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C++ graphics::Renderer类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中graphics::Renderer的典型用法代码示例。如果您正苦于以下问题:C++ Renderer类的具体用法?C++ Renderer怎么用?C++ Renderer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了Renderer类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Draw

void Context::Draw()
{
	Graphics::Renderer *r = GetRenderer();

	// Ticket for the viewport mostly
	Graphics::Renderer::StateTicket ticket(r);
	r->SetViewport(0, 0, m_width, m_height);

	// reset renderer for each layer
	for (std::vector<Layer*>::iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
		r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
		r->SetTransform(matrix4x4f::Identity());
		r->SetClearColor(Color4f::BLACK);

		DrawWidget(*i);

		r->SetScissor(false);
	}

	if (m_mousePointer && m_mousePointerEnabled) {
		r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
		r->SetTransform(matrix4x4f::Identity());
		r->SetClearColor(Color4f::BLACK);
		DrawWidget(m_mousePointer);
		r->SetScissor(false);
	}
}
开发者ID:lwho,项目名称:pioneer,代码行数:27,代码来源:Context.cpp


示例2: GetRenderer

void Label3D::Render(const matrix4x4f &trans, const RenderData *rd)
{
	//needs alpha test
	Graphics::Renderer *r = GetRenderer();
	r->SetTransform(trans);
	r->DrawTriangles(m_geometry.Get(), m_material.Get());
}
开发者ID:Loki999,项目名称:pioneer,代码行数:7,代码来源:Label3D.cpp


示例3: Render

void Billboard::Render(const matrix4x4f &trans, const RenderData *rd)
{
	Graphics::Renderer *r = GetRenderer();

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0, 6);

	const matrix3x3f rot = trans.GetOrient().Transpose();

	//some hand-tweaked scaling, to make the lights seem larger from distance
	const float size = m_size * Graphics::GetFovFactor() * Clamp(trans.GetTranslate().Length() / 500.f, 0.25f, 15.f);

	const vector3f rotv1 = rot * vector3f(size/2.f, -size/2.f, 0.0f);
	const vector3f rotv2 = rot * vector3f(size/2.f, size/2.f, 0.0f);

	va.Add(m_offset-rotv1, vector2f(0.f, 0.f)); //top left
	va.Add(m_offset-rotv2, vector2f(0.f, 1.f)); //bottom left
	va.Add(m_offset+rotv2, vector2f(1.f, 0.f)); //top right

	va.Add(m_offset+rotv2, vector2f(1.f, 0.f)); //top right
	va.Add(m_offset-rotv2, vector2f(0.f, 1.f)); //bottom left
	va.Add(m_offset+rotv1, vector2f(1.f, 1.f)); //bottom right

	r->SetTransform(trans);
	r->DrawTriangles(&va, m_renderState, m_material.Get());
}
开发者ID:AmesianX,项目名称:pioneer,代码行数:25,代码来源:Billboard.cpp


示例4: Draw

void Face::Draw()
{
	const Point &offset = GetActiveOffset();
	const Point &area = GetActiveArea();

	const float x = offset.x;
	const float y = offset.y;
	const float sx = area.x;
	const float sy = area.y;

	const vector2f texSize = m_texture->GetDescriptor().texSize;

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0);
	va.Add(vector3f(x,    y,    0.0f), vector2f(0.0f,      0.0f));
	va.Add(vector3f(x,    y+sy, 0.0f), vector2f(0.0f,      texSize.y));
	va.Add(vector3f(x+sx, y,    0.0f), vector2f(texSize.x, 0.0f));
	va.Add(vector3f(x+sx, y+sy, 0.0f), vector2f(texSize.x, texSize.y));

	Graphics::Renderer *r = GetContext()->GetRenderer();
	s_material->texture0 = m_texture.get();
	auto state = GetContext()->GetSkin().GetAlphaBlendState();
	r->DrawTriangles(&va, state, s_material.Get(), Graphics::TRIANGLE_STRIP);

	Single::Draw();
}
开发者ID:ZeframCochrane,项目名称:pioneer,代码行数:25,代码来源:Face.cpp


示例5: Draw

void VScrollPortal::Draw()
{
	PROFILE_SCOPED()
	SetScissor(true);

	float size[2];
	GetSize(size);

	m_scrollY = vscrollAdjust.GetValue();

	float toScroll = m_childSizeY - size[1];
	if (toScroll < 0) toScroll = 0;

	float scale[2];
	Screen::GetCoords2Pixels(scale);

