本文整理汇总了C++中FullCircles函数的典型用法代码示例。如果您正苦于以下问题:C++ FullCircles函数的具体用法?C++ FullCircles怎么用?C++ FullCircles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FullCircles函数的15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: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
//
auto camera = CamMatrixf::Orbiting(
Vec3f(),
4.5,
Degrees(time * 35),
Degrees(SineWave(time / 30.0) * 60)
);
auto model =
ModelMatrixf::RotationY(FullCircles(time * 0.25)) *
ModelMatrixf::RotationX(FullCircles(0.25));
Vec4f lightPos(4.0f, 4.0f, -8.0f, 1.0f);
prog.Use();
camera_matrix.Set(camera);
model_matrix.Set(model);
light_pos_cam.Set(camera * lightPos);
front_color.Set(Vec3f(0.3f, 0.2f, 0.0f));
back_color.Set(Vec3f(0.2f, 0.1f, 0.0f));
gl.PolygonMode(PolygonMode::Line);
torus_instr.Draw(torus_indices);
front_color.Set(Vec3f(0.9f, 0.8f, 0.1f));
back_color.Set(Vec3f(1.0f, 0.9f, 0.8f));
gl.PolygonMode(PolygonMode::Fill);
torus_instr.Draw(torus_indices);
}
示例2: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
//
// set the matrix for camera orbiting the origin
camera_matrix.Set(
CamMatrixf::Orbiting(
Vec3f(),
4.0 - SineWave(time / 6.0) * 2.0,
FullCircles(time * 0.4),
Degrees(SineWave(time / 30.0) * 90)
)
);
// set the model matrix
model_matrix.Set(
ModelMatrixf::RotationZ(FullCircles(time * 0.1))
);
cube.Bind();
gl.CullFace(Face::Front);
cube_instr.Draw(cube_indices);
gl.CullFace(Face::Back);
cube_instr.Draw(cube_indices);
}
示例3: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
//
Uniform<Mat4f>(prog, "cameraMatrix").Set(
CamMatrixf::Orbiting(
Vec3f(),
3.0 + std::sin(time)*1.5,
FullCircles(time * 0.5),
Degrees(std::sin(time * 0.5) * 70)
)
);
Uniform<Mat4f>(prog, "modelMatrix").Set(
ModelMatrixf::RotationA(
Vec3f(1.0f, 1.0f, 1.0f),
FullCircles(time * 0.4)
)
);
Uniform<Vec3f>(prog, "lightPos").Set(Vec3f(1.0f, 2.0f, 3.0f*std::sin(time * 2.9)));
vao.Bind();
// This is not very effective
shape.Instructions().Draw(shape.Indices());
}
示例4: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
//
auto camera = CamMatrixf::Orbiting(
Vec3f(),
4.5,
Degrees(time * 35),
Degrees(SineWave(time / 30.0) * 60)
);
auto model =
ModelMatrixf::RotationY(FullCircles(time * 0.25)) *
ModelMatrixf::RotationX(FullCircles(time * 0.33));
camera_matrix.Set(camera);
model_matrix.Set(model);
transf_time.Set(time);
face_pp.Bind();
gl.PolygonMode(PolygonMode::Fill);
torus_instr.Draw(torus_indices);
frame_pp.Bind();
gl.PolygonMode(PolygonMode::Line);
torus_instr.Draw(torus_indices);
}
示例5: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
//
// set the matrix for camera orbiting the origin
camera_matrix.Set(
CamMatrixf::Orbiting(
Vec3f(),
4.5 - SineWave(time / 16.0) * 2.0,
FullCircles(time / 12.0),
Degrees(SineWave(time / 30.0) * 90)
)
);
// set the model matrix
model_matrix.Set(
ModelMatrixf::RotationA(
Vec3f(1.0f, 1.0f, 1.0f),
FullCircles(time / 10.0)
)
);
shape.Bind();
shape_instr.Draw(shape_indices);
}
示例6: Render
void Render(double time) {
const double day_duration = 67.0;
auto sun =
Vec3f(0.000, 1.000, 0.000) * 1e10 * SineWave(time / day_duration) +
Vec3f(0.000, 0.000, -1.000) * 1e10 * CosineWave(time / day_duration);
auto camera = CamMatrixf::Orbiting(
Vec3f(),
5.0,
FullCircles(-0.10 - time / 27.0),
Degrees(-20 - SineWave(time / 17.0) * 30));
auto model = ModelMatrixf::RotationA(
Vec3f(1.0, 1.0, 1.0), FullCircles(time / 13.0));
gl.Clear().ColorBuffer().DepthBuffer();
sky_box.Use();
sky_box_prog.Use();
