本文整理汇总了C++中mhwrender::MDrawContext::getLightInformation方法的典型用法代码示例。如果您正苦于以下问题:C++ MDrawContext::getLightInformation方法的具体用法?C++ MDrawContext::getLightInformation怎么用?C++ MDrawContext::getLightInformation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mhwrender::MDrawContext
的用法示例。
在下文中一共展示了MDrawContext::getLightInformation方法的3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: effectDesc
// #### bindProgram
//
// Do all the work to build and install shader including
// set up buffer blocks for uniform variables, set up
// default lighting parameters, pass material uniforms
// and bind texture buffers used by texture maps and by
// OpenSubdiv's built-in shading code.
//
GLuint
OpenSubdivShader::bindProgram(const MHWRender::MDrawContext & mDrawContext,
OpenSubdiv::OsdGLDrawContext *osdDrawContext,
const OpenSubdiv::OsdDrawContext::PatchArray & patch)
{
CHECK_GL_ERROR("bindProgram begin\n");
// Primitives are triangles for Loop subdivision, quads otherwise
Effect effect = kFill;
EffectDesc effectDesc( patch.GetDescriptor(), effect );
// Build shader
EffectDrawRegistry::ConfigType *
config = g_effectRegistry.GetDrawConfig(effectDesc);
// Install shader
GLuint program = config->program;
glUseProgram(program);
// Update and bind transform state
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
} transformData;
setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx),
transformData.ModelViewMatrix);
setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kProjectionMtx),
transformData.ProjectionMatrix);
setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx),
transformData.ModelViewProjectionMatrix);
if (!g_transformUB) {
glGenBuffers(1, &g_transformUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(transformData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(transformData), &transformData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
// Update and bind tessellation state
struct Tessellation {
float TessLevel;
} tessellationData;
tessellationData.TessLevel = static_cast<float>(1 << _tessFactor);
if (!g_tessellationUB) {
glGenBuffers(1, &g_tessellationUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(tessellationData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(tessellationData), &tessellationData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER,
g_tessellationBinding,
g_tessellationUB);
// Update and bind lighting state
int numLights = mDrawContext.numberOfActiveLights();
struct Lighting {
struct Light {
float position[4];
float diffuse[4];
float ambient[4];
float specular[4];
} lightSource[2];
} lightingData;
memset(&lightingData, 0, sizeof(lightingData));
for (int i = 0; i < numLights && i < 2; ++i) {
MFloatPointArray positions;
MFloatVector direction;
float intensity;
MColor color;
bool hasDirection, hasPosition;
mDrawContext.getLightInformation(i, positions, direction, intensity,
color, hasDirection, hasPosition);
MMatrix modelView = mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx);
direction = MVector(direction) * modelView;
//.........这里部分代码省略.........
示例2: effectDesc
GLuint
OpenSubdivPtexShader::bindProgram(const MHWRender::MDrawContext & mDrawContext,
OpenSubdiv::OsdGLDrawContext *osdDrawContext,
const OpenSubdiv::OsdPatchArray & patch)
{
CHECK_GL_ERROR("bindProgram begin\n");
// Build shader
Effect effect;
effect.color = _enableColor;
effect.occlusion = _enableOcclusion;
effect.displacement = _enableDisplacement;
effect.normal = _enableNormal;
EffectDesc effectDesc( patch.desc, effect );
EffectDrawRegistry::ConfigType *
config = effectRegistry.GetDrawConfig(effectDesc);
// Install shader
GLuint program = config->program;
glUseProgram(program);
// Update and bind transform state
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
} transformData;
setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx),
transformData.ModelViewMatrix);
setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kProjectionMtx),
transformData.ProjectionMatrix);
setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx),
transformData.ModelViewProjectionMatrix);
if (!g_transformUB) {
