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C++ GLMatrixStack::PopMatrix方法代码示例

本文整理汇总了C++中GLMatrixStack::PopMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ GLMatrixStack::PopMatrix方法的具体用法?C++ GLMatrixStack::PopMatrix怎么用?C++ GLMatrixStack::PopMatrix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GLMatrixStack的用法示例。


在下文中一共展示了GLMatrixStack::PopMatrix方法的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: RenderScene

void RenderScene()
{
	static GLfloat vSunColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
	static GLfloat vEarthColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
	static GLfloat vMoonColor[] = { 1.0f, 1.0f, 0.0f, 1.0f };
	static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};

	static CStopWatch rotTimer;
	float yRot = rotTimer.GetElapsedSeconds() * 60.0f;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	modelViewMatrix.PushMatrix();	

	M3DMatrix44f mCamera;
	cameraFrame.GetCameraMatrix(mCamera);
	modelViewMatrix.PushMatrix(mCamera);

	M3DVector4f vLightPos = { 0.0f, 10.0f, 5.0f, 1.0f };
	M3DVector4f vLightEyePos;
	m3dTransformVector4(vLightEyePos, vLightPos, mCamera);

	shaderManager.UseStockShader(GLT_SHADER_FLAT,
		transformPipeline.GetModelViewProjectionMatrix(),
		vFloorColor);	
	floorBatch.Draw();    

	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	modelViewMatrix.Translate(0.0f, 0.0f, -3.5f);

	modelViewMatrix.PushMatrix();

	modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vSunColor);
	sunSphereBatch.Draw();
	modelViewMatrix.PopMatrix(); 

	modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
	modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vEarthColor);
	earthSphereBatch.Draw();

	modelViewMatrix.Rotate(yRot * -4.0f, 0.0f, 1.0f, 0.0f);
	modelViewMatrix.Translate(0.4f, 0.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vMoonColor);
	moonSphereBatch.Draw();

	modelViewMatrix.PopMatrix();
	modelViewMatrix.PopMatrix();    
	modelViewMatrix.PopMatrix();   


	glutSwapBuffers();

	glutPostRedisplay();
}
开发者ID:hxssgaa,项目名称:opengl2015,代码行数:60,代码来源:ConsoleApplication1.cpp

示例2: DrawWorld

///////////////////////////////////////////////////////////////////////////////
// Draw the scene
//
void DrawWorld(GLfloat yRot)
{
    M3DMatrix44f mCamera;
    modelViewMatrix.GetMatrix(mCamera);
    
    // Need light position relative to the Camera
    M3DVector4f vLightTransformed;
    m3dTransformVector4(vLightTransformed, vLightPos, mCamera);
    
    // Draw the light source as a small white unshaded sphere
    modelViewMatrix.PushMatrix();
    modelViewMatrix.Translatev(vLightPos);
    shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vWhite);
    sphereBatch.Draw();
    modelViewMatrix.PopMatrix();
    
    // Draw stuff relative to the camera
    modelViewMatrix.PushMatrix();
    modelViewMatrix.Translate(0.0f, 0.2f, -2.5f);
    modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
    
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,
                                 modelViewMatrix.GetMatrix(),
                                 transformPipeline.GetProjectionMatrix(),
                                 vLightTransformed, vGreen, 0);
    torusBatch.Draw();
    modelViewMatrix.PopMatrix();
}
开发者ID:1019459067,项目名称:iOS9_OC_Learning,代码行数:31,代码来源:main.cpp

示例3: Display

void Display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	
	static CStopWatch timer;
	GLfloat yRot = timer.GetElapsedSeconds()*20.0f;