sky_box_camera_matrix.Set(camera);
sky_box_sun_position.Set(sun);
sky_box.Draw();
shape.Use();
shape_prog.Use();
shape_model_matrix.Set(model);
shape_camera_matrix.Set(camera);
shape_camera_position.Set(camera.Position());
shape_sun_position.Set(sun);
shape.Draw();
}
示例7: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
auto camera = CamMatrixf::Orbiting(
Vec3f(),
field.Radius()*(1.4 + SineWave(time / 6.0) * 0.2),
FullCircles(time * 0.1),
Degrees(SineWave(time / 30.0) * 90)
);
auto light = CamMatrixf::Orbiting(
Vec3f(),
field.Radius()*1.6,
FullCircles(0.33-time * 0.07),
Degrees(SineWave(time / 31.0) * 80)
);
prog.camera_matrix.Set(camera);
prog.light_position.Set(light.Position());
GLfloat fade_coef = 1.1*(1.0-CosineWave01(time / 90.0));
prog.fade_coef.Set(fade_coef);
field.Draw();
}
示例8: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
//
// set the matrix for camera orbiting the origin
camera_matrix.Set(
CamMatrixf::Orbiting(
Vec3f(),
3.5,
Degrees(time * 35),
Degrees(SineWave(time / 20.0) * 60)
)
);
// set the model matrix
model_matrix.Set(
ModelMatrixf::RotationY(FullCircles(time * 0.25)) *
ModelMatrixf::RotationX(FullCircles(0.25))
);
gl.PolygonMode(PolygonMode::Line);
gl.CullFace(Face::Front);
torus_instr.Draw(torus_indices);
//
gl.PolygonMode(PolygonMode::Fill);
gl.CullFace(Face::Back);
torus_instr.Draw(torus_indices);
}
示例9: Draw
double Draw(double time)
{
assert(!shapes.empty());
assert(ishape != shapes.end());
shapes::ShapeWrapper& shape = *ishape;
const double interval = 11.0;
double segment = time - shape_time;
double fade = segment*(interval-segment);
fade -= 1.0;
if(fade < 0.0) fade = 0.0;
fade = std::sqrt(fade/interval);
if(fade > 1.0) fade = 1.0;
if(segment > interval)
{
if(++ishape == shapes.end())
{
ishape = shapes.begin();
}
shape_time = time;
}
gl.Clear().DepthBuffer();
float dist = (1.0+SineWave(time / 13.0))*2.5;
projection_matrix.Set(
CamMatrixf::PerspectiveX(
Degrees(45),
1.0,
1.0+dist,
shape.BoundingSphere().Radius()*2.0+1.0+dist
)
);
camera_matrix.Set(
CamMatrixf::Orbiting(
Vec3f(),
shape.BoundingSphere().Radius()+1.5+dist,
FullCircles(time / 27.0),
Degrees(SineWave(time / 23.0) * 89)
)
);
model_matrix.Set(
ModelMatrixf::RotationA(
Vec3f(1,1,1),
FullCircles(time /-37.0)
)
);
prog.Use();
shape.Use();
shape.Draw();
return fade;
}
示例10: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
CamMatrixf camera = CamMatrixf::Orbiting(
Vec3f(),
4.5f + float(SineWave(time / 25.0)),
FullCircles(time / 30.0),
Degrees(SineWave(time / 19.0) * 20)
);
light_prog.camera_matrix.Set(camera);
flare_prog.camera_matrix.Set(camera);
shape_prog.camera_matrix.Set(camera);
shape_prog.camera_position.Set(camera.Position());
shape_prog.model_matrix.Set(
ModelMatrixf::RotationX(FullCircles(time / 30.0))
);
shape_prog.Use();
shape.Draw();
NoProgram().Use();
lights.Bind();
light_prog.Use();
for(GLuint l=0; l!=n_flares; ++l)
{
queries[l].Begin(Query::Target::SamplesPassed);
gl.DrawArrays(PrimitiveType::Points, l, 1);
queries[l].End(Query::Target::SamplesPassed);
}
gl.Enable(Capability::Blend);
gl.Disable(Capability::DepthTest);
flare_prog.Use();
for(GLuint l=0; l!=n_flares; ++l)
{
GLint samples = 0;
queries[l].WaitForResult(samples);
if(samples != 0)
{
flare_prog.samples = samples;
gl.DrawArrays(PrimitiveType::Points, l, 1);
}
}
gl.Enable(Capability::DepthTest);
gl.Disable(Capability::Blend);
}
示例11: Render
void Render(double time)
{
static const Mat4f reflection(
Vec4f( 1.0, 0.0, 0.0, 0.0),