	Graphics::Renderer *r = Gui::Screen::GetRenderer();
	Graphics::Renderer::MatrixTicket ticket(r, Graphics::MatrixMode::MODELVIEW);

	// scroll to whole pixel locations whatever the resolution
	r->Translate(0, floor((-m_scrollY*toScroll)/scale[1])*scale[1], 0);
	Container::Draw();

	SetScissor(false);
}
开发者ID:Action-Committee,项目名称:pioneer,代码行数:25,代码来源:GuiVScrollPortal.cpp


示例6: LeaveOrtho

void Screen::LeaveOrtho()
{
	PROFILE_SCOPED()

	Graphics::Renderer *r = GetRenderer();

	r->SetProjection(projMatrix);
	r->SetTransform(modelMatrix);
}
开发者ID:Action-Committee,项目名称:pioneer,代码行数:9,代码来源:GuiScreen.cpp


示例7: Draw

void Image::Draw()
{
    float allocSize[2];
    GetSize(allocSize);

    Graphics::Renderer *r = Gui::Screen::GetRenderer();
    r->SetBlendMode(Graphics::BLEND_ALPHA);
    m_quad->Draw(r, 0, vector2f(allocSize[0],allocSize[1]), m_color);
}
开发者ID:AaronSenese,项目名称:pioneer,代码行数:9,代码来源:GuiImage.cpp


示例8: Render

void StaticGeometry::Render(const std::vector<matrix4x4f> &trans, const RenderData *rd)
{
	PROFILE_SCOPED()
	SDL_assert(m_renderState);
	Graphics::Renderer *r = GetRenderer();

	const size_t numTrans = trans.size();
	if (!m_instBuffer.Valid() || (numTrans > m_instBuffer->GetSize()))
	{
		// create the InstanceBuffer with the maximum number of transformations we might use within it.
		m_instBuffer.Reset( r->CreateInstanceBuffer(numTrans, Graphics::BUFFER_USAGE_DYNAMIC) );
	}

	// Update the InstanceBuffer data
	for(Uint32 i=0; i<numTrans; i++) {
		Graphics::InstanceBuffer* ib = m_instBuffer.Get();
		matrix4x4f *pBuffer = ib->Map(Graphics::BUFFER_MAP_WRITE);
		// Copy the transforms into the buffer
		for(auto mt : trans) {
			(*pBuffer) = mt;
			++pBuffer;
		}
		ib->Unmap();
		ib->SetInstanceCount(numTrans);
	}
	
	// we'll set the transformation within the vertex shader so identity the global one
	r->SetTransform(matrix4x4f::Identity());

	// process each mesh
	for (auto& it : m_meshes) {
		// Due to the shader needing to change we have to get the material and force it to the instanced variant
		Graphics::MaterialDescriptor mdesc = it.material->GetDescriptor();
		mdesc.instanced = true;
		// create the "new" material with the instanced description
		RefCountedPtr<Graphics::Material> mat(r->CreateMaterial(mdesc));
		// copy over all of the other details
		mat->texture0 = it.material->texture0;
		mat->texture1 = it.material->texture1;
		mat->texture2 = it.material->texture2;
		mat->texture3 = it.material->texture3;
		mat->texture4 = it.material->texture4;
		mat->texture5 = it.material->texture5;
		mat->texture6 = it.material->texture5;
		mat->heatGradient = it.material->heatGradient;
		mat->diffuse = it.material->diffuse;
		mat->specular = it.material->specular;
		mat->emissive = it.material->emissive;
		mat->shininess = it.material->shininess;
		mat->specialParameter0 = it.material->specialParameter0;
		// finally render using the instance material
		r->DrawBufferIndexedInstanced(it.vertexBuffer.Get(), it.indexBuffer.Get(), m_renderState, mat.Get(), m_instBuffer.Get());
	}
}
开发者ID:Ash-Bash,项目名称:pioneer-horizons,代码行数:54,代码来源:StaticGeometry.cpp


