本文整理汇总了C++中mhwrender::MDrawContext::getLightParameterInformation方法的典型用法代码示例。如果您正苦于以下问题:C++ MDrawContext::getLightParameterInformation方法的具体用法?C++ MDrawContext::getLightParameterInformation怎么用?C++ MDrawContext::getLightParameterInformation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::getLightParameterInformation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: updateLightShader
/*
Utility method to update shader parameters based on available
lighting information.
*/
static void updateLightShader( MHWRender::MShaderInstance *shaderInstance,
const MHWRender::MDrawContext & context,
const MSelectionList * lightList )
{
if (!shaderInstance)
return;
// Check pass context information to see if we are in a shadow
// map update pass. If so do nothing.
//
const MHWRender::MPassContext & passCtx = context.getPassContext();
const MStringArray & passSem = passCtx.passSemantics();
bool handlePass = true;
for (unsigned int i=0; i<passSem.length() && handlePass; i++)
{
// Handle special pass drawing.
//
if (passSem[i] == MHWRender::MPassContext::kShadowPassSemantic)
{
handlePass = false;
}
}
if (!handlePass) return;
//
// Perform light shader update with lighting information
// If the light list is not empty then use that light's information.
// Otherwise choose the first appropriate light which can cast shadows.
//
// Defaults in case there are no lights
//
bool globalShadowsOn = false;
bool localShadowsOn = false;
bool shadowDirty = false;
MFloatVector direction(0.0f, 0.0f, 1.0f);
float lightIntensity = 0.0f; // If no lights then black out the light
float lightColor[3] = { 0.0f, 0.0f, 0.0f };
MStatus status;
// Scan to find the first N lights that has a direction component in it
// It's possible we find no lights.
//
MHWRender::MDrawContext::LightFilter considerAllSceneLights = MHWRender::MDrawContext::kFilteredIgnoreLightLimit;
unsigned int lightCount = context.numberOfActiveLights(considerAllSceneLights);
if (lightCount)
{
MFloatArray floatVals;
MIntArray intVals;
MHWRender::MTextureAssignment shadowResource;
shadowResource.texture = NULL;
MHWRender::MSamplerStateDesc samplerDesc;
MMatrix shadowViewProj;
float shadowColor[3] = { 0.0f, 0.0f, 0.0f };
unsigned int i=0;
bool foundDirectional = false;
for (i=0; i<lightCount && !foundDirectional ; i++)
{
MHWRender::MLightParameterInformation *lightParam = context.getLightParameterInformation( i, considerAllSceneLights );
if (lightParam)
{
// Prune against light list if any.
if (lightList && lightList->length())
{
if (!lightList->hasItem(lightParam->lightPath()))
continue;
}
MStringArray params;
lightParam->parameterList(params);
for (unsigned int p=0; p<params.length(); p++)
{
MString pname = params[p];
MHWRender::MLightParameterInformation::StockParameterSemantic semantic = lightParam->parameterSemantic( pname );
switch (semantic)
{
// Pick a few light parameters to pick up as an example
case MHWRender::MLightParameterInformation::kWorldDirection:
lightParam->getParameter( pname, floatVals );
direction = MFloatVector( floatVals[0], floatVals[1], floatVals[2] );
foundDirectional = true;
break;
case MHWRender::MLightParameterInformation::kIntensity:
lightParam->getParameter( pname, floatVals );
lightIntensity = floatVals[0];
break;
case MHWRender::MLightParameterInformation::kColor:
lightParam->getParameter( pname, floatVals );
lightColor[0] = floatVals[0];
lightColor[1] = floatVals[1];
lightColor[2] = floatVals[2];
break;
//.........这里部分代码省略.........
示例2: execute
/*
From the draw context, get the list of lights and queue the ones we are interested in
into the "desired list"
*/
MStatus shadowPrepass::execute( const MHWRender::MDrawContext & context )
{
MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer();
if (!theRenderer)
return MStatus::kSuccess;
// Skip lighting modes where there are no lights which can
// cast shadows
MHWRender::MDrawContext::LightingMode lightingMode = context.getLightingMode();
if (lightingMode != MHWRender::MDrawContext::kSelectedLights &&
lightingMode != MHWRender::MDrawContext::kSceneLights)
{
return MStatus::kSuccess;
}
MHWRender::MDrawContext::LightFilter lightFilter =
MHWRender::MDrawContext::kFilteredIgnoreLightLimit;
unsigned int nbSceneLights = context.numberOfActiveLights(lightFilter);
for (unsigned int i=0; i<nbSceneLights; i++)
{
MHWRender::MLightParameterInformation* lightInfo =
context.getLightParameterInformation( i, lightFilter );
if (!lightInfo)
continue;
// Get the actually Maya light node
MStatus status = MStatus::kFailure;
MDagPath lightPath = lightInfo->lightPath(&status);
if (status != MStatus::kSuccess || !lightPath.isValid())
continue;
// Would be good to have an API method here to indicate if it
// casts shadows
MIntArray intVals;
// Check if light is enabled, and emits any lighting
MHWRender::MLightParameterInformation::StockParameterSemantic semantic =
MHWRender::MLightParameterInformation::kLightEnabled;
if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals ))
{
if (intVals.length())
{
if (intVals[0] == 0)
continue;
}
}
semantic = MHWRender::MLightParameterInformation::kEmitsDiffuse;
if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals ))
{
if (intVals.length())
{
if (intVals[0] == 0)
continue;
}
}
semantic = MHWRender::MLightParameterInformation::kEmitsSpecular;
if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals ))
{
if (intVals.length())
{
if (intVals[0] == 0)
continue;
}
}
// Check if local shadows are enabled.
