当前位置: 首页>>代码示例>>C++>>正文


C++ VisBaseEntity_cl::GetLightInfluenceBitMask方法代码示例

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


在下文中一共展示了VisBaseEntity_cl::GetLightInfluenceBitMask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: DrawDynamicLight

// Simplified version of dynamic light rendering for mirrors
void MirrorRenderLoop_cl::DrawDynamicLight()
{
  INSERT_PERF_MARKER_SCOPE("MirrorRenderLoop_cl::DrawDynamicLight");

  // Some local variables for storing surfaces, shaders, surface shaders, and the like.
  VisDrawCallInfo_t SurfaceShaderList[RLP_MAX_ENTITY_SURFACESHADERS];
  VCompiledTechnique *pTechnique = NULL;

  VisMirror_cl::VReflectionShaderSets_e shaderMode = m_pMirror->m_eReflectionShaderMode;

  // Get all visible light sources
  IVisVisibilityCollector_cl *pVisColl = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector();
  if (pVisColl == NULL)
    return;

  const VisLightSrcCollection_cl *pLightSourceCollection = pVisColl->GetVisibleLights();
  unsigned int i;
  unsigned int iNumLights = pLightSourceCollection->GetNumEntries();
  if (iNumLights == 0)
    return;

  // Set depth-stencil state
  VisRenderStates_cl::SetDepthStencilState(m_dynLightDefaultState);
  
  // For all visible lights...
  for (i=0; i<iNumLights; i++)
  {
    VisLightSource_cl *pLight = pLightSourceCollection->GetEntry(i);
    // We're only interested in dynamic lights
    if (!pLight->IsDynamic()) 
      continue;

    // Clear the collections of geo instances and entities, since we want to build them from scratch for each light
    s_LitEntityCollection.Clear();
    s_LitGeoInstanceCollection.Clear();

    // See which geometry types have to cast shadows
    int iReceiverFlags = GetLightReceiverFlags(pLight);

    // If nothing receives light from this light source, we can proceed to the next light.
    if (!iReceiverFlags)
      continue;

    // ***************** Create lists of illuminated scene elements *****************

    // If no shadows are cast, we simply illuminate all visible geometry within the range (spherical) of the light.
    VisEntityCollection_cl *pEntColl = NULL;
    if (iReceiverFlags & VIS_LIGHTSRCVIS_MODELS)
      pEntColl = &s_LitEntityCollection;
    VisStaticGeometryInstanceCollection_cl *pGeoInstanceColl = NULL;
    if (iReceiverFlags & VIS_LIGHTSRCVIS_PRIMITIVES)
    {
      pGeoInstanceColl = &s_LitGeoInstanceCollection;
    }

    Vision::RenderLoopHelper.GetVisibleGeometryInLightsourceRange(pGeoInstanceColl, pEntColl, NULL, *pLight);

    // For all illuminated entities: Render a dynamic lighting pass now.
    if (pLight->GetLightInfluenceBitMaskEntity())
    {
      int j;
      
      int iNumLitEntities = s_LitEntityCollection.GetNumEntries();

      Vision::RenderLoopHelper.BeginEntityRendering();

      for (j=0; j<iNumLitEntities; j++)
      {
        VisBaseEntity_cl *pEntity = s_LitEntityCollection.GetEntry(j);
        // Ignore foreground entities (they don't trivially support additive lighting)
        if (pEntity->IsObjectAlwaysInForegroundEnabled())
          continue;
        if (!(pEntity->GetLightInfluenceBitMask() & pLight->GetLightInfluenceBitMaskEntity()))
          continue;
        if (!pVisColl->IsEntityVisible(pEntity))
          continue;
          
        VDynamicMesh *pMesh = pEntity->GetMesh();
          
        // Get list of all the surfaces in the model
        int iNumSubmeshes = pMesh->GetSubmeshCount();
        int iNumSurfaceShaders = 0;
        VisSurface_cl **ppSurfaceArray = pEntity->GetSurfaceArray();

        // For all the surfaces...
        for (int k=0; k<iNumSubmeshes; k++)
        {
          VDynamicSubmesh *pSubmesh = pMesh->GetSubmesh(k);
          VASSERT(pSubmesh != NULL);
          VisSurface_cl* pSurface = &m_dummySurface; 
          VisSurface_cl* pMeshSurface = pSubmesh->m_pSurface;
          VASSERT(pMeshSurface != NULL);

          bool bHasManualTemplateShaderAssignment = pMeshSurface->GetShaderMode() == VisSurface_cl::VSM_Template 
            && pMeshSurface->GetMaterialTemplate() != NULL && pMeshSurface->GetMaterialTemplate()->HasManualAssignment();

          if (shaderMode == VisMirror_cl::AlwaysSurfaceShaders || 
            (shaderMode == VisMirror_cl::SimpleForAUTO && ( (pMeshSurface->GetShaderMode() == VisSurface_cl::VSM_Manual) || bHasManualTemplateShaderAssignment) ) )
          {
//.........这里部分代码省略.........
开发者ID:cDoru,项目名称:projectanarchy,代码行数:101,代码来源:MirrorRenderLoop.cpp