	GLfloat vWhite[] = {1.0f,1.0f,1.0f,1.0f};
	GLfloat vLightPos[] = {0.0f,2.0f,2.0f};
	GLfloat vAmbient[] = {0.3f,0.3f,1.0f,1.0f};
	modelViewMatrix.PushMatrix();
		//move to camera view
		M3DMatrix44f mCamera;
		cameraFrame.GetCameraMatrix(mCamera);
		modelViewMatrix.MultMatrix(mCamera);

		modelViewMatrix.PushMatrix();
		modelViewMatrix.Rotate(yRot,1.0,1.0,1.0);
		glBindTexture(GL_TEXTURE_2D,fbxTexture);
		shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, 
                                     transformPipeLine.GetModelViewMatrix(),
                                     transformPipeLine.GetProjectionMatrix(), 
                                     vLightPos, vWhite, 0);
		//*/shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeLine.GetModelViewProjectionMatrix(),vWhite);
		modelViewMatrix.Scale(0.05,0.05,0.05);
		rTest.DrawReader();

		modelViewMatrix.PopMatrix();
	modelViewMatrix.PopMatrix();

	glutSwapBuffers();
	glutPostRedisplay();
}
开发者ID:Narsiss,项目名称:workspace,代码行数:33,代码来源:FbxReader.cpp

示例4: render

/**
* @fn	void ScreenRepaint::render(GLMatrixStack &modelViewStack, GLMatrixStack &projectionStack,
* 		GLShaderManager &shaderManager);
*
* @brief	Renders the quad. Note! THis should be called *after* all 3D drawing (i.e. after postDraw3D()), but *before* draw2D()
* 			The steps are as follows:
* 				First bind the PBO as the pack buffer, then read the pixels directly to the PBO and unbind
* 				Next bind the PBO as the unpack buffer, then push the pixels straight into the texture
* 					Setup texture unit for the render surface
* 					switch to the GL_TEXTURE* value that we are using as our screen texture holder
* 					write the pixels
* 					unbind
* 				 Draw full screen quad with screen textures, calling setupScreenRenderProg() to access the chaders for the effect desired.
* 				
* 			
*
* @author	Phil
* @date	3/15/2012
*
* @param [in,out]	modelViewStack 	modelviewMatrix stack
* @param [in,out]	projectionStack	projection matrix stack
* @param [in,out]	shaderManager  	Manager of default shaders
*/
void ScreenRepaint::render(GLMatrixStack &modelViewStack, GLMatrixStack &projectionStack, GLShaderManager &shaderManager){
	// First bind the PBO as the pack buffer, then read the pixels directly to the PBO
	glBindBuffer(GL_PIXEL_PACK_BUFFER, pixBuffObjs[0]); // bind
	glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, NULL); // act
	glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // unbind


	// Next bind the PBO as the unpack buffer, then push the pixels straight into the texture
	glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixBuffObjs[0]); // bind
		
	// Setup texture unit for the render surface
	glActiveTexture(screenTextureID); // switch to the GL_TEXTURE* value that we are using as our screen texture holder
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); // write the pixels
	glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); // unbind

	// Draw full screen quad with screen textures
	projectionStack.PushMatrix(); 
		projectionStack.LoadMatrix(orthoMatrix);
		modelViewStack.PushMatrix();	
			modelViewStack.LoadIdentity();
			glDisable(GL_DEPTH_TEST); 
			setupScreenRenderProg(projectionStack.GetMatrix());
			screenQuad.Draw();
			glEnable(GL_DEPTH_TEST); 
		modelViewStack.PopMatrix(); 
	projectionStack.PopMatrix();
}
开发者ID:pgfeldman,项目名称:FltkShaderSupportDll,代码行数:50,代码来源:ScreenRepaint.cpp

