本文整理汇总了C++中EvalWaveForm函数的典型用法代码示例。如果您正苦于以下问题:C++ EvalWaveForm函数的具体用法?C++ EvalWaveForm怎么用?C++ EvalWaveForm使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了EvalWaveForm函数的7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: EvalWaveFormClamped
static float EvalWaveFormClamped( const waveForm_t *wf )
{
float glow = EvalWaveForm( wf );
if ( glow < 0 )
{
return 0;
}
if ( glow > 1 )
{
return 1;
}
return glow;
}
开发者ID:ensiform,项目名称:q3pp,代码行数:16,代码来源:tr_shade_calc.cpp
示例2: RB_CalcStretchTexCoords
/*
** RB_CalcStretchTexCoords
*/
void RB_CalcStretchTexCoords( const waveForm_t *wf, float *st ) {
float p;
texModInfo_t tmi;
p = 1.0f / EvalWaveForm( wf );
tmi.matrix[0][0] = p;
tmi.matrix[1][0] = 0;
tmi.translate[0] = 0.5f - 0.5f * p;
tmi.matrix[0][1] = 0;
tmi.matrix[1][1] = p;
tmi.translate[1] = 0.5f - 0.5f * p;
RB_CalcTransformTexCoords( &tmi, st );
}
开发者ID:chegestar,项目名称:omni-bot,代码行数:19,代码来源:tr_shade_calc.c
示例3: RB_CalcStretchTexMatrix
void
RB_CalcStretchTexMatrix(const Waveform *wf, float *matrix)
{
float p;
texModInfo_t tmi;
p = 1.0f / EvalWaveForm(wf);
tmi.matrix[0][0] = p;
tmi.matrix[1][0] = 0;
tmi.translate[0] = 0.5f - 0.5f * p;
tmi.matrix[0][1] = 0;
tmi.matrix[1][1] = p;
tmi.translate[1] = 0.5f - 0.5f * p;
RB_CalcTransformTexMatrix(&tmi, matrix);
}
开发者ID:icanhas,项目名称:yantar,代码行数:18,代码来源:shade_calc.c
示例4: RB_CalcDeformVertexes
/*
========================
RB_CalcDeformVertexes
========================
*/
void RB_CalcDeformVertexes( deformStage_t *ds )
{
int i;
vec3_t offset;
float scale;
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
float *table;
if ( ds->deformationWave.frequency == 0 )
{
scale = EvalWaveForm( &ds->deformationWave );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
{
VectorScale( normal, scale, offset );
xyz[0] += offset[0];
xyz[1] += offset[1];
xyz[2] += offset[2];
}
}
else
{
table = TableForFunc( ds->deformationWave.func );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
{
float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;
scale = WAVEVALUE( table, ds->deformationWave.base,
ds->deformationWave.amplitude,
ds->deformationWave.phase + off,
ds->deformationWave.frequency );
VectorScale( normal, scale, offset );
xyz[0] += offset[0];
xyz[1] += offset[1];
xyz[2] += offset[2];
}
}
}
开发者ID:vitalsigngame,项目名称:ioq3,代码行数:49,代码来源:tr_shade_calc.c
示例5: RB_CalcDeformVertexes
/*
========================
RB_CalcDeformVertexes
========================
*/
void RB_CalcDeformVertexes( deformStage_t *ds )
{
int i;
vec3_t offset;
float scale;
float *xyz = ( float * ) tess.xyz;
uint32_t *normal = tess.normal;
float *table;
if ( ds->deformationWave.frequency == 0 )
{
scale = EvalWaveForm( &ds->deformationWave );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal++ )
{
R_VboUnpackNormal(offset, *normal);
xyz[0] += offset[0] * scale;
xyz[1] += offset[1] * scale;
xyz[2] += offset[2] * scale;
}
}
else
{
table = TableForFunc( ds->deformationWave.func );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal++ )
{
float off = ( xyz[0] + xyz[1] + xyz[2] ) * ds->deformationSpread;
scale = WAVEVALUE( table, ds->deformationWave.base,
ds->deformationWave.amplitude,
ds->deformationWave.phase + off,
ds->deformationWave.frequency );
R_VboUnpackNormal(offset, *normal);
xyz[0] += offset[0] * scale;
xyz[1] += offset[1] * scale;
