本文整理汇总了C++中XYZGen::GetBumpDP方法的典型用法代码示例。如果您正苦于以下问题:C++ XYZGen::GetBumpDP方法的具体用法?C++ XYZGen::GetBumpDP怎么用?C++ XYZGen::GetBumpDP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XYZGen
的用法示例。
在下文中一共展示了XYZGen::GetBumpDP方法的7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: EvalNormalPerturb
Point3 Splat::EvalNormalPerturb(ShadeContext& sc) {
float del, d, f;
Point3 p, dp, np;
if (gbufID)
sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc, p, dp);
d = splatter(p);
del = 0.1f;
// float strength = (abs((int)col[1].r-(int)col[0].r)+
// abs((int)col[1].g-(int)col[0].g)+
// abs((int)col[1].b-(int)col[0].b)); ///100.0f; // 756.0f
// f = strength/del;
f = 1.0f/del;
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np.x = f*(splatter(p+del*M[0]) - d);
np.y = f*(splatter(p+del*M[1]) - d);
np.z = f*(splatter(p+del*M[2]) - d);
np = sc.VectorFromNoScale(np,REF_OBJECT);
Texmap *sub0 = mapOn[0]?subTex[0]:NULL;
Texmap *sub1 = mapOn[1]?subTex[1]:NULL;
if (sub0||sub1) {
// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
float a,b;
Point3 da,db;
if (sub0) {
a = sub0->EvalMono(sc);
da = sub0->EvalNormalPerturb(sc);
}
else {
a = Intens(col[0]);
da = Point3(0.0f,0.0f,0.0f);
}
if (sub1) {
b = sub1->EvalMono(sc);
db = sub1->EvalNormalPerturb(sc);
}
else {
b = Intens(col[1]);
db= Point3(0.0f,0.0f,0.0f);
}
np = (b-a)*np + d*(db-da) + da;
}
else
np *= Intens(col[1])-Intens(col[0]);
return np;
}
示例2: EvalNormalPerturb
Point3 Water::EvalNormalPerturb(ShadeContext& sc) {
if (gbufID)
sc.SetGBufferID(gbufID);
Point3 p, dp, np;
xyzGen->GetXYZ(sc, p, dp);
VectorWave(p, np);
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np = Point3( DotProd(np,M[0]),DotProd(np,M[1]),DotProd(np,M[2]));
return sc.VectorFromNoScale(np,REF_OBJECT);
}
示例3: EvalNormalPerturb
Point3 Speckle::EvalNormalPerturb(ShadeContext& sc) {
float del, d;
Point3 p, dp;
Point3 np;
if (gbufID)
sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc, p, dp);
if (size == 0.0f)
size = 0.0001f;
p *= SCALE_FACTOR/size;
del = 0.1f;
d = SpeckleFunc(p);
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np.x = (SpeckleFunc(p+del*M[0]) - d)/del;
np.y = (SpeckleFunc(p+del*M[1]) - d)/del;
np.z = (SpeckleFunc(p+del*M[2]) - d)/del;
np = sc.VectorFromNoScale(np,REF_OBJECT);
Texmap *sub0 = mapOn[0]?subTex[0]:NULL;
Texmap *sub1 = mapOn[1]?subTex[1]:NULL;
if (sub0||sub1) {
// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
float a,b;
Point3 da,db;
if (sub0) {
a = sub0->EvalMono(sc);
da = sub0->EvalNormalPerturb(sc);
}
else {
a = Intens(col[0]);
da = Point3(0.0f,0.0f,0.0f);
}
if (sub1) {
b = sub1->EvalMono(sc);
db = sub1->EvalNormalPerturb(sc);
}
else {
b = Intens(col[1]);
db= Point3(0.0f,0.0f,0.0f);
}
np = (b-a)*np + d*(db-da) + da;
}
else
np *= Intens(col[1])-Intens(col[0]);
return np;
}
示例4: EvalNormalPerturb
Point3 Stucco::EvalNormalPerturb(ShadeContext& sc) {
float d,k;
Point3 p, dp, np;
if (gbufID)
sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc, p, dp);
float scl = compscl(dp, size);
p /= size;
d = Func(p, scl);
k = 0.25f/del;
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np.x = (Func(p + del*M[0], scl) - d)*k;
np.y = (Func(p + del*M[1], scl) - d)*k;
np.z = (Func(p + del*M[2], scl) - d)*k;
np = sc.VectorFromNoScale(np,REF_OBJECT);
Texmap *sub0 = mapOn[0]?subTex[0]:NULL;
Texmap *sub1 = mapOn[1]?subTex[1]:NULL;
if (sub0||sub1) {
// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
float a,b;
Point3 da,db;
if (sub0) {
a = sub0->EvalMono(sc);
da = sub0->EvalNormalPerturb(sc);
}
else {
a = Intens(col[0]);
da = Point3(0.0f,0.0f,0.0f);
}
if (sub1) {
b = sub1->EvalMono(sc);
db = sub1->EvalNormalPerturb(sc);
}
else {
b = Intens(col[1]);
db= Point3(0.0f,0.0f,0.0f);
}
np = (b-a)*np + d*(db-da) + da;