示例9: Render

void StaticGeometry::Render(const matrix4x4f &trans, const RenderData *rd)
{
	PROFILE_SCOPED()
	SDL_assert(m_renderState);
	Graphics::Renderer *r = GetRenderer();
	r->SetTransform(trans);
	for (auto& it : m_meshes)
		r->DrawBufferIndexed(it.vertexBuffer.Get(), it.indexBuffer.Get(), m_renderState, it.material.Get());

	//DrawBoundingBox(m_boundingBox);
}
开发者ID:lwho,项目名称:pioneer,代码行数:11,代码来源:StaticGeometry.cpp


示例10: Draw

void ModelSpinner::Draw()
{
	Graphics::Renderer *r = GetContext()->GetRenderer();

	Graphics::Renderer::StateTicket ticket(r);

	const float fov = 45.f;
	r->SetPerspectiveProjection(fov, 1.f, 1.f, 10000.f);
	r->SetTransform(matrix4x4f::Identity());

	r->SetDepthWrite(true);
	r->SetDepthTest(true);
	r->ClearDepthBuffer();

	r->SetLights(1, &m_light);

	Point pos(GetAbsolutePosition() + GetActiveOffset());
	Point size(GetActiveArea());

	r->SetViewport(pos.x, GetContext()->GetSize().y - pos.y - size.y, size.x, size.y);

	matrix4x4f rot = matrix4x4f::RotateXMatrix(m_rotX);
	rot.RotateY(m_rotY);
	const float dist = m_model->GetDrawClipRadius() / sinf(DEG2RAD(fov*0.5f));
	rot[14] = -dist;
	m_model->Render(rot);
}
开发者ID:tnicoll,项目名称:pioneer,代码行数:27,代码来源:ModelSpinner.cpp


示例11: Render

    /// Renders the title screen.
    /// @param[in,out]  renderer - The renderer to use for rendering.
    void TitleScreen::Render(GRAPHICS::Renderer& renderer) const
    {
        // DRAW THE SUB-HEADING FOR THE GAME'S TITLE.
        // It is centered within the top third of the screen.
        MATH::FloatRectangle screen_rectangle = renderer.Screen.GetBoundingRectangle<float>();
        float screen_left_x_position = screen_rectangle.GetLeftXPosition();
        float screen_top_y_position = screen_rectangle.GetTopYPosition();
        float screen_width_in_pixels = screen_rectangle.GetWidth();
        float screen_height_in_pixels = screen_rectangle.GetHeight();
        float one_third_of_screen_height_in_pixels = screen_height_in_pixels / 3.0f;
        MATH::FloatRectangle sub_heading_screen_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            screen_left_x_position,
            screen_top_y_position,
            screen_width_in_pixels,
            one_third_of_screen_height_in_pixels);
        const float BIBLE_GAMES_HEADING_TEXT_SCALE = 1.5f;
        renderer.RenderCenteredText(
            "BIBLE GAMES",
            sub_heading_screen_rectangle,
            GRAPHICS::Color::WHITE,
            BIBLE_GAMES_HEADING_TEXT_SCALE);

        // DRAW THE MAIN GAME'S TITLE.
        // It is centered within the middle third of the screen.
        MATH::FloatRectangle main_title_screen_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            screen_left_x_position,
            one_third_of_screen_height_in_pixels,
            screen_width_in_pixels,
            one_third_of_screen_height_in_pixels);
        const float TITLE_TEXT_SCALE = 3.0f;
        renderer.RenderCenteredText(
            "NOAH's ARK",
            main_title_screen_rectangle,
            GRAPHICS::Color::YELLOW,
            TITLE_TEXT_SCALE);

        // DRAW THE 'PRESS START' TEXT.
        // It is centered within the bottom third of the screen.
        float two_thirds_screen_height_in_pixels = 2 * one_third_of_screen_height_in_pixels;
        MATH::FloatRectangle press_enter_screen_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            screen_left_x_position,
            two_thirds_screen_height_in_pixels,
            screen_width_in_pixels,
            one_third_of_screen_height_in_pixels);
        renderer.RenderCenteredText(
            "PRESS ENTER",
            press_enter_screen_rectangle,
            GRAPHICS::Color::RED);
    }
开发者ID:,项目名称:,代码行数:51,代码来源:


示例12: Draw

void Context::Draw()
{
	Graphics::Renderer *r = GetRenderer();

