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

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

void VCoronaManager::RenderAllVisibleCoronas()
{
#ifdef SUPPORTS_CORONAS
  VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();

  // Determine relevant render context and visibility collector
  IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector();
  if (!pVisCollector)
    return;
  VisRenderContext_cl *pOQContext = pVisCollector->GetOcclusionQueryRenderContext();
  if (pOQContext != NULL)
    pContext = pOQContext;


  if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_USE_PIXELCOUNTER) == 0)
    return;

  if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_RENDER_CORONAS) == 0)
    return;

  INSERT_PERF_MARKER_SCOPE("VCoronaManager::RenderAllVisibleCoronas");
  VISION_PROFILE_FUNCTION(PROFILING_CORONA_RENDER);

  // Force for the queries to finish so they are available in this frame.
  if (m_bTeleportedLastFrame && m_bForceQueryOnTeleport)
  {
    UpdateCoronas(VCUF_UPDATE | VCUF_FORCE_FETCH | VCUF_USE_OC_CONTEXT);
  }

  // Ensure size of corona state structure.
  int iContextIndex = pContext->GetNumber();
  if (iContextIndex + 1 > m_State.GetSize())
    m_State.SetSize(iContextIndex + 1, -1);
  VCoronaRenderContextState& state = m_State[iContextIndex];
  int iCapacity = m_Instances.GetCapacity();
  state.EnsureSize(iCapacity);

  const int iCoronasToRender = state.m_Candidates.GetSize();

  // Sort candidates by texture?
  
  VTextureObject* pTexture = NULL;

  // Render all corona components
  Vision::RenderLoopHelper.BeginMeshRendering();
  Vision::RenderLoopHelper.AddMeshStreams(m_spBillboardMesh,VERTEX_STREAM_POSITION);

  for (int i=0; i < iCoronasToRender; ++i)
  {
    VCoronaCandidate& coronaCandidate = state.m_Candidates.ElementAt(i);
    if (coronaCandidate.m_fCurrentVisibility > 0.0f)
    {
      RenderCorona (coronaCandidate, pTexture);
    }
  }

  Vision::RenderLoopHelper.EndMeshRendering();

  m_bTeleportedLastFrame = (pContext->GetCamera()->GetLastTeleported() >= pContext->GetLastRenderedFrame());
#endif
}
开发者ID:RexBaribal,项目名称:projectanarchy,代码行数:61,代码来源:VCoronaManager.cpp

示例2: UpdateCoronas

void VCoronaManager::UpdateCoronas(int iCoronaUpdateFlags)
{
#ifdef SUPPORTS_CORONAS

  VisRenderContext_cl* pContext = VisRenderContext_cl::GetCurrentContext();

  if ((iCoronaUpdateFlags & VCUF_USE_OC_CONTEXT) > 0)
  {
    // Determine relevant render context and visibility collector
    IVisVisibilityCollector_cl *pVisCollector = pContext->GetVisibilityCollector();
    if (!pVisCollector)
      return;
    VisRenderContext_cl *pOQContext = pVisCollector->GetOcclusionQueryRenderContext();
    if (pOQContext != NULL)
      pContext = pOQContext;
  }

  if (pContext == NULL)
    return;

  if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_USE_PIXELCOUNTER) == 0)
    return;

  if ((pContext->GetRenderFlags() & VIS_RENDERCONTEXT_FLAG_RENDER_CORONAS) == 0)
    return;

  // Get bitmask for this context.
  unsigned int iRenderFilterMask = pContext->GetRenderFilterMask();

  // get the collection of visible lights.
  IVisVisibilityCollector_cl* pVisCollector = VisRenderContext_cl::GetCurrentContext()->GetVisibilityCollector();
  if (pVisCollector == NULL)
    return;

  VISION_PROFILE_FUNCTION(PROFILING_CORONA_UPDATE);

  // Get multi-sampling mode
  unsigned int iTexelsPerPixel = 1;
  VTextureObject* pDepthTex = pContext->GetDepthStencilTarget();
  if(pDepthTex == NULL)
  {
    // If no depth stencil target is available, we might work without a renderer node and we're in the main context
    if(Vision::Renderer.GetCurrentRendererNode() == NULL && pContext == VisRenderContext_cl::GetMainRenderContext())
    {
      // In this case get the multi-sampling type from the video config as it's used to set the actual backbuffer settings
      // where the main context will render to
      iTexelsPerPixel = hkvMath::Max(1, 1 << ((int)Vision::Video.GetCurrentConfig()->m_eMultiSample));     
    }  
  }
  else if (pDepthTex->GetTextureType() == VTextureLoader::Texture2D)
  {
    iTexelsPerPixel = hkvMath::Max(1u, ((VisRenderableTexture_cl*)pDepthTex)->GetConfig()->m_iMultiSampling);
  }
  
  const VisLightSrcCollection_cl* pVisibleLights = pVisCollector->GetVisibleLights();
  int iCandidates = 0;
  if (pVisibleLights != NULL)
    iCandidates = pVisibleLights->GetNumEntries();

  // Ensure size of coronas state structure.
  int iContextIndex = pContext->GetNumber();
  if (iContextIndex + 1 > m_State.GetSize())
    m_State.SetSize(iContextIndex + 1, -1);
  VCoronaRenderContextState& state = m_State[iContextIndex];
  int iCapacity = m_Instances.GetCapacity();
  state.EnsureSize(iCapacity);

  // Add visible lights with a lens flare component to the candidate list for this frame
  if ((iCoronaUpdateFlags & VCUF_ADD) > 0)
  {
    for (int iCandidate = 0; iCandidate < iCandidates; ++iCandidate)
    {
      VisLightSource_cl* pLight = pVisibleLights->GetEntry(iCandidate);
      if (pLight)
      {
        VCoronaComponent *pComponent = pLight->Components().GetComponentOfBaseType<VCoronaComponent>();
        if (pComponent != NULL && pComponent->IsEnabled() && !state.IsBitSet(pComponent->m_iIndex))
        {
          // The component is not in m_Candidates yet, so we check whether it is a valid candidate
          bool bIsLightOnScreen = pComponent->IsValidCandidate(pContext);

          if (bIsLightOnScreen)
          {
            state.SetBit(pComponent->m_iIndex);
            pContext->SetPixelCounterResult(pComponent->m_CoronaPixelCounter.GetNumber(), 0);
            state.m_Candidates.Append(pComponent);
          }
        }
      }
    }
  }
  

  // Forces the retrieval all pending queries.
  pContext->FetchPixelCounterTestResults( (iCoronaUpdateFlags & VCUF_FORCE_FETCH) > 0 );
   
  
  // Retrieve Queries and update status of lens flares
  if ((iCoronaUpdateFlags & VCUF_UPDATE) > 0)
  {
//.........这里部分代码省略.........
开发者ID:RexBaribal,项目名称:projectanarchy,代码行数:101,代码来源:VCoronaManager.cpp


注:本文中的VisRenderContext_cl::GetNumber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。