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C++ GLFrustum类代码示例

本文整理汇总了C++中GLFrustum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);
   }
开发者ID:openglJK,项目名称:opengl,代码行数:7,代码来源:Buffors.cpp

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);
}
开发者ID:CodeBees,项目名称:OpenGLSuperBible5ANGLE,代码行数:30,代码来源:fbo_drawbuffers.cpp

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());
}
开发者ID:tailnode,项目名称:chaos,代码行数:7,代码来源:main.cpp

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();
}
开发者ID:1085075003,项目名称:oglsuperbible5,代码行数:10,代码来源:Block_redux.cpp

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();
}
开发者ID:CodeBees,项目名称:OpenGLSuperBible5ANGLE,代码行数:32,代码来源:pix_buffs.cpp

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);
	}
开发者ID:1085075003,项目名称:oglsuperbible5,代码行数:10,代码来源:Pyramid.cpp

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);
}
开发者ID:Narsiss,项目名称:workspace,代码行数:9,代码来源:FbxReader.cpp

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();
	}
开发者ID:1085075003,项目名称:oglsuperbible5,代码行数:9,代码来源:SphereWorld.cpp

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();
    }
开发者ID:CodeBees,项目名称:OpenGLSuperBible5ANGLE,代码行数:58,代码来源:Smoother.cpp

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);
}
开发者ID:Errim,项目名称:Datorsalsplaneraren,代码行数:10,代码来源:main.cpp

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);
    }
开发者ID:CodeBees,项目名称:OpenGLSuperBible5ANGLE,代码行数:13,代码来源:SphereWorld3.cpp

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);
}
开发者ID:marksands,项目名称:Themepark,代码行数:11,代码来源:FerrisWheelTextured.cpp

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;
}
开发者ID:ybbai,项目名称:workspace,代码行数:12,代码来源:fbotextures.cpp

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);
}
开发者ID:wjingzhe,项目名称:OpenGL_SB5_static,代码行数:12,代码来源:Tunnel.cpp

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();
    }
开发者ID:hanwj,项目名称:myStudy,代码行数:53,代码来源:TextureArrays.cpp


注:本文中的GLFrustum类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。