本文整理汇总了C++中vector3f::Normalized方法的典型用法代码示例。如果您正苦于以下问题:C++ vector3f::Normalized方法的具体用法?C++ vector3f::Normalized怎么用?C++ vector3f::Normalized使用的例子?那么, 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vector3f
的用法示例。
在下文中一共展示了vector3f::Normalized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: Draw
void Camera::Draw(Renderer *renderer, const Body *excludeBody)
{
if (!m_camFrame) return;
if (!renderer) return;
m_renderer = renderer;
glPushAttrib(GL_ALL_ATTRIB_BITS & (~GL_POINT_BIT));
m_renderer->SetPerspectiveProjection(m_fovAng, m_width/m_height, m_zNear, m_zFar);
m_renderer->SetTransform(matrix4x4f::Identity());
m_renderer->ClearScreen();
matrix4x4d trans2bg;
Frame::GetFrameRenderTransform(Pi::game->GetSpace()->GetRootFrame(), m_camFrame, trans2bg);
trans2bg.ClearToRotOnly();
// Pick up to four suitable system light sources (stars)
m_lightSources.clear();
m_lightSources.reserve(4);
position_system_lights(m_camFrame, Pi::game->GetSpace()->GetRootFrame(), m_lightSources);
if (m_lightSources.empty()) {
// no lights means we're somewhere weird (eg hyperspace). fake one
const Color col(1.f);
m_lightSources.push_back(LightSource(0, Graphics::Light(Graphics::Light::LIGHT_DIRECTIONAL, vector3f(0.f), col, col)));
}
//fade space background based on atmosphere thickness and light angle
float bgIntensity = 1.f;
if (m_camFrame->GetParent() && m_camFrame->GetParent()->IsRotFrame()) {
//check if camera is near a planet
Body *camParentBody = m_camFrame->GetParent()->GetBody();
if (camParentBody && camParentBody->IsType(Object::PLANET)) {
Planet *planet = static_cast<Planet*>(camParentBody);
const vector3f relpos(planet->GetInterpPositionRelTo(m_camFrame));
double altitude(relpos.Length());
double pressure, density;
planet->GetAtmosphericState(altitude, &pressure, &density);
if (pressure >= 0.001)
{
//go through all lights to calculate something resembling light intensity
float angle = 0.f;
for(std::vector<LightSource>::const_iterator it = m_lightSources.begin();
it != m_lightSources.end(); ++it) {
const vector3f lightDir(it->GetLight().GetPosition().Normalized());
angle += std::max(0.f, lightDir.Dot(-relpos.Normalized())) * it->GetLight().GetDiffuse().GetLuminance();
}
//calculate background intensity with some hand-tweaked fuzz applied
bgIntensity = Clamp(1.f - std::min(1.f, powf(density, 0.25f)) * (0.3f + powf(angle, 0.25f)), 0.f, 1.f);
}
}
}
Pi::game->GetSpace()->GetBackground().SetIntensity(bgIntensity);
Pi::game->GetSpace()->GetBackground().Draw(renderer, trans2bg);
{
std::vector<Graphics::Light> rendererLights;
for (size_t i = 0; i < m_lightSources.size(); i++)
rendererLights.push_back(m_lightSources[i].GetLight());
renderer->SetLights(rendererLights.size(), &rendererLights[0]);
}
for (std::list<BodyAttrs>::iterator i = m_sortedBodies.begin(); i != m_sortedBodies.end(); ++i) {
BodyAttrs *attrs = &(*i);
// explicitly exclude a single body if specified (eg player)
if (attrs->body == excludeBody)
continue;
double rad = attrs->body->GetClipRadius();
if (!m_frustum.TestPointInfinite((*i).viewCoords, rad))
continue;
// draw spikes for far objects
double screenrad = 500 * rad / attrs->camDist; // approximate pixel size
if (attrs->body->IsType(Object::PLANET) && screenrad < 2) {
// absolute bullshit
double spikerad = (7 + 1.5*log10(screenrad)) * rad / screenrad;
DrawSpike(spikerad, attrs->viewCoords, attrs->viewTransform);
}
else if (screenrad >= 2 || attrs->body->IsType(Object::STAR) ||
(attrs->body->IsType(Object::PROJECTILE) && screenrad > 0.25))
attrs->body->Render(renderer, this, attrs->viewCoords, attrs->viewTransform);
}
Sfx::RenderAll(renderer, Pi::game->GetSpace()->GetRootFrame(), m_camFrame);
m_frame->RemoveChild(m_camFrame);
delete m_camFrame;
m_camFrame = 0;
glPopAttrib();
}