glGenBuffers(1, &g_transformUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(transformData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(transformData), &transformData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
// Update and bind tessellation state
struct Tessellation {
float TessLevel;
int GregoryQuadOffsetBase;
int PrimitiveIdBase;
} tessellationData;
tessellationData.TessLevel = static_cast<float>(1 << _tessFactor);
tessellationData.GregoryQuadOffsetBase = patch.GetQuadOffsetBase;
tessellationData.PrimitiveIdBase = patch.GetPatchIndex();;
if (!g_tessellationUB) {
glGenBuffers(1, &g_tessellationUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(tessellationData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(tessellationData), &tessellationData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER,
g_tessellationBinding,
g_tessellationUB);
#ifdef USE_NON_IMAGE_BASED_LIGHTING
// Update and bind lighting state
int numLights = mDrawContext.numberOfActiveLights();
struct Lighting {
struct Light {
float position[4];
float diffuse[4];
float ambient[4];
float specular[4];
} lightSource[2];
} lightingData;
memset(&lightingData, 0, sizeof(lightingData));
for (int i = 0; i < numLights && i < 1; ++i) {
MFloatPointArray positions;
MFloatVector direction;
float intensity;
MColor color;
bool hasDirection, hasPosition;
mDrawContext.getLightInformation(i, positions, direction, intensity,
color, hasDirection, hasPosition);
Lighting::Light &light = lightingData.lightSource[i];
if (hasDirection) {
light.position[0] = -direction[0];
//.........这里部分代码省略.........
示例3: if
PXR_NAMESPACE_OPEN_SCOPE
/* static */
bool
px_vp20Utils::setupLightingGL(const MHWRender::MDrawContext& context)
{
MStatus status;
// Take into account only the 8 lights supported by the basic
// OpenGL profile.
const unsigned int nbLights =
std::min(context.numberOfActiveLights(&status), 8u);
if (status != MStatus::kSuccess) return false;
if (nbLights > 0) {
// Lights are specified in world space and needs to be
// converted to view space.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
const MMatrix worldToView =
context.getMatrix(MHWRender::MDrawContext::kViewMtx, &status);
if (status != MStatus::kSuccess) return false;
glLoadMatrixd(worldToView.matrix[0]);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL) ;
glEnable(GL_NORMALIZE) ;
{
const GLfloat ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat specular[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
}
for (unsigned int i=0; i<nbLights; ++i) {
MFloatVector direction;
float intensity;
MColor color;
bool hasDirection;
bool hasPosition;
#if MAYA_API_VERSION >= 201300
// Starting with Maya 2013, getLightInformation() uses MFloatPointArray for positions
MFloatPointArray positions;
status = context.getLightInformation(
i, positions, direction, intensity, color,
hasDirection, hasPosition);
const MFloatPoint &position = positions[0];
#else
// Maya 2012, getLightInformation() uses MFloatPoint for position
MFloatPoint position;
status = context.getLightInformation(
i, position, direction, intensity, color,
hasDirection, hasPosition);
#endif
if (status != MStatus::kSuccess) return false;
if (hasDirection) {
if (hasPosition) {
// Assumes a Maya Spot Light!
const GLfloat ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat diffuse[4] = { intensity * color[0],
intensity * color[1],
intensity * color[2],
1.0f };
const GLfloat pos[4] = { position[0],
position[1],
position[2],
1.0f };
const GLfloat dir[3] = { direction[0],
direction[1],
direction[2]};
glLightfv(GL_LIGHT0+i, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0+i, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0+i, GL_POSITION, pos);
glLightfv(GL_LIGHT0+i, GL_SPOT_DIRECTION, dir);
// Maya's default value's for spot lights.
glLightf(GL_LIGHT0+i, GL_SPOT_EXPONENT, 0.0);
glLightf(GL_LIGHT0+i, GL_SPOT_CUTOFF, 20.0);
}
else {
// Assumes a Maya Directional Light!
const GLfloat ambient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat diffuse[4] = { intensity * color[0],
intensity * color[1],
intensity * color[2],
1.0f };
const GLfloat pos[4] = { -direction[0],
-direction[1],
//.........这里部分代码省略.........