semantic = MHWRender::MLightParameterInformation::kShadowOn;
if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals ))
{
if (intVals.length())
{
if (intVals[0] == 0)
continue;
}
}
// Check if the shadow is "dirty"
bool shadowIsDirty = false;
semantic = MHWRender::MLightParameterInformation::kShadowDirty;
if (MStatus::kSuccess == lightInfo->getParameter( semantic, intVals ))
{
if (intVals.length())
{
if (intVals[0] == 0)
// continue;
shadowIsDirty = intVals[0] != 0 ? true : false ;
}
}
// Check the light list to prune, if not already pruned
bool prune = false;
if (lightingMode != MHWRender::MDrawContext::kSelectedLights)
//.........这里部分代码省略.........
示例3: lightPosition
/* static */
GlfSimpleLightingContextRefPtr
px_vp20Utils::GetLightingContextFromDrawContext(
const MHWRender::MDrawContext& context)
{
const GfVec4f blackColor(0.0f, 0.0f, 0.0f, 1.0f);
const GfVec4f whiteColor(1.0f, 1.0f, 1.0f, 1.0f);
GlfSimpleLightingContextRefPtr lightingContext =
GlfSimpleLightingContext::New();
MStatus status;
unsigned int numMayaLights =
context.numberOfActiveLights(MHWRender::MDrawContext::kFilteredToLightLimit,
&status);
if (status != MS::kSuccess || numMayaLights < 1) {
return lightingContext;
}
bool viewDirectionAlongNegZ = context.viewDirectionAlongNegZ(&status);
if (status != MS::kSuccess) {
// If we fail to find out the view direction for some reason, assume
// that it's along the negative Z axis (OpenGL).
viewDirectionAlongNegZ = true;
}
GlfSimpleLightVector lights;
for (unsigned int i = 0; i < numMayaLights; ++i) {
MHWRender::MLightParameterInformation* mayaLightParamInfo =
context.getLightParameterInformation(i);
if (!mayaLightParamInfo) {
continue;
}
// Setup some default values before we read the light parameters.
bool lightEnabled = true;
bool lightHasPosition = false;
GfVec4f lightPosition(0.0f, 0.0f, 0.0f, 1.0f);
bool lightHasDirection = false;
GfVec3f lightDirection(0.0f, 0.0f, -1.0f);
if (!viewDirectionAlongNegZ) {
// The convention for DirectX is positive Z.
lightDirection[2] = 1.0f;
}
float lightIntensity = 1.0f;
GfVec4f lightColor = blackColor;
bool lightEmitsDiffuse = true;
bool lightEmitsSpecular = false;
float lightDecayRate = 0.0f;
float lightDropoff = 0.0f;
// The cone angle is 180 degrees by default.
GfVec2f lightCosineConeAngle(-1.0f);
float lightShadowBias = 0.0f;
bool lightShadowOn = false;
bool globalShadowOn = false;
MStringArray paramNames;
mayaLightParamInfo->parameterList(paramNames);
for (unsigned int paramIndex = 0; paramIndex < paramNames.length(); ++paramIndex) {
const MString paramName = paramNames[paramIndex];
const MHWRender::MLightParameterInformation::ParameterType paramType =
mayaLightParamInfo->parameterType(paramName);
const MHWRender::MLightParameterInformation::StockParameterSemantic paramSemantic =
mayaLightParamInfo->parameterSemantic(paramName);
MIntArray intValues;
MFloatArray floatValues;
switch (paramType) {
case MHWRender::MLightParameterInformation::kBoolean:
case MHWRender::MLightParameterInformation::kInteger:
mayaLightParamInfo->getParameter(paramName, intValues);
break;
case MHWRender::MLightParameterInformation::kFloat:
case MHWRender::MLightParameterInformation::kFloat2:
case MHWRender::MLightParameterInformation::kFloat3:
case MHWRender::MLightParameterInformation::kFloat4:
mayaLightParamInfo->getParameter(paramName, floatValues);
break;
default:
// Unsupported paramType.
continue;
break;
}
switch (paramSemantic) {
case MHWRender::MLightParameterInformation::kLightEnabled:
_GetLightingParam(intValues, floatValues, lightEnabled);
break;
case MHWRender::MLightParameterInformation::kWorldPosition:
if (_GetLightingParam(intValues, floatValues, lightPosition)) {
lightHasPosition = true;
}
//.........这里部分代码省略.........