}
else
np *= Intens(col[1])-Intens(col[0]);
return np;
}
示例5: EvalNormalPerturb
Point3 Planet::EvalNormalPerturb(ShadeContext& sc) {
float del,d;
Point3 p,dp;
if (!sc.doMaps) return Point3(0,0,0);
if (gbufID) sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc,p,dp);
if (size == 0.0f)
size = 0.0001f;
p /= size;
del = 10.0f;
d = BumpFunc(p);
Point3 np;
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np.x = (BumpFunc(p+del*M[0]) - d)/del;
np.y = (BumpFunc(p+del*M[1]) - d)/del;
np.z = (BumpFunc(p+del*M[2]) - d)/del;
return sc.VectorFromNoScale(np*100.0f,REF_OBJECT);
}
示例6: EvalNormalPerturb
Point3 Noise::EvalNormalPerturb(ShadeContext& sc) {
Point3 p,dp;
if (!sc.doMaps) return Point3(0,0,0);
if (gbufID) sc.SetGBufferID(gbufID);
UpdateCache(sc.CurTime()); // DS 10/3/00
xyzGen->GetXYZ(sc,p,dp);
p /= size;
filter = sc.filterMaps;
float smw;
float limlev = LimitLevel(dp,smw);
float del,d;
d = NoiseFunction(p,limlev,smw);
//del = (dp.x+dp.y+dp.z)/(size*3.0f);
del = .1f;
Point3 np;
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np.x = (NoiseFunction(p+del*M[0],limlev,smw) - d)/del;
np.y = (NoiseFunction(p+del*M[1],limlev,smw) - d)/del;
np.z = (NoiseFunction(p+del*M[2],limlev,smw) - d)/del;
np = sc.VectorFromNoScale(np, REF_OBJECT);
Texmap *sub0 = mapOn[0]?subTex[0]:NULL;
Texmap *sub1 = mapOn[1]?subTex[1]:NULL;
if (sub0||sub1) {
// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
float a,b;
Point3 da,db;
if (sub0) { a = sub0->EvalMono(sc); da = sub0->EvalNormalPerturb(sc); }
else { a = Intens(col[0]); da = Point3(0.0f,0.0f,0.0f); }
if (sub1) { b = sub1->EvalMono(sc); db = sub1->EvalNormalPerturb(sc); }
else { b = Intens(col[1]); db= Point3(0.0f,0.0f,0.0f); }
np = (b-a)*np + d*(db-da) + da;
}
else
np *= Intens(col[1])-Intens(col[0]);
return texout->Filter(np);
}
示例7: EvalNormalPerturb
Point3 CellTex::EvalNormalPerturb(ShadeContext& sc)
{
Point3 p,dp;
xyzGen->GetXYZ(sc,p,dp);
p += ptOffset;
Point3 np(0.0f,0.0f,0.0f);
float dpsq = DotProd(dp,dp);
float d = CellFunc(p,dpsq,np,sc.InMtlEditor());
Texmap* sub0 = (useCellMap && subTex[0])?subTex[0]:NULL;
Texmap* sub1 = (useDiv1Map && subTex[1])?subTex[1]:NULL;
Texmap* sub2 = (useDiv2Map && subTex[2])?subTex[2]:NULL;
if (d<low) {
if (sub0)
np = sub0->EvalNormalPerturb(sc);
}
else
if (d>high) {
if (sub2)
np = sub2->EvalNormalPerturb(sc);
}
else {
Point3 M[3];
xyzGen->GetBumpDP(sc,M);
np = Point3( DotProd(np,M[0]),DotProd(np,M[1]),DotProd(np,M[2]));
if (d<mid) {
if (sub0||sub1) {
float a,b;
Point3 da,db;
// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
d = (d-low)/(midMinuslow);
// div1C*u + (1.0f-u)*cellC) ;
if (sub0) {
a = sub0->EvalMono(sc);
da = sub0->EvalNormalPerturb(sc);
}
else {
a = 1.0f;
da = Point3(0.0f,0.0f,0.0f);
}
if (sub1) {
b = sub1->EvalMono(sc);
db = sub1->EvalNormalPerturb(sc);
}
else {
b = 1.0f;
db = Point3(0.0f,0.0f,0.0f);
}
np = (b-a)*np + d*(db-da) + da;
}
}
else {
if (sub1 || sub2) {
float a,b;
Point3 da,db;
// div2C*u + (1.0f-u)*div1C);
d = (d-mid)/(highMinusmid);
if (sub1) {
a = sub1->EvalMono(sc);
da = sub1->EvalNormalPerturb(sc);
}
else {
a = 1.0f;
da = Point3(0.0f,0.0f,0.0f);
}
if (sub2) {
b = sub2->EvalMono(sc);
db = sub2->EvalNormalPerturb(sc);
}
else {
b = 1.0f;
db = Point3(0.0f,0.0f,0.0f);
}
np = (b-a)*np + d*(db-da)+ da;
}
}
}
// float d = CellFunc(p,dpsq,np,sc.InMtlEditor());
// Point3 tmp;
// float div = type ? -0.1875f : 0.0375f;
// Point3 DP[3];
// xyzGen->GetBumpDP(sc,DP);
// np.x = (CellFunc(p+DP[0],dpsq,tmp,sc.InMtlEditor()) - d)/div;
// np.y = (CellFunc(p+DP[1],dpsq,tmp,sc.InMtlEditor()) - d)/div;
// np.z = (CellFunc(p+DP[2],dpsq,tmp,sc.InMtlEditor()) - d)/div;
if (type) np = np * -0.5f;
return texout->Filter(sc.VectorFromNoScale(np,REF_OBJECT));
}