示例5: render_scene

void render_scene(void) {
    float angle = timer.GetElapsedSeconds() * 3.14f / 10.0f;
    location[0] = -8.0f * cos(angle / 2.0f);
    location[1] = -8.0f * sin(angle / 2.0f);
    location[2] = 5.0f;
    light_0.position[0] = 10.0f * cos(-angle);
    light_0.position[1] = 10.0f * sin(-angle);
    light_0.position[2] = 3.0f;
    look_at(camera_frame, location, target, up_dir);
    camera_frame.GetCameraMatrix(camera_matrix);
    p_stack.LoadMatrix(view_frustum.GetProjectionMatrix());
    mv_stack.LoadMatrix(camera_matrix);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    //--
    glUseProgram(shader_color);
    mv_stack.PushMatrix();
    mv_stack.Translate(light_0.position[0], light_0.position[1], light_0.position[2]);
    mv_stack.Scale(0.25f, 0.25f, 0.25f);
    glUniformMatrix4fv(mvp_matrix_location_shader_color, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix());
    draw_light();
    mv_stack.PopMatrix();
    //--
    glUseProgram(shader_light);
    glUniformMatrix3fv(normal_matrix_location, 1, GL_FALSE, geometry_pipeline.GetNormalMatrix());
    glUniformMatrix4fv(v_matrix_location, 1, GL_FALSE, camera_matrix);
    glUniform3fv(intensity_ambient_component_location, 1, intensity_ambient_component);
    glUniform3fv(light_0_position_location, 1, light_0.position);
    glUniform3fv(light_0_intensity_diffuse_location, 1, light_0.intensity_diffuse);
    glUniform3fv(light_0_intensity_specular_location, 1, light_0.intensity_specular);
    glUniform3fv(light_0_attenuation_location, 1, light_0.attenuation);
    glUniform1f(material_0_ka_location, material_0.ka);
    glUniform1f(material_0_kd_location, material_0.kd);
    glUniform1f(material_0_ks_location, material_0.ks);
    glUniform1f(material_0_alpha_location, material_0.alpha);
    //--
    for(int i = -10; i <= 10; i += 3)
        for(int j = -10; j <= 10; j += 3) {
            mv_stack.PushMatrix();
            mv_stack.Translate(i, j, 0.0f);
            glUniformMatrix4fv(mvp_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix());
            glUniformMatrix4fv(mv_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewMatrix());
            glDrawElements(GL_TRIANGLES, faces.size(), GL_UNSIGNED_INT, 0);
            mv_stack.PopMatrix();
        }
    //--
    glUseProgram(0);
    glutSwapBuffers();
    glutPostRedisplay();
}
开发者ID:diunao,项目名称:procesory,代码行数:49,代码来源:main.cpp

示例6: DrawWorld

///////////////////////////////////////////////////////////////////////////////
// Draw the scene 
// 
void DrawWorld()
{
    modelViewMatrix.Translate(0.0f, 0.8f, 0.0f);
    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(-0.3f, 0.f, 0.0f);
        modelViewMatrix.Scale(0.40, 0.8, 0.40);
        modelViewMatrix.Rotate(50.0, 0.0, 10.0, 0.0);
        glSampleMaski(0, 0x02);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtYellow);
        glass1Batch.Draw();
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(0.4f, 0.0f, 0.0f);
        modelViewMatrix.Scale(0.5, 0.8, 1.0);
        modelViewMatrix.Rotate(-20.0, 0.0, 1.0, 0.0);
        glSampleMaski(0, 0x04);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtGreen);
        glass2Batch.Draw();
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(1.0f, 0.0f, -0.6f);
        modelViewMatrix.Scale(0.3, 0.9, 1.0);
        modelViewMatrix.Rotate(-40.0, 0.0, 1.0, 0.0);
        glSampleMaski(0, 0x08);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtMagenta);
        glass3Batch.Draw();
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(-0.8f, 0.0f, -0.60f);
        modelViewMatrix.Scale(0.6, 0.9, 0.40);
        modelViewMatrix.Rotate(60.0, 0.0, 1.0, 0.0);
        glSampleMaski(0, 0x10);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtBlue);
        glass4Batch.Draw();
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(0.1f, 0.0f, 0.50f);
        modelViewMatrix.Scale(0.4, 0.9, 0.4);
        modelViewMatrix.Rotate(205.0, 0.0, 1.0, 0.0);
        glSampleMaski(0, 0x20);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtPink);
        glass4Batch.Draw();
    modelViewMatrix.PopMatrix();
}
开发者ID:1085075003,项目名称:oglsuperbible5,代码行数:51,代码来源:oit.cpp

示例7: RenderScene

// Called to draw scene
void RenderScene(void)
	{
	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Turn culling on if flag is set
	if(iCull)
		glEnable(GL_CULL_FACE);
	else
		glDisable(GL_CULL_FACE);

