本文整理汇总了C++中XYZGen::GetXYZ方法的典型用法代码示例。如果您正苦于以下问题:C++ XYZGen::GetXYZ方法的具体用法?C++ XYZGen::GetXYZ怎么用?C++ XYZGen::GetXYZ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::GetXYZ方法的15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: EvalColor
// --- Methods inherited from Texmap ---
RGBA Smoke::EvalColor(ShadeContext& sc) {
float d;
Point3 p, dp;
if (gbufID)
sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc, p, dp);
if (size == 0.0f)
size = 1.0f;
d = SmokeFunc(p/size, iter);
// If we have sub-texmaps and they are enabled, get the colors from
// the sub-texmaps, otherwise get them from the color swatch
RGBA c0 = (mapOn[0]&&subTex[0]) ? subTex[0]->EvalColor(sc): col[0];
RGBA c1 = (mapOn[1]&&subTex[1]) ? subTex[1]->EvalColor(sc): col[1];
Col24 c;
Col24 col1 = Col24FromColor(c0);
Col24 col2 = Col24FromColor(c1);
lerp_color(&c, &col1, &col2, d);
return ColorFromCol24(c);
}
示例2: EvalColor
// --- Methods inherited from Texmap ---
RGBA Speckle::EvalColor(ShadeContext& sc) {
// After being evaluated, if a map or material has a non-zero gbufID,
// it should call ShadeContext::SetGBuffer() to store it into
// the shade context.
if (gbufID)
sc.SetGBufferID(gbufID);
// Use the XYZGen instance to get a transformed point from the
// ShadeContext.
Point3 p, dp;
xyzGen->GetXYZ(sc, p, dp);
if (size == 0.0f)
size = 0.0001f;
p *= SCALE_FACTOR/size;
float d = SpeckleFunc(p);
if (d>1.0f) d = 1.0f;
// If we have sub-texmaps and they are enabled, get the colors from
// the sub-texmaps, otherwise get them from the color swatch
RGBA c0 = (mapOn[0]&&subTex[0]) ? subTex[0]->EvalColor(sc): col[0];
RGBA c1 = (mapOn[1]&&subTex[1]) ? subTex[1]->EvalColor(sc): col[1];
// Composite the colors together and return the result.
return (1.0f-d)*c0 + d*c1;
}
示例3: EvalColor
// --- Methods inherited from Texmap ---
RGBA Water::EvalColor(ShadeContext& sc) {
float d;
float q[3];
Point3 p, dp;
if (gbufID)
sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc, p, dp);
q[0] = p.x;
q[1] = p.y;
q[2] = p.z;
d = ScalarWave(q);
if (d>1.0f) d = 1.0f;
// If we have sub-texmaps and they are enabled, get the colors from
// the sub-texmaps, otherwise get them from the color swatch
RGBA c0 = (mapOn[0]&&subTex[0]) ? subTex[0]->EvalColor(sc): col[0];
RGBA c1 = (mapOn[1]&&subTex[1]) ? subTex[1]->EvalColor(sc): col[1];
Col24 c;
Col24 col1 = Col24FromColor(c0);
Col24 col2 = Col24FromColor(c1);
lerp_color(&c, &col1, &col2, d);
return ColorFromCol24(c);
}
示例4: EvalColor
// --- Methods inherited from Texmap ---
RGBA Stucco::EvalColor(ShadeContext& sc) {
float f;
Point3 p, dp;
if (gbufID)
sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc, p, dp);
if (size == 0.0f)
size = 0.0001f;
p /= size;
float scl = compscl(dp, size);
f = Func(p, scl);
// If we have sub-texmaps and they are enabled, get the colors from
// the sub-texmaps, otherwise get them from the color swatch
RGBA c0 = (mapOn[0]&&subTex[0]) ? subTex[0]->EvalColor(sc): col[0];
RGBA c1 = (mapOn[1]&&subTex[1]) ? subTex[1]->EvalColor(sc): col[1];
Col24 c;
Col24 col1 = Col24FromColor(c0);
Col24 col2 = Col24FromColor(c1);
lerp_color(&c, &col1, &col2, f);
return ColorFromCol24(c);
}
示例5: EvalColor
RGBA Noise::EvalColor(ShadeContext& sc) {
Point3 p,dp;
if (!sc.doMaps) return black;
AColor c;
if (sc.GetCache(this,c))
return c;
if (gbufID) sc.SetGBufferID(gbufID);
//IPoint2 ps = sc.ScreenCoord();
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 d = NoiseFunction(p,limlev,smw);
RGBA c0 = mapOn[0]&&subTex[0] ? subTex[0]->EvalColor(sc): col[0];
RGBA c1 = mapOn[1]&&subTex[1] ? subTex[1]->EvalColor(sc): col[1];
c = texout->Filter((1.0f-d)*c0 + d*c1);
sc.PutCache(this,c);
return c;
}
示例6: EvalFunc
float Stucco::EvalFunc(ShadeContext &sc) {
Point3 p, dp;
xyzGen->GetXYZ(sc, p, dp);
if (size == 0.0f)
size = 0.0001f;
p /= size;
float scl = compscl(dp, size);
return Func(p, scl);
}
示例7: EvalColor
// --- Methods inherited from Texmap ---
RGBA Planet::EvalColor(ShadeContext& sc) {
float d, x, y, z;
RGBA color;
// After being evaluated, if a map or material has a non-zero gbufID,
// it should call ShadeContext::SetGBuffer() to store it into
// the shade context.