Vec4f( 0.0,-1.0, 0.0, 0.0),
Vec4f( 0.0, 0.0, 1.0, 0.0),
Vec4f( 0.0, 0.0, 0.0, 1.0)
);
auto camera = CamMatrixf::Orbiting(
Vec3f(),
GLfloat(7.0 + SineWave(time / 12.0)*2.5),
FullCircles(time / 10.0),
Degrees(45.0 - SineWave(time / 7.0)*35.0)
);
shape_prog.Use();
shape.Bind();
gl.Enable(Capability::CullFace);
gl.FrontFace(make_shape.FaceWinding());
// render into the off-screen framebuffer
fbo.Bind(Framebuffer::Target::Draw);
gl.Viewport(
(width - refl_tex_side) / 2,
(height - refl_tex_side) / 2,
refl_tex_side, refl_tex_side
);
gl.Clear().ColorBuffer().DepthBuffer();
shape_camera_matrix.Set(
camera *
ModelMatrixf::Translation(0.0f, -1.0f, 0.0f) *
reflection
);
gl.CullFace(Face::Front);
shape_instr.Draw(shape_indices);
gl.Bind(Framebuffer::Target::Draw, DefaultFramebuffer());
gl.Viewport(width, height);
gl.Clear().ColorBuffer().DepthBuffer();
shape_camera_matrix.Set(camera);
gl.CullFace(Face::Back);
shape_instr.Draw(shape_indices);
gl.Disable(Capability::CullFace);
// Render the plane
plane_prog.Use();
plane.Bind();
plane_camera_matrix.Set(camera);
plane_camera_position.Set(camera.Position());
plane_instr.Draw(plane_indices);
}
示例12: ModelMat
Mat4f ModelMat(double time)
{
return ModelMatrixf::RotationA(
Vec3f(1),
FullCircles(time / 13.0)
);
}
示例13: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
//
liquid_prog.time = time;
auto camera = CamMatrixf::Orbiting(
Vec3f(0, 0, 0),
4.5 - SineWave(time / 14.0),
FullCircles(time / 26.0),
Degrees(55 + SineWave(time / 14.0) * 30)
);
Vec3f camera_position = camera.Position();
liquid_prog.camera_position = camera_position;
liquid_prog.camera_matrix = perspective*camera;
for(int z=-grid_repeat; z!=grid_repeat; ++z)
for(int x=-grid_repeat; x!=grid_repeat; ++x)
{
liquid_prog.grid_offset.Set(x, -0.5, z);
grid.Draw();
}
}
示例14: Render
void Render(double time)
{
// update the particle positions, ages and directions
GLuint i = 0;
float time_diff = (time - prev_time);
float age_mult = 0.2f;
while(i != positions.size())
{
float drag = 0.1f * (time_diff);
if((ages[i] += time_diff * age_mult) < 1.0f)
{
directions[i] *= (1.0f - drag);
positions[i] += directions[i]*time_diff;
}
else
{
ages[i] = 0.0f;
directions[i] = NewDirection();
positions[i] = Vec3f();
}
++i;
}
// if there are not enough particles yet
if(i != particle_count)
{
float spawn_interval = 1.0f/(age_mult*particle_count);
if(prev_spawn + spawn_interval < time)
{
directions.push_back(NewDirection());
positions.push_back(Vec3f());
ages.push_back(0.0f);
prev_spawn = time;
}
}
prev_time = time;
assert(positions.size() == directions.size());
assert(positions.size() == ages.size());
// upload the particle positions
pos_buf.Bind(Buffer::Target::Array);
Buffer::Data(Buffer::Target::Array, positions);
// upload the particle ages
age_buf.Bind(Buffer::Target::Array);
Buffer::Data(Buffer::Target::Array, ages);
gl.Clear().ColorBuffer().DepthBuffer();
//
// set the matrix for camera orbiting the origin
camera_matrix.Set(
CamMatrixf::Orbiting(
Vec3f(),
18.0f,
FullCircles(time * 0.5),
Degrees(45)
)
);
gl.DrawArrays(PrimitiveType::Points, 0, positions.size());
}
示例15: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
camera_matrix.Set(
CamMatrixf::Orbiting(
Vec3f(),
4.0,
Degrees(time * 25),
Degrees(SineWave(time / 30.0) * 90)
)
);
model_matrix.Set(
ModelMatrixf::RotationA(
Vec3f(1.0f, 1.0f, 1.0f),
FullCircles(time * 0.5)
)
);
shape.Draw();
thread_ready.Signal();
parent_ready.Wait();
}