本文整理汇总了C++中Vector4::Multiply方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector4::Multiply方法的具体用法?C++ Vector4::Multiply怎么用?C++ Vector4::Multiply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Vector4
的用法示例。
在下文中一共展示了Vector4::Multiply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: CalculateFlatLightingDirectional
void Mesh::CalculateFlatLightingDirectional(const LightDirectional &light, int numLights, const Vector4& cameraPos, const Matrix4& view)
{
Maths::Vector4 total, temp;
Maths::Vector4 reflect;
Maths::Vector4 v = cameraPos;
Maths::Vector4 l( light.Position.X, light.Position.Y, light.Position.Z, 1.0f );
Maths::Vector4 n( 0, 0, 0 );
Maths::Vector4 t, halfWay;
BYTE r, g, b;
float spec = 0;
float diff = 0;
float ave = 0;
m_noLight = false;
//workout the "halfway" vector for specularity
ave = v.Length();
//halfWay = ( v + l ) / ave;
//halfWay.Normalize();
//normalize the light position
l.Normalize();
for ( int i = 0; i < m_numPolys; ++i )
{
if ( !m_polys[i].IsCulled )
{
//reset the colout to black
total.X = 0; //Red
total.Y = 0; //green
total.Z = 0; //blue
for ( int j = 0; j < numLights; ++j )
{
//store intensity to corresponding variables
//modulate intensity with coresponding reflectance co-efficient values
temp.X = light.Colour.GetR() * light.Intensity.X;
temp.Y = light.Colour.GetG() * light.Intensity.Y;
temp.Z = light.Colour.GetB() * light.Intensity.Z;
//reflect = ( 2 * ( m_polys[i]._normal.DotProduct( light._position ) ) * ( m_polys[i]._normal - light );
n.SetValues( m_polys[i].Normal.X, m_polys[i].Normal.Y, m_polys[i].Normal.Z, 1.0f );
n.Normalize();
//attentuate the rgb values with lambertian attenuation
diff = max( 0.0f, l.DotProduct( n ) );
//calculate specular coponent
Vector4 toEye;
Matrix4::Transform( view, m_transformed[ m_polys[i].Indices[0] ].Position, toEye );
toEye.Normalize();
float r = max( 0, m_transformed[ m_polys[i].Indices[0] ].Normal.DotProduct( l ) );
Vector4 reflect = m_transformed[ m_polys[i].Indices[0] ].Normal;
reflect.Multiply( 2 * r );
reflect.Subtract( l );
//Vector4 toEye = m_transformed[ m_polys[i]._indices[0] ]._position - viewer;
//Vector4 reflect = ( n - l ) * ( 2 * ( n.DotProduct( l ) ) );
toEye.Normalize();
reflect.Normalize();
float specPower = 1.0f;
float spec = 0; //max( 0, pow( max( 0.0f, reflect.DotProduct( toEye ) ), specPower ) ) * m_specular;
if ( diff <= 0.0f )
spec = 0.0f;
temp.X = temp.X * ( (diff + spec) * m_kd_red );
temp.Y = temp.Y * ( (diff + spec) * m_kd_green );
temp.Z = temp.Z * ( (diff + spec) * m_kd_blue );
total = total + temp;
}
//clamp the values
if (total.X > 255) total.X = 255;
if (total.Y > 255) total.Y = 255;
if (total.Z > 255) total.Z = 255;
if (total.X < 0) total.X = 0;
if (total.Y < 0) total.Y = 0;
if (total.Z < 0) total.Z = 0;
r = (BYTE)total.X;
g = (BYTE)total.Y;
b = (BYTE)total.Z;
m_polys[i].Colour = Gdiplus::Color::MakeARGB(255, r, g, b);
}
}
}