示例2: RenderLitGeometry

void VMobileForwardRenderLoop::RenderLitGeometry(VisLightSource_cl *pLight, IVShadowMapComponent *pShadowMapComponent, bool bBasePass, bool bUsesLightClippingVolume, bool bEntities, bool bStaticGeometry)
{
  if (!pLight)
    return;

  // Some local variables for storing surfaces, shaders, surface shaders, and the like.
  VCompiledTechnique *pTechnique = NULL;
  VisDrawCallInfo_t SurfaceShaderList[RLP_MAX_ENTITY_SURFACESHADERS];

  VisRenderContext_cl *pContext = VisRenderContext_cl::GetCurrentContext();
  const hkvVec3 &vCamPos = pContext->GetCamera()->GetPosition();
 
  const float fFade = pLight->GetFadeWeight(vCamPos);

  VisStaticGeometryInstanceCollection_cl *pLitGeoInstanceCollection = NULL;
  VisEntityCollection_cl *pLitEntityCollection = NULL;

  if (bBasePass || pLight != m_pBasePassLight)
  {
    if (bStaticGeometry)
    {
      pLitGeoInstanceCollection = &s_LitGeoInstanceCollection;
      pLitGeoInstanceCollection->Clear();
    }
    if (bEntities)
    {
      pLitEntityCollection = &s_LitEntityCollection;
      pLitEntityCollection->Clear();
    }

    Vision::RenderLoopHelper.GetVisibleGeometryInLightsourceRange(pLitGeoInstanceCollection, pLitEntityCollection, NULL, *pLight);
  }
  else
  {
    if (bStaticGeometry)
      pLitGeoInstanceCollection = &m_AdditiveLitGeoInstanceCollection;
    if (bEntities)
      pLitEntityCollection = &m_AdditiveLitEntityCollection;
  }

#ifdef SUPPORTS_SHADOW_MAPS
  VShadowMapGenSpotDir *pShadowMapGenDir = NULL;
  if (pShadowMapComponent)
  {
    VShadowMapGenerator *pShadowMapGen = pShadowMapComponent->GetShadowMapGenerator();
    if (pShadowMapGen->GetProjectionType()==SHADOW_PROJECTION_ORTHOGRAPHIC)
      pShadowMapGenDir = static_cast<VShadowMapGenSpotDir*>(pShadowMapGen);
  }
#endif

  // Set the stencil render state for reading light clipping volume information
  if(bUsesLightClippingVolume)
  {
    const VLightClippingVolumeComponent* pLightClippingComponent = pLight->Components().GetComponentOfBaseType<VLightClippingVolumeComponent>();
    VASSERT(pLightClippingComponent != NULL && V_ARRAY_SIZE(m_lightClippingStencilStatesRead)==2);
    VisRenderStates_cl::SetDepthStencilState(m_lightClippingStencilStatesRead[pLightClippingComponent->GetClipHandedness()]);
  }
  else
    VisRenderStates_cl::SetDepthStencilState(m_dynLightDefaultState);

  // For all illuminated entities: Render a dynamic lighting pass now.
  if (pLight->GetLightInfluenceBitMaskEntity() != 0  && bEntities)
  {
    int iNumLitEntities = pLitEntityCollection->GetNumEntries();

    Vision::RenderLoopHelper.BeginEntityRendering();

    for (int j=0; j<iNumLitEntities; j++)
    {
      VisBaseEntity_cl *pEntity = pLitEntityCollection->GetEntry(j);

      if (!(pEntity->GetLightInfluenceBitMask() & pLight->GetLightInfluenceBitMaskEntity()))
        continue;

      VDynamicMesh *pMesh = pEntity->GetMesh();
      VisSurface_cl **ppSurfaces = pEntity->GetSurfaceArray();

      // Get list of all the surfaces in the model
      int iNumSubmeshes = pMesh->GetSubmeshCount();
      int iNumSurfaceShaders = 0;

      // For all the surfaces...
      for (int k=0; k<iNumSubmeshes; k++)
      {
        VDynamicSubmesh *pSubmesh = pMesh->GetSubmesh(k);
        VisSurface_cl *pSurface = ppSurfaces[pSubmesh->m_iMaterialIndex];

        // Full-bright surfaces can't be rendered in the compound base pass, since such surfaces are not illuminated. Since tagging
        // of already rendered geometry happens per entity instance, in case an entity contains full-bright surfaces, all surfaces 
        // of this entity have to be rendered in the normal rendering pipeline.
        const VisLightingMethod_e eLightingMethod = pSurface->GetLightingMode();
        if (bBasePass)
        {
          // Since entities can contain several surfaces with different lighting methods (full-bright, dynamic only, etc.), entities 
          // with full-bright surfaces have to be also added to the additive lit entity collection, in order to ensure rendering of 
          // dynamic only surfaces.
          if (eLightingMethod==VIS_LIGHTING_FULLBRIGHT)
          {
            iNumSurfaceShaders = 0;
            m_AdditiveLitEntityCollection.AppendEntry(pEntity);
//.........这里部分代码省略.........
开发者ID:Alagong,项目名称:projectanarchy,代码行数:101,代码来源:VMobileForwardRenderLoop.cpp


注:本文中的VisBaseEntity_cl::GetLightInfluenceBitMask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。