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C++ Triangle::Prepare方法代码示例

本文整理汇总了C++中Triangle::Prepare方法的典型用法代码示例。如果您正苦于以下问题:C++ Triangle::Prepare方法的具体用法?C++ Triangle::Prepare怎么用?C++ Triangle::Prepare使用的例子?那么, 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Triangle的用法示例。


在下文中一共展示了Triangle::Prepare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: MultiCollide

void MultiCollide(const Triangle &tri0, const Triangle &tri1, const Triangle &tri2, const Triangle &tri3,
					ShadowContext &ctx, int sidx, int firstA, int lastA) {
	//TODO: ulozyc odpowiednio (wektorowo) i liczyc test RayInterval - 4 trojkaty
	Vec3q tnrm[4], tvec0[4], tvec1[4];
	floatq tmul[4], zero(0.0f), one(1.0f);

	tri0.Prepare(ctx, tnrm[0], tvec0[0], tvec1[0], tmul[0]);
	tri1.Prepare(ctx, tnrm[1], tvec0[1], tvec1[1], tmul[1]);
	tri2.Prepare(ctx, tnrm[2], tvec0[2], tvec1[2], tmul[2]);
	tri3.Prepare(ctx, tnrm[3], tvec0[3], tvec1[3], tmul[3]);

	for(int q = firstA; q <= lastA; q++) {
		Vec3q dir = ctx.rayDir[q];
		floatq distance = ctx.distance[q];

		floatq idet[4] = { Inv(dir | tnrm[0]), Inv(dir | tnrm[1]), Inv(dir | tnrm[2]), Inv(dir | tnrm[3]) };
		floatq dist[4] = { idet[0] * tmul[0], idet[1] * tmul[1], idet[2] * tmul[2], idet[3] * tmul[3] };

		floatq v[4] = {
			(dir | tvec0[0]) * idet[0],
			(dir | tvec0[1]) * idet[1],
			(dir | tvec0[2]) * idet[2],
			(dir | tvec0[3]) * idet[3],
		};
		floatq u[4] = {
			(dir | tvec1[0]) * idet[0],
			(dir | tvec1[1]) * idet[1],
			(dir | tvec1[2]) * idet[2],
			(dir | tvec1[3]) * idet[3],
		};

		f32x4b test[4] = {
			Min(u[0], v[0]) >= zero && u[0] + v[0] <= one,
			Min(u[1], v[1]) >= zero && u[1] + v[1] <= one,
			Min(u[2], v[2]) >= zero && u[2] + v[2] <= one,
			Min(u[3], v[3]) >= zero && u[3] + v[3] <= one,
		};
		
		
		test[0] = test[0] /*&& idet[0] > zero*/ && dist[0] >= zero;
		test[1] = test[1] /*&& idet[1] > zero*/ && dist[1] >= zero;
		test[2] = test[2] /*&& idet[2] > zero*/ && dist[2] >= zero;
		test[3] = test[3] /*&& idet[3] > zero*/ && dist[3] >= zero;
		
		f32x4 minDist = distance;
		minDist = Condition(test[0] && dist[0] < minDist, dist[0], minDist);
		minDist = Condition(test[1] && dist[1] < minDist, dist[1], minDist);
		minDist = Condition(test[2] && dist[2] < minDist, dist[2], minDist);
		minDist = Condition(test[3] && dist[3] < minDist, dist[3], minDist);

		test[0] = test[0] && dist[0] <= minDist;
		test[1] = test[1] && dist[1] <= minDist;
		test[2] = test[2] && dist[2] <= minDist;
		test[3] = test[3] && dist[3] <= minDist;

		ctx.distance[q] = minDist;
	}
}
开发者ID:nadult,项目名称:Snail,代码行数:58,代码来源:triangle.cpp

示例2: Sphere

Scene::Scene()
    :   m_AmbientLight(0)
{
#if 0
#if 1
    for (int i=0; i < 100; i++) {
        DefaultShader *ds = new DefaultShader;
        Sphere *s = new Sphere(Vector3d(Libvec::Random(-50, 50), Libvec::Random(-50, 50), Libvec::Random(-50, 50)), Libvec::Random(1, 20));
        ds->SetDiffuseColor(colorf::RandColor());
        ds->SetShinyness(0.0f);
        s->SetShader(ShaderPtr(ds));
        s->Prepare();
        m_DrawableList.push_back(s);
    }
#endif

    Sphere *s = new Sphere(Vector3d(0.0, 0.0, 0.0), 50.0);
    {
        DefaultShader *ds = new DefaultShader;
        ds->SetShinyness(0.0f);
        s->SetShader(ShaderPtr(ds));
        s->Prepare();
    }
    m_DrawableList.push_back(s);

    Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, -50.0), Vector3d(0.0, 0.0, 1.0)));
    {
        DefaultShader *ds = new DefaultShader;
        ds->SetShinyness(0.2f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
    }
    m_DrawableList.push_back(p);

    p = new Plane(Ray(Vector3d(-50.0, 0.0, 0.0), Vector3d(1.0, 0.0, 0.0)));
    {
        DefaultShader *ds = new DefaultShader;
        ds->SetShinyness(0.0f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
    }
    m_DrawableList.push_back(p);

    m_SimpleLightList.push_back(new SimpleLight(Vector3d(0.0, 0.0, 100.0), colorf(1.0, 0.0, 0.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(100.0, 0.0, 5.0), colorf(0.0, 1.0, 0.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(0.0, 100.0, 5.0), colorf(0.0, 0.0, 1.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(0.0, 60.0, 60.0), colorf(1.0, 1.0, 1.0), 100));
#endif
#if 0
    m_AmbientLight = colorf(0.0f, 0.0f, 0.0f);
    {
        Sphere *s = new Sphere(Vector3d(10.0, 10.0, 10.0), 8.0);
        {
            DefaultShader *ds = new DefaultShader;
            ds->SetShinyness(0.8f);
            s->SetShader(ShaderPtr(ds));
            s->Prepare();
        }
        m_DrawableList.push_back(s);
    }

    // bottom
    {
        Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, 0.0), Vector3d(0.0, 0.0, 1.0)));
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(1.0, 0.2, 0.2));
        ds->SetShinyness(0.5f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
        m_DrawableList.push_back(p);
    }
    {
        Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, 0.0), Vector3d(0.0, 1.0, 0.0)));
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(0.2, 1.0, 0.2));
        ds->SetShinyness(0.5f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
        m_DrawableList.push_back(p);
    }
    // back
    {
        Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, 0.0), Vector3d(1.0, 0.0, 0.0)));
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(0.2, 0.2, 1.0));
        ds->SetShinyness(0.5f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
        m_DrawableList.push_back(p);
    }

//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(1.0, 1.0, 100.0), colorf(1.0, 0.0, 0.0), 100));
//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(100.0, 1.0, 5.0), colorf(0.0, 1.0, 0.0), 100));
//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(1.0, 100.0, 5.0), colorf(0.0, 0.0, 1.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(20.0, 10.0, 20), colorf(1.0, 1.0, 1.0), 100));
#endif

#if 1
    m_AmbientLight = colorf(0.0f, 0.0f, 0.2f);
    if (0) {
//.........这里部分代码省略.........
开发者ID:travisg,项目名称:ray,代码行数:101,代码来源:Scene.cpp


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