	// Enable depth testing if flag is set
	if(iDepth)
		glEnable(GL_DEPTH_TEST);
	else
		glDisable(GL_DEPTH_TEST);

		
    modelViewMatix.PushMatrix(viewFrame);
            
    GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
    //shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vRed);
    shaderManager.UseStockShader(GLT_SHADER_DEFAULT_LIGHT, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vRed);
    

    torusBatch.Draw();

    modelViewMatix.PopMatrix();


    glutSwapBuffers();
	}
开发者ID:1085075003,项目名称:oglsuperbible5,代码行数:33,代码来源:GeoTest.cpp

示例8: RenderScene

///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
	{    
    static GLfloat vLightPos [] = { 1.0f, 1.0f, 0.0f };
    static GLfloat vWhite [] = { 1.0f, 1.0f, 1.0f, 1.0f };
    
	// Clear the window with current clearing color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	modelViewMatrix.PushMatrix();
		M3DMatrix44f mCamera;
		cameraFrame.GetCameraMatrix(mCamera);
		modelViewMatrix.MultMatrix(mCamera);

        M3DMatrix44f mObjectFrame;
        objectFrame.GetMatrix(mObjectFrame);
        modelViewMatrix.MultMatrix(mObjectFrame);

        glBindTexture(GL_TEXTURE_2D, textureID);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, 
                                     transformPipeline.GetModelViewMatrix(),
                                     transformPipeline.GetProjectionMatrix(), 
                                     vLightPos, vWhite, 0);

        pyramidBatch.Draw();

		
	modelViewMatrix.PopMatrix();

	// Flush drawing commands
	glutSwapBuffers();
    }
开发者ID:1085075003,项目名称:oglsuperbible5,代码行数:33,代码来源:Pyramid.cpp

示例9: RenderScene

void RenderScene(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


	modelViewMatrix.PushMatrix();
	{

		modelViewMatrix.Translate(0.0f, 0.0f, viewZ);

		shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeLine.GetModelViewProjectionMatrix(), 0);

		glBindTexture(GL_TEXTURE_2D, uiTextures[TEXTURE_FLOOR]);
		floorBatch.Draw();

		glBindTexture(GL_TEXTURE_2D, uiTextures[TEXTURE_CEILING]);
		ceilingBatch.Draw();

		glBindTexture(GL_TEXTURE_2D, uiTextures[TEXTURE_BRICK]);
		leftWallBatch.Draw();
		rightWallBatch.Draw();
	}

	modelViewMatrix.PopMatrix();

	glutSwapBuffers();
}
开发者ID:wjingzhe,项目名称:OpenGL_SB5_static,代码行数:27,代码来源:Tunnel.cpp

示例10: RenderScene

void RenderScene(void)
{

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	
	modelViewMatrix.PushMatrix();

	M3DMatrix44f mCamera;
	cameraFrame.GetCameraMatrix(mCamera);
	modelViewMatrix.MultMatrix(mCamera);
	modelViewMatrix.MultMatrix(mRotation);

	glUseProgram(myShader);
	//mWcgCube.Draw(locMVP, modelViewMatrix, transformPipeline);

	mWcgCube.DrawRotate(0, 30, locMVP, modelViewMatrix, transformPipeline);
	//glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());

	
	
	
	//cubeBatch.Draw();
	//sphereBatch.Draw();
	//triangleBatch.Draw();

	modelViewMatrix.PopMatrix();

	glutSwapBuffers();

	glutPostRedisplay();
	
}
开发者ID:wdlove58,项目名称:WcgCube,代码行数:32,代码来源:main.cpp

示例11: RenderScene

void RenderScene(void)
{
	static CStopWatch rotTimer;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	modelViewMatrix.PushMatrix(viewFrame);
	{
		modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.f, 0.0f, 1.0f, 0.0f);

		glUseProgram(toonShader);

		glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeLine.GetModelViewMatrix());
		glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeLine.GetModelViewProjectionMatrix());
		glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeLine.GetNormalMatrix());
		glUniform3fv(locLP, 1, vEyeLight);

		glUniform1i(locColorTable, 0);

		torusBatch.Draw();
	}
	modelViewMatrix.PopMatrix();

	glutSwapBuffers();

	glutPostRedisplay();
}
开发者ID:wjingzhe,项目名称:OpenGL_SB5_static,代码行数:27,代码来源:ToonShader.cpp