	// reset renderer for each layer
	for (std::vector<Layer*>::iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
		r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
		r->SetTransform(matrix4x4f::Identity());
		r->SetClearColor(Color::BLACK);

		(*i)->Draw();

		r->SetScissor(false);
	}
}
开发者ID:AmesianX,项目名称:pioneer,代码行数:15,代码来源:Context.cpp


示例13: Render

void Billboard::Render(const matrix4x4f &trans, const RenderData *rd)
{
	PROFILE_SCOPED()
	Graphics::Renderer *r = GetRenderer();

	const matrix3x3f rot = trans.GetOrient().Transpose();

	//some hand-tweaked scaling, to make the lights seem larger from distance
	const float size = m_size * Graphics::GetFovFactor() * Clamp(trans.GetTranslate().Length() / 500.f, 0.25f, 15.f);

	const vector3f rotv1 = rot * vector3f(size*0.5f, -size*0.5f, 0.0f);
	const vector3f rotv2 = rot * vector3f(size*0.5f, size*0.5f, 0.0f);

	if( !m_vbuffer.Valid() )
	{
		//create buffer and upload data
		Graphics::VertexBufferDesc vbd;
		vbd.attrib[0].semantic = Graphics::ATTRIB_POSITION;
		vbd.attrib[0].format   = Graphics::ATTRIB_FORMAT_FLOAT3;
		vbd.attrib[1].semantic = Graphics::ATTRIB_UV0;
		vbd.attrib[1].format   = Graphics::ATTRIB_FORMAT_FLOAT2;
		vbd.numVertices = 6;
		vbd.usage = Graphics::BUFFER_USAGE_DYNAMIC;	// we could be updating this per-frame
		m_vbuffer.Reset( r->CreateVertexBuffer(vbd) );
	}

#pragma pack(push, 4)
	struct PosUVVert {
		vector3f pos;
		vector2f uv;
	};
#pragma pack(pop)
	PosUVVert* vtxPtr = m_vbuffer->Map<PosUVVert>(Graphics::BUFFER_MAP_WRITE);
	vtxPtr[0].pos = (m_offset - rotv1); vtxPtr[0].uv = vector2f(0.f, 0.f); //top left
	vtxPtr[1].pos = (m_offset - rotv2); vtxPtr[1].uv = vector2f(0.f, 1.f); //bottom left
	vtxPtr[2].pos = (m_offset + rotv2); vtxPtr[2].uv = vector2f(1.f, 0.f); //top right
	vtxPtr[3].pos = (m_offset + rotv2); vtxPtr[3].uv = vector2f(1.f, 0.f); //top right
	vtxPtr[4].pos = (m_offset - rotv2); vtxPtr[4].uv = vector2f(0.f, 1.f); //bottom left
	vtxPtr[5].pos = (m_offset + rotv1); vtxPtr[5].uv = vector2f(1.f, 1.f); //bottom right
	m_vbuffer->Unmap();

	r->SetTransform(trans);
	r->DrawBuffer(m_vbuffer.Get(), m_renderState, m_material.Get());

	r->GetStats().AddToStatCount(Graphics::Stats::STAT_BILLBOARD, 1);
}
开发者ID:christiank,项目名称:pioneer,代码行数:46,代码来源:Billboard.cpp


示例14: Draw

void ShipSpinner::Draw()
{

	Graphics::Renderer *r = GetContext()->GetRenderer();

	Graphics::Renderer::StateTicket ticket(r);

	r->SetPerspectiveProjection(45.f, 1.f, 1.f, 10000.f);
	r->SetTransform(matrix4x4f::Identity());

	r->SetDepthTest(true);
	r->ClearDepthBuffer();

	r->SetLights(1, &m_light);

	Point pos(GetAbsolutePosition() + GetActiveOffset());
	Point size(GetActiveArea());

	r->SetViewport(pos.x, GetContext()->GetSize().y - pos.y - size.y, size.x, size.y);

	matrix4x4f rot = matrix4x4f::RotateXMatrix(m_rotX);
	rot.RotateY(m_rotY);
	rot[14] = -1.5f * m_model->GetDrawClipRadius();
	m_model->Render(r, rot, &m_params);
}
开发者ID:adammead,项目名称:pioneer,代码行数:25,代码来源:ShipSpinner.cpp


