本文整理汇总了C++中GLFrustum类的典型用法代码示例。如果您正苦于以下问题:C++ GLFrustum类的具体用法?C++ GLFrustum怎么用?C++ GLFrustum使用的例子?那么, 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GLFrustum类的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: ChangeSize
void ChangeSize(int w, int h){
if(h == 0) { h = 1; }
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(35.0f, float(w)/float(h), 1.0f, 1000.0f);
projection.LoadMatrix(viewFrustum.GetProjectionMatrix());
geometryPipeline.SetMatrixStacks(modelView, projection);
}
示例2: ChangeSize
///////////////////////////////////////////////////////////////////////////////
// This is called at least once and before any rendering occurs. If the screen
// is a resizeable window, then this will also get called whenever the window
// is resized.
void ChangeSize(int nWidth, int nHeight)
{
glViewport(0, 0, nWidth, nHeight);
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
modelViewMatrix.LoadIdentity();
// update screen sizes
screenWidth = nWidth;
screenHeight = nHeight;
glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName);
#ifndef ANGLE
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, screenWidth, screenHeight);
#else
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, screenWidth, screenHeight);
#endif
glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[0]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight);
glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[1]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight);
glBindRenderbuffer(GL_RENDERBUFFER, renderBufferNames[2]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, screenWidth, screenHeight);
}
示例3: changeSize
void changeSize(int w, int h)
{
if (h == 0) h = 1;
glViewport(0, 0, w, h);
frustum.SetPerspective(35, (float)w/h, 1, 100);
projectionM.LoadMatrix(frustum.GetProjectionMatrix());
}
示例4: ChangeSize
///////////////////////////////////////////////////////////////////////////////
// Window has changed size, or has just been created. In either case, we need
// to use the window dimensions to set the viewport and the projection matrix.
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 500.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
modelViewMatrix.LoadIdentity();
}
示例5: ChangeSize
///////////////////////////////////////////////////////////////////////////////
// This is called at least once and before any rendering occurs. If the screen
// is a resizeable window, then this will also get called whenever the window
// is resized.
void ChangeSize(int nWidth, int nHeight)
{
glViewport(0, 0, nWidth, nHeight);
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
modelViewMatrix.LoadIdentity();
// update screen sizes
screenWidth = nWidth;
screenHeight = nHeight;
// reset screen aligned quad
gltGenerateOrtho2DMat(screenWidth, screenHeight, orthoMatrix, screenQuad);
free(pixelData);
pixelDataSize = screenWidth*screenHeight*3*sizeof(unsigned int);
pixelData = (void*)malloc(pixelDataSize);
// Resize PBOs
#ifndef OPENGL_ES
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixBuffObjs[0]);
glBufferData(GL_PIXEL_PACK_BUFFER, pixelDataSize, pixelData, GL_DYNAMIC_COPY);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
#endif
gltCheckErrors();
}
示例6: ChangeSize
///////////////////////////////////////////////////////////////////////////////
// Window has changed size, or has just been created. In either case, we need
// to use the window dimensions to set the viewport and the projection matrix.
