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C++ VisRenderContext_cl::GetLODDistanceScaling方法代码示例

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


在下文中一共展示了VisRenderContext_cl::GetLODDistanceScaling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: Set

void VTerrainVisibilityInfo::Set(IVisVisibilityCollector_cl *pCollector,const VTerrainConfig &config)
{
  hkvVec3 vCamPos(hkvNoInitialization), vCamDir(hkvNoInitialization);
  
  pCollector->GetSourceObject()->GetPosition(vCamPos);
  vCamDir = pCollector->GetSourceObject()->GetDirection();

  VisRenderContext_cl *pLODContext = pCollector->GetLODReferenceRenderContext();
  VASSERT(pLODContext!=NULL && pLODContext->GetCamera()!=NULL);
  pLODContext->GetCamera()->GetPosition(m_vCamLODPos);

  m_vCamPos.FromRenderSpace(config,(const hkvVec3& )vCamPos);
  m_vCamVisPos = vCamPos;
  m_CameraPlane.setFromPointAndNormal(vCamPos,vCamDir);
  VASSERT(m_vCamPos.IsValid(config));

  // compute the rest
  float fNear,fFar;
  pCollector->GetClipPlanes(fNear,fFar);
  m_fMaxViewDistance = fFar;

  m_fLODDistanceInvScale = pLODContext->GetLODDistanceScaling() * VTerrainSectorManager::g_fDecorationDistanceInvScaling;
  if (m_fLODDistanceInvScale>0.f)
    m_fLODDistanceScale = 1.f/m_fLODDistanceInvScale;
  else 
    m_fLODDistanceScale = 0.f;

  // overestimate
  config.GetViewDistanceBox(m_CamBBox, m_vCamVisPos, fFar);
  m_VisibleRangeBox.FromRenderSpace(config,m_CamBBox);
  m_iContextFilterMask = pCollector->GetFilterBitmask();

  // reset min/max
  m_iVisibleSectorRange[0] = m_iVisibleSectorRange[1] = 32000;
  m_iVisibleSectorRange[2] = m_iVisibleSectorRange[3] = -32000;

  // reset some of the values:
  m_iVisibleDecorationCount = 0;
  m_iEstimatedDecorationCount = 0;

  static bool bEnableOpt = true;

  // shadowmap related:
  if (bEnableOpt && pCollector->GetTypeId()==V_RUNTIME_CLASS(VShadowmapVisibilityCollector))
  {
    m_pSMGenerator = ((VShadowmapVisibilityCollector *)pCollector)->m_pSMGenerator;
    float fShadowExtrusionFactor = m_pSMGenerator->GetShadowMapComponent()->GetShadowBoxExtrudeMultiplier();
    m_vShadowExtrusion = m_pSMGenerator->GetDirection();
    if (m_vShadowExtrusion.z<-0.01f) // normalize height
      m_vShadowExtrusion.z *= (-1.f/m_vShadowExtrusion.z);
    m_vShadowExtrusion *= fShadowExtrusionFactor;
    m_bCastDynamicShadows = (m_pSMGenerator->GetShadowMapComponent()->GetGeometryTypes()&SHADOW_CASTER_TERRAIN)>0;
  }
  else
    m_pSMGenerator = NULL;

}
开发者ID:Bewolf2,项目名称:projectanarchy,代码行数:57,代码来源:TerrainVisibilityCollector.cpp


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