示例15: main

int main(int argc, char **argv)
{
	FileSystem::Init();

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		Output("sdl init failed: %s\n", SDL_GetError());
		exit(-1);
	}

	Graphics::Settings videoSettings;
	videoSettings.width = WIDTH;
	videoSettings.height = HEIGHT;
	videoSettings.fullscreen = false;
	videoSettings.hidden = false;
	videoSettings.requestedSamples = 0;
	videoSettings.vsync = false;
	videoSettings.useTextureCompression = false;
	videoSettings.enableDebugMessages = false;
	videoSettings.iconFile = OS::GetIconFilename();
	videoSettings.title = "textstress";

	Graphics::Renderer *r = Graphics::Init(videoSettings);

	r->SetOrthographicProjection(0, WIDTH, HEIGHT, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	const Text::FontDescriptor fontDesc(Text::FontDescriptor::Load(FileSystem::gameDataFiles, "fonts/UIFont.ini", "en"));
	Text::TextureFont *font = new Text::TextureFont(fontDesc, r);

	std::string str;
	for (int i = 33; i < 127; i++)
		str.push_back(i);

	while (1) {
		bool done = false;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
				done = true;
		}
		if (done)
			break;

		font->RenderString(str.c_str(), rand()%(WIDTH*2)-WIDTH, rand()%HEIGHT, Color::WHITE);
		r->SwapBuffers();
	}

	delete font;
	delete r;

	SDL_Quit();

	exit(0);
}
开发者ID:,项目名称:,代码行数:58,代码来源:


示例16: RenderTab

/// Renders a tab that is part of the inventory GUI.
/// @param[in]  tab_text - The text to display on the tab.
/// @param[in]  left_top_screen_position_in_pixels - The left-top screen position of the tab.
/// @param[in]  background_color - The background color of the tab.
/// @param[in,out]  renderer - The renderer to use for rendering.
void InventoryGui::RenderTab(
    const std::string& tab_text,
    const MATH::Vector2f& left_top_screen_position_in_pixels,
    const GRAPHICS::Color& background_color,
    GRAPHICS::Renderer& renderer) const
{
    // RENDER A BACKGROUND RECTANGLE FOR THE TAB.
    unsigned int tab_text_width_in_pixels = GRAPHICS::GUI::Glyph::WIDTH_IN_PIXELS * tab_text.length();
    MATH::FloatRectangle tab_rectangle = MATH::FloatRectangle::FromLeftTopAndDimensions(
            left_top_screen_position_in_pixels.X,
            left_top_screen_position_in_pixels.Y,
            static_cast<float>(tab_text_width_in_pixels),
            static_cast<float>(GRAPHICS::GUI::Glyph::HEIGHT_IN_PIXELS));

    renderer.RenderScreenRectangle(
        tab_rectangle,
        background_color);

    // RENDER THE TEXT FOR THE TAB.
    renderer.RenderText(tab_text, left_top_screen_position_in_pixels, GRAPHICS::Color::BLACK);
}
开发者ID:,项目名称:,代码行数:26,代码来源:


示例17: Draw

void Icon::Draw()
{
	const Point &offset = GetActiveOffset();
	const Point &area = GetActiveArea();

	const float x = offset.x;
	const float y = offset.y;
	const float sx = area.x;
	const float sy = area.y;

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0);
	va.Add(vector3f(x,    y,    0.0f), vector2f(s_texScale.x*(m_texPos.x),    s_texScale.y*(m_texPos.y)));
	va.Add(vector3f(x,    y+sy, 0.0f), vector2f(s_texScale.x*(m_texPos.x),    s_texScale.y*(m_texPos.y+48)));
	va.Add(vector3f(x+sx, y,    0.0f), vector2f(s_texScale.x*(m_texPos.x+48), s_texScale.y*(m_texPos.y)));
	va.Add(vector3f(x+sx, y+sy, 0.0f), vector2f(s_texScale.x*(m_texPos.x+48), s_texScale.y*(m_texPos.y+48)));

	Graphics::Renderer *r = GetContext()->GetRenderer();
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	s_material->diffuse = m_color;
	r->DrawTriangles(&va, s_material.Get(), Graphics::TRIANGLE_STRIP);
}
开发者ID:tnicoll,项目名称:pioneer,代码行数:21,代码来源:Icon.cpp