示例12: RenderScene

// Called to draw scene
void RenderScene(void)
	{
	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);

		
    modelViewMatix.PushMatrix(viewFrame);
            
    GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
    GLfloat vGray[] = { 0.75f, 0.75f, 0.75f, 1.0f };
    shaderManager.UseStockShader(GLT_SHADER_DEFAULT_LIGHT, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vRed);
    tubeBatch.Draw();


    shaderManager.UseStockShader(GLT_SHADER_DEFAULT_LIGHT, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vGray);
    innerBatch.Draw();

    modelViewMatix.PopMatrix();


    glutSwapBuffers();
	}
开发者ID:1085075003,项目名称:oglsuperbible5,代码行数:26,代码来源:OrthoGraphic.cpp

示例13: RenderScene

// Called to draw scene
void RenderScene(void)
{
    static CStopWatch rotTimer;

    // Clear the window and the depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    modelViewMatrix.PushMatrix(viewFrame);
    modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.0f, 0.0f, 1.0f, 0.0f);
    modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 13.0f, 1.0f, 0.0f, 0.0f);

    GLfloat vEyeLight[] = { -100.0f, 100.0f, 100.0f };
    GLfloat vAmbientColor[] = { 0.1f, 0.1f, 0.1f, 1.0f };
    GLfloat vDiffuseColor[] = { 0.1f, 1.0f, 0.1f, 1.0f };
    GLfloat vSpecularColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };

    glUseProgram(explodeProgram);
    glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
    glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
    glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());

    float push_out = sinf(rotTimer.GetElapsedSeconds() * 3.0f) * 0.1f + 0.2f;

    glUniform1f(locPushOut, push_out);

    torusBatch.Draw();

    modelViewMatrix.PopMatrix();


    glutSwapBuffers();
    glutPostRedisplay();
}
开发者ID:coolsee,项目名称:opengl,代码行数:34,代码来源:GSExplode.cpp

示例14: RenderScene

// Called to draw scene
static void RenderScene(void)
{
    static CStopWatch rotTimer;

    // Clear the window and the depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    modelViewMatrix.PushMatrix(viewFrame);
    modelViewMatrix.Rotate(40.0f, 0.0f, 1.0f, 0.0f);
    modelViewMatrix.Rotate(20.0f, 1.0f, 0.0f, 0.0f);

    float f = (float)rotTimer.GetElapsedSeconds();
    GLfloat vViewpoint[] = { sinf(f * 3.1f) * 30.0f, cosf(f * 2.4f) * 30.0f, sinf(f * 1.7f) * 30.0f };

    glUseProgram(cullingShader);
    glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
    glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
    glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
    glUniform3fv(locViewpoint, 1, vViewpoint);

    torusBatch.Draw();

    modelViewMatrix.PopMatrix();

    glutSwapBuffers();
    glutPostRedisplay();
}
开发者ID:rswinkle,项目名称:oglsuperbible5,代码行数:28,代码来源:GSCulling.cpp

示例15: RenderScene

///////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
    {
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT);

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(0.0f, 0.0f, viewZ);
        
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetModelViewProjectionMatrix(), 0);

        glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_FLOOR]);
        floorBatch.Draw();
        
        glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_CEILING]);
        ceilingBatch.Draw();
        
        glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_BRICK]);
        leftWallBatch.Draw();
        rightWallBatch.Draw();
        
    modelViewMatrix.PopMatrix();

    // Buffer swap
    glutSwapBuffers();
    }
开发者ID:CodeBees,项目名称:OpenGLSuperBible5ANGLE,代码行数:27,代码来源:Tunnel.cpp


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