本文整理汇总了C++中GLMatrix::translate方法的典型用法代码示例。如果您正苦于以下问题:C++ GLMatrix::translate方法的具体用法?C++ GLMatrix::translate怎么用?C++ GLMatrix::translate使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GLMatrix
的用法示例。
在下文中一共展示了GLMatrix::translate方法的6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: getProgress
void
ExpandAnim::applyTransform ()
{
GLMatrix *transform = &mTransform;
float defaultXScale = 0.3f;
float forwardProgress;
float expandProgress;
const float expandPhaseEnd = 0.5f;
forwardProgress = getProgress ();
if ((1 - forwardProgress) < expandPhaseEnd)
expandProgress = (1 - forwardProgress) / expandPhaseEnd;
else
expandProgress = 1.0f;
// animation movement
transform->translate (WIN_X (mWindow) + WIN_W (mWindow) / 2.0f,
WIN_Y (mWindow) + WIN_H (mWindow) / 2.0f,
0.0f);
transform->scale (defaultXScale + (1.0f - defaultXScale) *
expandProgress,
(1 - forwardProgress), 0.0f);
transform->translate (-(WIN_X (mWindow) + WIN_W (mWindow) / 2.0f),
-(WIN_Y (mWindow) + WIN_H (mWindow) / 2.0f),
0.0f);
}
示例2: lastAttrib
bool
ResizeWindow::glPaint (const GLWindowPaintAttrib &attrib,
const GLMatrix &transform,
const CompRegion ®ion,
unsigned int mask)
{
bool status;
if (window == static_cast<resize::CompWindowImpl*>(rScreen->logic.w)->impl ()
&& rScreen->logic.mode == ResizeOptions::ModeStretch)
{
GLMatrix wTransform (transform);
BoxRec box;
float xOrigin, yOrigin;
float xScale, yScale;
int x, y;
if (mask & PAINT_WINDOW_OCCLUSION_DETECTION_MASK)
return false;
status = gWindow->glPaint (attrib, transform, region,
mask | PAINT_WINDOW_NO_CORE_INSTANCE_MASK);
GLWindowPaintAttrib lastAttrib (gWindow->lastPaintAttrib ());
if (window->alpha () || lastAttrib.opacity != OPAQUE)
mask |= PAINT_WINDOW_TRANSLUCENT_MASK;
rScreen->logic.getPaintRectangle (&box);
getStretchScale (&box, &xScale, &yScale);
x = window->geometry (). x ();
y = window->geometry (). y ();
xOrigin = x - window->border ().left;
yOrigin = y - window->border ().top;
wTransform.translate (xOrigin, yOrigin, 0.0f);
wTransform.scale (xScale, yScale, 1.0f);
wTransform.translate ((rScreen->logic.geometry.x - x) / xScale - xOrigin,
(rScreen->logic.geometry.y - y) / yScale - yOrigin,
0.0f);
gWindow->glDraw (wTransform, lastAttrib, region,
mask | PAINT_WINDOW_TRANSFORMED_MASK);
}
else
{
status = gWindow->glPaint (attrib, transform, region, mask);
}
return status;
}
示例3:
void MythRenderOpenGL2::PushTransformation(const UIEffects &fx, QPointF ¢er)
{
GLMatrix newtop = m_transforms.top();
if (fx.hzoom != 1.0 || fx.vzoom != 1.0 || fx.angle != 0.0)
{
newtop.translate(-center.x(), -center.y());
newtop.scale(fx.hzoom, fx.vzoom);
newtop.rotate(fx.angle);
newtop.translate(center.x(), center.y());
}
m_transforms.push(newtop);
}
示例4: pm
bool
CubeScreen::cubeCheckOrientation (const GLScreenPaintAttrib &sAttrib,
const GLMatrix &transform,
CompOutput *output,
std::vector<GLVector> &points)
{
WRAPABLE_HND_FUNCTN_RETURN (bool, cubeCheckOrientation, sAttrib, transform, output, points)
GLMatrix sTransform = transform;
GLMatrix mvp, pm (priv->gScreen->projectionMatrix ()->getMatrix ());
GLVector pntA, pntB, pntC;
GLVector vecA, vecB, ortho;
bool rv = false;
priv->gScreen->glApplyTransform (sAttrib, output, &sTransform);
sTransform.translate (priv->mOutputXOffset, -priv->mOutputYOffset, 0.0f);
sTransform.scale (priv->mOutputXScale, priv->mOutputYScale, 1.0f);
mvp = pm * sTransform;
pntA = mvp * points[0];
