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C++ Transform2D::scale方法代码示例

本文整理汇总了C++中Transform2D::scale方法的典型用法代码示例。如果您正苦于以下问题:C++ Transform2D::scale方法的具体用法?C++ Transform2D::scale怎么用?C++ Transform2D::scale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Transform2D的用法示例。


在下文中一共展示了Transform2D::scale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: _draw_viewport

void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {

	/* Camera should always be BEFORE any other 3D */

	bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
	int scenario_canvas_max_layer = 0;

	if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {

		VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
		if (VSG::scene_render->is_environment(scenario->environment)) {
			scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;

			scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
		}
	}

	bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);

	if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
		VSG::rasterizer->clear_render_target(clear_color);
		if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
			p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
		}
	}

	if (!scenario_draw_canvas_bg && can_draw_3d) {
		Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();

		if (p_viewport->use_arvr && arvr_interface.is_valid()) {
			VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
		} else {
			VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
		}
	}

	if (!p_viewport->hide_canvas) {
		int i = 0;

		Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;

		Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
		RasterizerCanvas::Light *lights = NULL;
		RasterizerCanvas::Light *lights_with_shadow = NULL;
		RasterizerCanvas::Light *lights_with_mask = NULL;
		Rect2 shadow_rect;

		int light_count = 0;

		for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {

			Transform2D xf = p_viewport->global_transform * E->get().transform;

			VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);

			//find lights in canvas

			for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {

				RasterizerCanvas::Light *cl = F->get();
				if (cl->enabled && cl->texture.is_valid()) {
					//not super efficient..
					Size2 tsize(VSG::storage->texture_get_width(cl->texture), VSG::storage->texture_get_height(cl->texture));
					tsize *= cl->scale;

					Vector2 offset = tsize / 2.0;
					cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
					cl->xform_cache = xf * cl->xform;

					if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {

						cl->filter_next_ptr = lights;
						lights = cl;
						cl->texture_cache = NULL;
						Transform2D scale;
						scale.scale(cl->rect_cache.size);
						scale.elements[2] = cl->rect_cache.position;
						cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
						cl->light_shader_pos = cl->xform_cache[2];
						if (cl->shadow_buffer.is_valid()) {

							cl->shadows_next_ptr = lights_with_shadow;
							if (lights_with_shadow == NULL) {
								shadow_rect = cl->xform_cache.xform(cl->rect_cache);
							} else {
								shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
							}
							lights_with_shadow = cl;
							cl->radius_cache = cl->rect_cache.size.length();
						}
						if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) {
							cl->mask_next_ptr = lights_with_mask;
							lights_with_mask = cl;
						}

						light_count++;
					}

					VSG::canvas_render->light_internal_update(cl->light_internal, cl);
				}
//.........这里部分代码省略.........
开发者ID:FateAce,项目名称:godot,代码行数:101,代码来源:visual_server_viewport.cpp

示例2: _draw_viewport

void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {

/* Camera should always be BEFORE any other 3D */
#if 0
	bool scenario_draw_canvas_bg=false;
	int scenario_canvas_max_layer=0;

	if (!p_viewport->hide_canvas && !p_viewport->disable_environment && scenario_owner.owns(p_viewport->scenario)) {

		Scenario *scenario=scenario_owner.get(p_viewport->scenario);
		if (scenario->environment.is_valid()) {
			if (rasterizer->is_environment(scenario->environment)) {
				scenario_draw_canvas_bg=rasterizer->environment_get_background(scenario->environment)==VS::ENV_BG_CANVAS;
				scenario_canvas_max_layer=rasterizer->environment_get_background_param(scenario->environment,VS::ENV_BG_PARAM_CANVAS_MAX_LAYER);
			}
		}
	}

	bool can_draw_3d=!p_viewport->hide_scenario && camera_owner.owns(p_viewport->camera) && scenario_owner.owns(p_viewport->scenario);


	if (scenario_draw_canvas_bg) {

		rasterizer->begin_canvas_bg();
	}

	if (!scenario_draw_canvas_bg && can_draw_3d) {

		_draw_viewport_camera(p_viewport,false);

	} else if (true /*|| !p_viewport->canvas_list.empty()*/){

		//clear the viewport black because of no camera? i seriously should..
		if (p_viewport->render_target_clear_on_new_frame || p_viewport->render_target_clear) {
			if (p_viewport->transparent_bg) {
				rasterizer->clear_viewport(Color(0,0,0,0));
			}
			else {
				Color cc=clear_color;
				if (scenario_draw_canvas_bg)
					cc.a=0;
				rasterizer->clear_viewport(cc);
			}
			p_viewport->render_target_clear=false;
		}
	}
#endif

	if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
		VSG::rasterizer->clear_render_target(clear_color);
		if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
			p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
		}
	}

	if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) {

		VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
	}

	if (!p_viewport->hide_canvas) {
		int i = 0;

		Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;

		Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
		RasterizerCanvas::Light *lights = NULL;
		RasterizerCanvas::Light *lights_with_shadow = NULL;
		RasterizerCanvas::Light *lights_with_mask = NULL;
		Rect2 shadow_rect;

		int light_count = 0;

		for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {

			Transform2D xf = p_viewport->global_transform * E->get().transform;

			VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);

			//find lights in canvas

			for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {

				RasterizerCanvas::Light *cl = F->get();
				if (cl->enabled && cl->texture.is_valid()) {
					//not super efficient..
					Size2 tsize(VSG::storage->texture_get_width(cl->texture), VSG::storage->texture_get_height(cl->texture));
					tsize *= cl->scale;

					Vector2 offset = tsize / 2.0;
					cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
					cl->xform_cache = xf * cl->xform;

					if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {

						cl->filter_next_ptr = lights;
						lights = cl;
						cl->texture_cache = NULL;
						Transform2D scale;
						scale.scale(cl->rect_cache.size);
//.........这里部分代码省略.........
开发者ID:Alex-doc,项目名称:godot,代码行数:101,代码来源:visual_server_viewport.cpp


注:本文中的Transform2D::scale方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。