if (gbufID)
sc.SetGBufferID(gbufID);
// Use the XYZGen instance to get a transformed point from the
// ShadeContext.
Point3 p, dp;
xyzGen->GetXYZ(sc, p, dp);
if (size == 0.0f)
size = 0.0001f;
x = p.x/size;
y = p.y/size;
z = p.z/size;
d = NoiseFunc(x, y, z);
if (d < land) {
float frac;
int index;
d = d/land*3.0f;
index = (int)d;
frac = d-(float)index;
if (index < 2)
color = (1.0f-frac)*col[index]+frac*col[index+1];
else {
if (blend)
color = (1.0f-frac)*col[2]+frac*col[3];
else
color = col[2];
}
}
else {
float divfac, frac;
int index;
divfac = 1.0f-land;
if (divfac==0.0) divfac = .000001f;
d = (d-land)/divfac*5;
index = (int)d;
frac = d-(float)index;
if (index < 4)
color = (1.0f-frac)*col[index+3]+frac*col[index+4];
else
color = col[7];
}
return color;
}
示例8: 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9: 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10: EvalColor
AColor CellTex::EvalColor(ShadeContext& sc)
{
// Get object point
Point3 p,dp;
if (gbufID) sc.SetGBufferID(gbufID);
xyzGen->GetXYZ(sc,p,dp);
p += ptOffset;
p = p/size;
// Eval maps
Color cellC, div1C, div2C;
if (useCellMap && subTex[0]) cellC = subTex[0]->EvalColor(sc);
else cellC = cellCol;
if (useDiv1Map && subTex[1]) div1C = subTex[1]->EvalColor(sc);
else div1C = divCol1;
if (useDiv2Map && subTex[2]) div2C = subTex[2]->EvalColor(sc);
else div2C = divCol2;
// Evaluate cell function
float dist[2];
int ids[2];
float u;
if (type) {
if (fract) FractalCellFunction(p,iterations,rough,2,dist,ids);
else CellFunction(p,2,dist,ids);
u = 1.0f - (dist[1]-dist[0])/spread;
} else {
if (fract) FractalCellFunction(p,iterations,rough,1,dist,ids);
else CellFunction(p,1,dist,ids);
u = dist[0]/spread;
}
// Vari cell color
if (var>0.0f) {
float vr = RandFromCellID(ids[0])*var + varOff;
cellC.r = cellC.r*vr;
cellC.g = cellC.g*vr;
cellC.b = cellC.b*vr;
cellC.ClampMinMax();
}
if (u<low) return texout->Filter(RGBA(cellC));
if (u>high) return texout->Filter(RGBA(div2C));
if (u<mid) {
u = (u-low)/(midMinuslow);
return texout->Filter(RGBA(div1C*u + (1.0f-u)*cellC));
} else {
u = (u-mid)/(highMinusmid);
return texout->Filter(RGBA(div2C*u + (1.0f-u)*div1C));
}
}
示例11: 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12: 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13: 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14: 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15: EvalMono
float Noise::EvalMono(ShadeContext& sc) {
Point3 p,dp;
if (!sc.doMaps) return 0.0f;
float f;
if (sc.GetCache(this,f))
return f;
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 d = NoiseFunction(p,limlev,smw);
float c0 = mapOn[0]&&subTex[0] ? subTex[0]->EvalMono(sc): Intens(col[0]);
float c1 = mapOn[1]&&subTex[1] ? subTex[1]->EvalMono(sc): Intens(col[1]);
f = texout->Filter((1.0f-d)*c0 + d*c1);
sc.PutCache(this,f);
return f;
}