xyz[2] += offset[2] * scale;
}
}
}
开发者ID:Pan7,项目名称:ioq3df,代码行数:49,代码来源:tr_shade_calc.c
示例6: RB_CalcDeformVertexes
void RB_CalcDeformVertexes( deformStage_t *ds )
{
int i;
vector3 offset;
float scale;
vector3 *xyz = &tess.xyz[0], *normal = &tess.normal[0];
float *table;
if ( ds->deformationWave.frequency == 0 )
{
scale = EvalWaveForm( &ds->deformationWave );
for ( i = 0; i < tess.numVertexes; i++, xyz++, normal++ )
{
VectorScale( normal, scale, &offset );
xyz->x += offset.x;
xyz->y += offset.y;
xyz->z += offset.z;
}
}
else
{
table = TableForFunc( ds->deformationWave.func );
for ( i = 0; i < tess.numVertexes; i++, xyz++, normal++ )
{
float off = ( xyz->x + xyz->y + xyz->z ) * ds->deformationSpread;
scale = WAVEVALUE( table, ds->deformationWave.base,
ds->deformationWave.amplitude,
ds->deformationWave.phase + off,
ds->deformationWave.frequency );
VectorScale( normal, scale, &offset );
xyz->x += offset.x;
xyz->y += offset.y;
xyz->z += offset.z;
}
}
}
开发者ID:AstralSerpent,项目名称:QtZ,代码行数:42,代码来源:tr_shade_calc.c
示例7: RB_CalcDeformVertexes
/*
========================
RB_CalcDeformVertexes
========================
*/
void RB_CalcDeformVertexes( deformStage_t *ds )
{
int i;
vec3_t offset;
float scale;
float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal;
float *table;
// Ridah
if ( ds->deformationWave.frequency < 0 )
{
qboolean inverse = qfalse;
vec3_t worldUp;
//static vec3_t up = {0,0,1};
if ( VectorCompare( backEnd.currentEntity->e.fireRiseDir, vec3_origin ) )
{
VectorSet( backEnd.currentEntity->e.fireRiseDir, 0, 0, 1 );
}
// get the world up vector in local coordinates
if ( backEnd.currentEntity->e.hModel )
{
// world surfaces don't have an axis
VectorRotate( backEnd.currentEntity->e.fireRiseDir, backEnd.currentEntity->e.axis, worldUp );
}
else
{
VectorCopy( backEnd.currentEntity->e.fireRiseDir, worldUp );
}
// don't go so far if sideways, since they must be moving
VectorScale( worldUp, 0.4 + 0.6 * Q_fabs( backEnd.currentEntity->e.fireRiseDir[ 2 ] ), worldUp );
ds->deformationWave.frequency *= -1;
if ( ds->deformationWave.frequency > 999 )
{
// hack for negative Z deformation (ack)
inverse = qtrue;
ds->deformationWave.frequency -= 999;
}
table = TableForFunc( ds->deformationWave.func );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
{
float off = ( xyz[ 0 ] + xyz[ 1 ] + xyz[ 2 ] ) * ds->deformationSpread;
float dot;
scale = WAVEVALUE( table, ds->deformationWave.base,
ds->deformationWave.amplitude, ds->deformationWave.phase + off, ds->deformationWave.frequency );
dot = DotProduct( worldUp, normal );
if ( dot * scale > 0 )
{
if ( inverse )
{
scale *= -1;
}
VectorMA( xyz, dot * scale, worldUp, xyz );
}
}
if ( inverse )
{
ds->deformationWave.frequency += 999;
}
ds->deformationWave.frequency *= -1;
}
// done.
else if ( ds->deformationWave.frequency == 0 )
{
scale = EvalWaveForm( &ds->deformationWave );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
{
VectorScale( normal, scale, offset );
xyz[ 0 ] += offset[ 0 ];
xyz[ 1 ] += offset[ 1 ];
xyz[ 2 ] += offset[ 2 ];
}
}
else
{
table = TableForFunc( ds->deformationWave.func );
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, normal += 4 )
//.........这里部分代码省略.........
开发者ID:Asvarox,项目名称:Unvanquished,代码行数:101,代码来源:tr_shade_calc.c
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