本文整理汇总了C++中SineWave函数的典型用法代码示例。如果您正苦于以下问题:C++ SineWave函数的具体用法?C++ SineWave怎么用?C++ SineWave使用的例子?那么, 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SineWave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)
{
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2: ofSoundStreamSetup
//--------------------------------------------------------------
void testApp::setup(){
ofSoundStreamSetup(2, 0, this, 44100, 256, 4);
// create a new oscillator which we'll use for the actual audio signal
SineWave tone = SineWave();
// create a sine wave we'll use for some vibrato
SineWave vibratoOsc = SineWave();
vibratoOsc.freq(1);
// you can use the regular arithmatic operators on Generators and their subclasses (SineWave extends Generator)
float basePitch = 400;
Generator frequency = basePitch + (vibratoOsc * basePitch * 0.01);
// plug that frequency generator into the frequency slot of the main audio-producing sine wave
tone.freq(frequency);
ControlGenerator envelopeTrigger = synth.addParameter("trigger");
Generator env = ADSR().attack(0.01).decay(0.5).sustain(0).release(0).trigger(envelopeTrigger);
// set the synth's final output generator
synth.setOutputGen( tone * env );
}
示例3: RenderImage
void RenderImage(double time) {
gl.Clear().ColorBuffer().DepthBuffer();
//
Mat4f perspective =
CamMatrixf::PerspectiveX(Degrees(48), width, height, 1, 100);
auto camera = CamMatrixf::Orbiting(
Vec3f(0, 0, 0),
GLfloat(4.0 - SineWave(time / 14.0)),
FullCircles(time / 26.0),
Degrees(45 + SineWave(time / 17.0) * 40));
Vec3f camera_position = camera.Position();
metal_prog.Use();
metal_prog.camera_position.Set(camera_position);
metal_prog.camera_matrix.Set(perspective * camera);
plane.Use();
plane.Draw();
blob_prog.Use();
blob_prog.camera_position.Set(camera_position);
blob_prog.camera_matrix.Set(perspective * camera);
grid.Use();
int side = 1;
for(int z = -side; z != side; ++z)
for(int y = -side; y != side; ++y)
for(int x = -side; x != side; ++x) {
blob_prog.grid_offset.Set(x, y, z);
grid.Draw();
}
}
示例4: 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(),
4.0 - 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(),
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)
{
auto camera =
CamMatrixf::Roll(Degrees(SineWave(time / 11.0)*7+SineWave(time/13.0)*5))*
CamMatrixf::Orbiting(
Vec3f(),
40.0f,
Degrees(SineWave(time / 11.0)*10+CosineWave(time/19.0)*10-90),
Degrees(SineWave(time / 17.0)*10+SineWave(time/13.0)*10)
);
auto mm_identity = ModelMatrixf();
auto mm_rotation = ModelMatrixf::RotationZ(FullCircles(time / 7.0));
Uniform<Mat4f>* model_matrix = nullptr;
GLuint drawing_fan = fan_index;
auto drawing_driver =
[
&model_matrix,
&mm_identity,
&mm_rotation,
&drawing_fan
](GLuint phase) -> bool
{
if(phase == drawing_fan)
model_matrix->Set(mm_rotation);
else model_matrix->Set(mm_identity);
return true;
};
// render the light mask
light_fbo.Bind(Framebuffer::Target::Draw);
gl.Clear().ColorBuffer().DepthBuffer();
mask_vao.Bind();
mask_prog.Use();
mask_prog.camera_matrix.Set(camera);
model_matrix = &mask_prog.model_matrix;
meshes.Draw(drawing_driver);
// render the final image
DefaultFramebuffer().Bind(Framebuffer::Target::Draw);
gl.Clear().ColorBuffer().DepthBuffer();
draw_vao.Bind();
draw_prog.Use();
Vec4f lsp = projection * camera * Vec4f(light_position, 1.0);
draw_prog.light_screen_pos = lsp.xyz()/lsp.w();
draw_prog.camera_matrix.Set(camera);
model_matrix = &draw_prog.model_matrix;
meshes.Draw(drawing_driver);
}
示例11: CameraMat
Mat4f CameraMat(double time)
{
return CamMatrixf::Orbiting(
Vec3f(0, 0, 0),
5.0 - SineWave(time / 11.0),
FullCircles(time / 23.0),
Degrees(SineWave(time / 17.0) * 80)
);
}
示例12: Render
void Render(ExampleClock& clock)
{
positions.clear();
ages.clear();
// update the emitters and get the particle data
for(auto i=emitters.begin(), e=emitters.end(); i!=e; ++i)
{
i->Update(clock);
i->Upload(positions, ages);
}
assert(positions.size() == ages.size());
// make a camera matrix
auto cameraMatrix = CamMatrixf::Orbiting(
Vec3f(),
38.0 - SineWave(clock.Now().Seconds() / 6.0) * 17.0,
FullCircles(clock.Now().Seconds() * 0.1),
Degrees(SineWave(clock.Now().Seconds() / 20.0) * 60)
);
std::vector<float> depths(positions.size());
std::vector<GLuint> indices(positions.size());
// calculate the depths of the particles
for(GLuint i=0, n=positions.size(); i!=n; ++i)
{
depths[i] = (cameraMatrix * Vec4f(positions[i], 1.0)).z();
indices[i] = i;
}
// sort the indices by the depths
std::sort(
indices.begin(),
indices.end(),
[&depths](GLuint i, GLuint j)
{
return depths[i] < depths[j];
}
);
// upload the particle positions
pos_buf.Bind(Buffer::Target::Array);
Buffer::Data(Buffer::Target::Array, positions, BufferUsage::DynamicDraw);
// upload the particle ages
age_buf.Bind(Buffer::Target::Array);
Buffer::Data(Buffer::Target::Array, ages, BufferUsage::DynamicDraw);
gl.Clear().ColorBuffer().DepthBuffer();
camera_matrix.Set(cameraMatrix);
// use the indices to draw the particles
gl.DrawElements(
PrimitiveType::Points,
indices.size(),
indices.data()
);
}
示例13: Render
void Render(double time)
{
float o = 2;
float s = 24;
prog.offset.Set(
GLfloat(CosineWave(time/59.0)*o),
GLfloat(SineWave(time/61.0)*o)
);
prog.scale.Set(GLfloat(s + 1 + SineWave(time / 19.0)*s));
screen.Draw();
}
示例14: 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15: Render
void Render(double time)
{
gl.Clear().ColorBuffer().DepthBuffer();
camera_matrix.Set(
CamMatrixf::Orbiting(
Vec3f(),
3.5 + SineWave(time / 6.0)*0.5,
FullCircles(time * 0.2),
Degrees(SineWave(time / 20.0) * 80)
)
);
gl.DrawArrays(PrimitiveType::Points, 0, 1);
}