if (pntA[3] < 0.0f)
rv = !rv;
pntA.homogenize ();
pntB = mvp * points[1];
if (pntB[3] < 0.0f)
rv = !rv;
pntB.homogenize ();
pntC = mvp * points[2];
pntC.homogenize ();
vecA = pntC - pntA;
vecB = pntC - pntB;
ortho = vecA ^ vecB;
if (ortho[2] > 0.0f)
rv = !rv;
return rv;
}
示例5:
bool
RotateScreen::glPaintOutput (const GLScreenPaintAttrib &sAttrib,
const GLMatrix &transform,
const CompRegion ®ion,
CompOutput *output,
unsigned int mask)
{
if (mGrabIndex || mMoving || mProgress != 0.0f)
{
GLMatrix sTransform = transform;
sTransform.translate (0.0f, 0.0f, -mZoomTranslate);
mask &= ~PAINT_SCREEN_REGION_MASK;
mask |= PAINT_SCREEN_TRANSFORMED_MASK;
return gScreen->glPaintOutput (sAttrib, sTransform, region, output, mask);
}
return gScreen->glPaintOutput (sAttrib, transform, region, output, mask);
}
示例6: fs
/* This function currently always performs occlusion detection to
minimize paint regions. OpenGL precision requirements are no good
enough to guarantee that the results from using occlusion detection
is the same as without. It's likely not possible to see any
difference with most hardware but occlusion detection in the
transformed screen case should be made optional for those who do
see a difference. */
void
PrivateGLScreen::paintOutputRegion (const GLMatrix &transform,
const CompRegion ®ion,
CompOutput *output,
unsigned int mask)
{
CompRegion tmpRegion (region);
CompWindow *w;
GLWindow *gw;
int windowMask, odMask;
bool status, unredirectFS;
bool withOffset = false;
GLMatrix vTransform;
CompPoint offXY;
std::set<CompWindow*> unredirected;
CompWindowList pl;
CompWindowList::reverse_iterator rit;
unredirectFS = CompositeScreen::get (screen)->
getOption ("unredirect_fullscreen_windows")->value ().b ();
const CompMatch &unredirectable = CompositeScreen::get (screen)->
getOption ("unredirect_match")->value ().match ();
const CompString &blacklist =
getOption ("unredirect_driver_blacklist")->value ().s ();
bool blacklisted = driverIsBlacklisted (blacklist.c_str ());
if (mask & PAINT_SCREEN_TRANSFORMED_MASK)
{
windowMask = PAINT_WINDOW_ON_TRANSFORMED_SCREEN_MASK;
}
else
{
windowMask = 0;
}
/*
* We need to COPY the PaintList for now because there seem to be some
* odd cases where the master list might change during the below loops.
* (LP: #958540)
*/
pl = cScreen->getWindowPaintList ();
if (!(mask & PAINT_SCREEN_NO_OCCLUSION_DETECTION_MASK))
{
FullscreenRegion fs (*output, screen->region ());
/* detect occlusions */
for (rit = pl.rbegin (); rit != pl.rend (); ++rit)
{
w = (*rit);
gw = GLWindow::get (w);
if (w->destroyed ())
continue;
if (!w->shaded ())
{
/* Non-damaged windows don't have valid pixmap
* contents and we aren't displaying them yet
* so don't factor them into occlusion detection */
if (!gw->priv->cWindow->damaged ())
{
gw->priv->clip = region;
continue;
}
if (!w->isViewable ())
continue;
}
/* copy region */
gw->priv->clip = tmpRegion;
odMask = PAINT_WINDOW_OCCLUSION_DETECTION_MASK;
if ((cScreen->windowPaintOffset ().x () != 0 ||
cScreen->windowPaintOffset ().y () != 0) &&
!w->onAllViewports ())
{
withOffset = true;
offXY = w->getMovementForOffset (cScreen->windowPaintOffset ());
vTransform = transform;
vTransform.translate (offXY.x (), offXY.y (), 0);
gw->priv->clip.translate (-offXY.x (), -offXY. y ());
odMask |= PAINT_WINDOW_WITH_OFFSET_MASK;
status = gw->glPaint (gw->paintAttrib (), vTransform,
//.........这里部分代码省略.........