示例18: Draw

void Gradient::Draw()
{
	const Point &offset = GetActiveOffset();
	const Point &area = GetActiveArea();

	const float x = offset.x;
	const float y = offset.y;
	const float sx = area.x;
	const float sy = area.y;

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_DIFFUSE);
	va.Add(vector3f(x,    y,    0.0f), m_beginColor);
	va.Add(vector3f(x,    y+sy, 0.0f), m_direction == HORIZONTAL ? m_beginColor : m_endColor);
	va.Add(vector3f(x+sx, y,    0.0f), m_direction == HORIZONTAL ? m_endColor : m_beginColor);
	va.Add(vector3f(x+sx, y+sy, 0.0f), m_endColor);

	Graphics::Renderer *r = GetContext()->GetRenderer();
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->DrawTriangles(&va, m_material.Get(), Graphics::TRIANGLE_STRIP);

	Container::Draw();
}
开发者ID:HeadHunterEG,项目名称:pioneer,代码行数:22,代码来源:Gradient.cpp


示例19: Draw

void Image::Draw()
{
	const Point &offset = GetActiveOffset();
	const Point &area = GetActiveArea();

	const float x = offset.x;
	const float y = offset.y;
	const float sx = area.x;
	const float sy = area.y;

	const vector2f texSize = m_texture->GetDescriptor().texSize;

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0);
	va.Add(vector3f(x,    y,    0.0f), vector2f(0.0f,      0.0f));
	va.Add(vector3f(x,    y+sy, 0.0f), vector2f(0.0f,      texSize.y));
	va.Add(vector3f(x+sx, y,    0.0f), vector2f(texSize.x, 0.0f));
	va.Add(vector3f(x+sx, y+sy, 0.0f), vector2f(texSize.x, texSize.y));

	Graphics::Renderer *r = GetContext()->GetRenderer();
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->DrawTriangles(&va, m_material.Get(), Graphics::TRIANGLE_STRIP);
}
开发者ID:GizmoR13,项目名称:pioneer,代码行数:22,代码来源:Image.cpp


示例20: Render

void Thruster::Render(const matrix4x4f &trans, const RenderData *rd)
{
	float power = 0.f;
	power = -dir.Dot(vector3f(rd->linthrust));

	if (!linearOnly) {
		// pitch X
		// yaw   Y
		// roll  Z
		//model center is at 0,0,0, no need for invSubModelMat stuff
		const vector3f at = vector3f(rd->angthrust);
		const vector3f angdir = pos.Cross(dir);

		const float xp = angdir.x * at.x;
		const float yp = angdir.y * at.y;
		const float zp = angdir.z * at.z;

		if (xp+yp+zp > 0) {
			if (xp > yp && xp > zp && fabs(at.x) > power) power = fabs(at.x);
			else if (yp > xp && yp > zp && fabs(at.y) > power) power = fabs(at.y);
			else if (zp > xp && zp > yp && fabs(at.z) > power) power = fabs(at.z);
		}
	}
	if (power < 0.001f) return;

	Graphics::Renderer *r = GetRenderer();
	r->SetTransform(trans);

	r->SetBlendMode(Graphics::BLEND_ALPHA_ONE);
	r->SetDepthWrite(false);

	m_tMat->diffuse = m_glowMat->diffuse = baseColor * power;

	//directional fade
	vector3f cdir = vector3f(trans * -dir).Normalized();
	vector3f vdir = vector3f(trans[2], trans[6], -trans[10]).Normalized();
	// XXX check this for transition to new colors.
	m_glowMat->diffuse.a = Easing::Circ::EaseIn(Clamp(vdir.Dot(cdir), 0.f, 1.f), 0.f, 1.f, 1.f) * 255;
	m_tMat->diffuse.a = 255 - m_glowMat->diffuse.a;

	r->DrawTriangles(m_tVerts.get(), m_tMat.Get());
	r->DrawTriangles(m_glowVerts.get(), m_glowMat.Get());

	r->SetBlendMode(Graphics::BLEND_SOLID);
	r->SetDepthWrite(true);
}
开发者ID:Luomu,项目名称:pioneer,代码行数:46,代码来源:Thruster.cpp



注:本文中的graphics::Renderer类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C++ graphics::Surface类代码示例发布时间:2022-05-31
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