPdv);
Point3 vVec = CrossProd(N,dPdu);
Point3 np = -dM.x*uVec+dM.y*vVec;
#else
// Lazy algorithm
Point3 np = dM.x*dPdu+dM.y*dPdv;
// return texout->Filter(dM.x*dPdu+dM.y*dPdv);
#endif
Texmap* sub[3];
for (int i=0; i<3; i++)
sub[i] = mapOn[i]?subTex[i]:NULL;
if (sub[0]||sub[1]||sub[2]) {
// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
float a,b,k;
Point3 da,db;
Point2 UV, dUV;
uvGen->GetUV(sc, UV,dUV);
k = gradFunc(UV.x,UV.y);
if (k<=center) {
k = k/center;
EVALSUBPERTURB(a,da,2);
EVALSUBPERTURB(b,db,1);
}
else {
k = (k-center)/(1.0f-center);
EVALSUBPERTURB(a,da,1);
EVALSUBPERTURB(b,db,0);
}
np = (b-a)*np + k*(db-da) + da;
}
return texout->Filter(np);
}
示例6: EvalNormalPerturb
Point3 Noise::EvalNormalPerturb(ShadeContext& sc) {
Point3 p,dp;
if (!sc.doMaps) return Point3(0,0,0);
if (gbufID) sc.SetGBufferID(gbufID);
UpdateCache(sc.CurTime()); // DS 10/3/00
xyzGen->GetXYZ(sc,p,dp);
p /= size;
filter = sc.filterMaps;
float smw;
float limlev = LimitLevel(dp,smw);
float del,d;
d = NoiseFunction(p,limlev,smw);
//del = (dp.x+dp.y+dp.z)/(size*3.0f);
del = .1f;
Point3 np;
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np.x = (NoiseFunction(p+del*M[0],limlev,smw) - d)/del;
np.y = (NoiseFunction(p+del*M[1],limlev,smw) - d)/del;
np.z = (NoiseFunction(p+del*M[2],limlev,smw) - d)/del;
np = sc.VectorFromNoScale(np, REF_OBJECT);
Texmap *sub0 = mapOn[0]?subTex[0]:NULL;
Texmap *sub1 = mapOn[1]?subTex[1]:NULL;
if (sub0||sub1) {
// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
float a,b;
Point3 da,db;
if (sub0) { a = sub0->EvalMono(sc); da = sub0->EvalNormalPerturb(sc); }
else { a = Intens(col[0]); da = Point3(0.0f,0.0f,0.0f); }
if (sub1) { b = sub1->EvalMono(sc); db = sub1->EvalNormalPerturb(sc); }
else { b = Intens(col[1]); db= Point3(0.0f,0.0f,0.0f); }
np = (b-a)*np + d*(db-da) + da;
}
else
np *= Intens(col[1])-Intens(col[0]);
return texout->Filter(np);
}
示例7: EvalMono
float Noise::EvalMono(ShadeContext& sc) {
Point3 p,dp;
if (!sc.doMaps) return 0.0f;
float f;
if (sc.GetCache(this,f))
return f;
if (gbufID) sc.SetGBufferID(gbufID);
UpdateCache(sc.CurTime()); // DS 10/3/00
xyzGen->GetXYZ(sc,p,dp);
p /= size;
filter = sc.filterMaps;
float smw;
float limlev = LimitLevel(dp, smw);
float d = NoiseFunction(p,limlev,smw);
float c0 = mapOn[0]&&subTex[0] ? subTex[0]->EvalMono(sc): Intens(col[0]);
float c1 = mapOn[1]&&subTex[1] ? subTex[1]->EvalMono(sc): Intens(col[1]);
f = texout->Filter((1.0f-d)*c0 + d*c1);
sc.PutCache(this,f);
return f;
}
示例8: EvalNormalPerturb
Point3 Output::EvalNormalPerturb(ShadeContext& sc) {
if (gbufID) sc.SetGBufferID(gbufID);
return texout->Filter((subTex[0]&&mapOn[0])? subTex[0]->EvalNormalPerturb(sc): Point3(0,0,0));
}
示例9: EvalMono
float Output::EvalMono(ShadeContext& sc) {
if (gbufID) sc.SetGBufferID(gbufID);
return texout->Filter((subTex[0]&&mapOn[0])? subTex[0]->EvalMono(sc): 1.0f);
}
示例10: EvalColor
AColor Output::EvalColor(ShadeContext& sc) {
if (gbufID) sc.SetGBufferID(gbufID);
return texout->Filter((subTex[0]&&mapOn[0])? subTex[0]->EvalColor(sc): white);
}
示例11: EvalNormalPerturb
Point3 CellTex::EvalNormalPerturb(ShadeContext& sc)
{
Point3 p,dp;
xyzGen->GetXYZ(sc,p,dp);
p += ptOffset;
Point3 np(0.0f,0.0f,0.0f);
float dpsq = DotProd(dp,dp);
float d = CellFunc(p,dpsq,np,sc.InMtlEditor());
Texmap* sub0 = (useCellMap && subTex[0])?subTex[0]:NULL;
Texmap* sub1 = (useDiv1Map && subTex[1])?subTex[1]:NULL;
Texmap* sub2 = (useDiv2Map && subTex[2])?subTex[2]:NULL;
if (d<low) {
if (sub0)
np = sub0->EvalNormalPerturb(sc);
}
else
if (d>high) {
if (sub2)
np = sub2->EvalNormalPerturb(sc);
}
else {
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np = Point3( DotProd(np,M[0]),DotProd(np,M[1]),DotProd(np,M[2]));
if (d<mid) {
if (sub0||sub1) {
float a,b;
Point3 da,db;
// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
d = (d-low)/(midMinuslow);
// div1C*u + (1.0f-u)*cellC) ;
if (sub0) {
a = sub0->EvalMono(sc);
da = sub0->EvalNormalPerturb(sc);
}
else {
a = 1.0f;
da = Point3(0.0f,0.0f,0.0f);
}
if (sub1) {
b = sub1->EvalMono(sc);
db = sub1->EvalNormalPerturb(sc);
}
else {
b = 1.0f;
db = Point3(0.0f,0.0f,0.0f);
}
np = (b-a)*np + d*(db-da) + da;
}
}
else {
if (sub1 || sub2) {
float a,b;
Point3 da,db;
// div2C*u + (1.0f-u)*div1C);
d = (d-mid)/(highMinusmid);
if (sub1) {
a = sub1->EvalMono(sc);
da = sub1->EvalNormalPerturb(sc);
}
else {
a = 1.0f;
da = Point3(0.0f,0.0f,0.0f);
}
if (sub2) {
b = sub2->EvalMono(sc);
db = sub2->EvalNormalPerturb(sc);
}
else {
b = 1.0f;
db = Point3(0.0f,0.0f,0.0f);
}
np = (b-a)*np + d*(db-da)+ da;
}
}
}
// float d = CellFunc(p,dpsq,np,sc.InMtlEditor());
// Point3 tmp;
// float div = type ? -0.1875f : 0.0375f;
// Point3 DP[3];
// xyzGen->GetBumpDP(sc,DP);
// np.x = (CellFunc(p+DP[0],dpsq,tmp,sc.InMtlEditor()) - d)/div;
// np.y = (CellFunc(p+DP[1],dpsq,tmp,sc.InMtlEditor()) - d)/div;
// np.z = (CellFunc(p+DP[2],dpsq,tmp,sc.InMtlEditor()) - d)/div;
if (type) np = np * -0.5f;
return texout->Filter(sc.VectorFromNoScale(np,REF_OBJECT));
}