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 500.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
示例7: Reshape
void Reshape(int w,int h)
{
if(h == 0) h = 1;
glViewport(0,0,w,h);
viewFrustum.SetPerspective(35.0,(float) w /(float) h,1.0,2000.0);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeLine.SetMatrixStacks(modelViewMatrix,projectionMatrix);
}
示例8: ChangeSize
void ChangeSize(int nWidth, int nHeight)
{
glViewport(0, 0, nWidth, nHeight);
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
modelViewMatrix.LoadIdentity();
}
示例9: RenderScene
///////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
{
// Clear the window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Everything is white
GLfloat vWhite [] = { 1.0f, 1.0f, 1.0f, 1.0f };
#ifndef OPENGL_ES
shaderManager.UseStockShader(GLT_SHADER_FLAT, viewFrustum.GetProjectionMatrix(), vWhite);
// Draw small stars
glPointSize(1.0f);
#else
glUseProgram(pointSizeShader);
GLint iTransform, iColor, iPointSize;
iTransform = glGetUniformLocation(pointSizeShader, "mvpMatrix");
glUniformMatrix4fv(iTransform, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
iColor = glGetUniformLocation(pointSizeShader, "vColor");
glUniform4fv(iColor, 1, vWhite);
iPointSize = glGetUniformLocation(pointSizeShader, "fPointSize");
glUniform1f(iPointSize, 1.0f);
#endif
smallStarBatch.Draw();
// Draw medium sized stars
#ifdef OPENGL_ES
iPointSize = glGetUniformLocation(pointSizeShader, "fPointSize");
glUniform1f(iPointSize, 4.0f);
#else
glPointSize(4.0f);
#endif
mediumStarBatch.Draw();
// Draw largest stars
#ifdef OPENGL_ES
iPointSize = glGetUniformLocation(pointSizeShader, "fPointSize");
glUniform1f(iPointSize, 8.0f);
#else
glPointSize(8.0f);
#endif
largeStarBatch.Draw();
// Draw the "moon"
moonBatch.Draw();
// Draw distant horizon
glLineWidth(3.5);
mountainRangeBatch.Draw();
moonBatch.Draw();
// Swap buffers
glutSwapBuffers();
}
示例10: changeSize
void changeSize(int w, int h)
{
glViewport(0, 0, w, h);
if(h <= 0) {h = 1;}
viewFrustum.SetPerspective(35.0f, float(w)/float(h), 1.0f, 100.0f);
projectionStack.LoadMatrix(viewFrustum.GetProjectionMatrix());
tPipeline.SetMatrixStacks(modelViewStack, projectionStack);
}
示例11: ChangeSize
///////////////////////////////////////////////////
// Screen changes size or is initialized
void ChangeSize(int nWidth, int nHeight)
{
glViewport(0, 0, nWidth, nHeight);
// Create the projection matrix, and load it on the projection matrix stack
viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
// Set the transformation pipeline to use the two matrix stacks
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
示例12: ResizeWindow
void ResizeWindow(int nWidth, int nHeight)
{
glViewport(0, 0, nWidth, nHeight);
// Create the projection matrix, and load it on the projection matrix stack
viewFrustum.SetPerspective(FRUSTUM_FIELD_OF_VIEW, float(nWidth)/float(nHeight), FRUSTUM_NEAR_PLANE, FRUSTUM_FAR_PLANE);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
// Set the transformation pipeline to use the two matrix stacks
transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix);
}
示例13: Reshape
void Reshape(int width,int height)
{
glViewport(0,0,width,height);
transformPipeline.SetMatrixStacks(modelViewMatrix,projectionMatrix);
viewFrustum.SetPerspective(35.0f,float(width)/float(height),1.0f,100.0f);
projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
modelViewMatrix.LoadIdentity();
screenHeight = height;
screenWidth = width;
}
示例14: ChangeSize
void ChangeSize(int w, int h)
{
if (h <= 0)
{
h = 1;
}
glViewport(0, 0, w, h);
viewFrustum.SetPerspective(80.0f, float(w) / float(h), 1.0f, 120.0f);
projctionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());
transformPipeLine.SetMatrixStacks(modelViewMatrix, projctionMatrix);
}
示例15: RenderScene
///////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
{
static CStopWatch timer;
// Clear the window
glClear(GL_COLOR_BUFFER_BIT);
// Everything is white
GLfloat vWhite [] = { 1.0f, 1.0f, 1.0f, 1.0f };
glBindTexture(GL_TEXTURE_2D, starTexture);
glUseProgram(starFieldShader);
glUniformMatrix4fv(locMVP, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
glUniform1i(locStarTexture, 0);
// Draw small stars
glPointSize(4.0f);
smallStarBatch.Draw();
// Draw medium sized stars
glPointSize(8.0f);
mediumStarBatch.Draw();
// Draw largest stars
glPointSize(12.0f);
largeStarBatch.Draw();
// Draw distant horizon
shaderManager.UseStockShader(GLT_SHADER_FLAT, viewFrustum.GetProjectionMatrix(), vWhite);
glLineWidth(3.5);
mountainRangeBatch.Draw();
// Draw the "moon"
glBindTexture(GL_TEXTURE_2D_ARRAY, moonTexture);
glUseProgram(moonShader);
glUniformMatrix4fv(locMoonMVP, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
glUniform1i(locMoonTexture, 0);
// fTime goes from 0.0 to 28.0 and recycles
float fTime = timer.GetElapsedSeconds();
fTime = fmod(fTime, 28.0f);
glUniform1f(locTimeStamp, fTime);
moonBatch.Draw();
// Swap buffers
glutSwapBuffers();
glutPostRedisplay();
}