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C++ Mat4::Multiply方法代码示例

本文整理汇总了C++中Mat4::Multiply方法的典型用法代码示例。如果您正苦于以下问题:C++ Mat4::Multiply方法的具体用法?C++ Mat4::Multiply怎么用?C++ Mat4::Multiply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Mat4的用法示例。


在下文中一共展示了Mat4::Multiply方法的2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: up

void GraphicsGL2::SetupScene(
	float fov, float new_view_distance,
	const Vec3 cam_position,
	const Quat & cam_rotation,
	const Vec3 & dynamic_reflection_sample_pos)
{
	// setup the default camera from the passed-in parameters
	{
		GraphicsCamera & cam = cameras["default"];
		cam.fov = fov;
		cam.pos = cam_position;
		cam.orient = cam_rotation;
		cam.view_distance = new_view_distance;
		cam.w = w;
		cam.h = h;
	}

	// create a camera for the skybox with a long view distance
	{
		GraphicsCamera & cam = cameras["skybox"];
		cam = cameras["default"];
		cam.view_distance = 10000;
		cam.pos = Vec3(0);
	}

	// create a camera for the dynamic reflections
	{
		GraphicsCamera & cam = cameras["dynamic_reflection"];
		cam.pos = dynamic_reflection_sample_pos;
		cam.fov = 90; // this gets automatically overridden with the correct fov (which is 90 anyway)
		cam.orient.LoadIdentity(); // this gets automatically rotated for each cube side
		cam.view_distance = 100;
		cam.w = 1; // this gets automatically overridden with the cubemap dimensions
		cam.h = 1; // this gets automatically overridden with the cubemap dimensions
	}

	// create a camera for the dynamic reflection skybox
	{
		GraphicsCamera & cam = cameras["dynamic_reflection_skybox"];
		cam = cameras["dynamic_reflection"];
		cam.view_distance = 10000;
		cam.pos = Vec3(0);
	}

	// create an ortho camera for 2d drawing
	{
		GraphicsCamera & cam = cameras["2d"];

		// this is the glOrtho call we want: glOrtho( 0, 1, 1, 0, -1, 1 );
		cam.orthomode = true;
		cam.orthomin = Vec3(0, 1, -1);
		cam.orthomax = Vec3(1, 0, 1);
	}

	// put the default camera transform into texture3, needed by shaders only
	Mat4 viewMatrix;
	cam_rotation.GetMatrix4(viewMatrix);
	float translate[4] = {-cam_position[0], -cam_position[1], -cam_position[2], 0};
	viewMatrix.MultiplyVector4(translate);
	viewMatrix.Translate(translate[0], translate[1], translate[2]);

	glMatrixMode(GL_TEXTURE);

	glActiveTexture(GL_TEXTURE3);
	glLoadMatrixf(viewMatrix.GetArray());

	// create cameras for shadow passes
	if (shadows)
	{
		Mat4 viewMatrixInv = viewMatrix.Inverse();

		// derive light rotation quaternion from light direction vector
		Quat light_rotation;
		Vec3 up(0, 0, 1);
		float cosa = up.dot(light_direction);
		if (cosa * cosa < 1.0f)
		{
			float a = -acosf(cosa);
			Vec3 x = up.cross(light_direction).Normalize();
			light_rotation.SetAxisAngle(a, x[0], x[1], x[2]);
		}

		std::vector <std::string> shadow_names;
		shadow_names.push_back("near");
		shadow_names.push_back("medium");
		shadow_names.push_back("far");

		for (int i = 0; i < 3; i++)
		{
			float shadow_radius = (1<<i)*closeshadow+(i)*20.0; //5,30,60

			Vec3 shadowbox(1,1,1);
			shadowbox = shadowbox * (shadow_radius*sqrt(2.0));
			Vec3 shadowoffset(0,0,-1);
			shadowoffset = shadowoffset * shadow_radius;
			(-cam_rotation).RotateVector(shadowoffset);
			shadowbox[2] += 60.0;

			GraphicsCamera & cam = cameras["shadows_"+shadow_names[i]];
			cam = cameras["default"];
//.........这里部分代码省略.........
开发者ID:lwllovewf2010,项目名称:vdrift,代码行数:101,代码来源:graphics_gl2.cpp

示例2: up

void GraphicsGL2::SetupScene(
	float fov, float new_view_distance,
	const Vec3 cam_position,
	const Quat & cam_rotation,
	const Vec3 & dynamic_reflection_sample_pos,
	std::ostream & error_output)
{
	// setup the default camera from the passed-in parameters
	{
		GraphicsCamera & cam = cameras["default"];
		cam.fov = fov;
		cam.pos = cam_position;
		cam.rot = cam_rotation;
		cam.view_distance = new_view_distance;
		cam.w = w;
		cam.h = h;
	}

	// create a camera for the skybox with a long view distance
	{
		GraphicsCamera & cam = cameras["skybox"];
		cam = cameras["default"];
		cam.view_distance = 10000;
		cam.pos = Vec3(0);
		if (fixed_skybox)
			cam.pos[2] = cam_position[2];
	}

	// create a camera for the dynamic reflections
	{
		GraphicsCamera & cam = cameras["dynamic_reflection"];
		cam.pos = dynamic_reflection_sample_pos;
		cam.fov = 90; // this gets automatically overridden with the correct fov (which is 90 anyway)
		cam.rot.LoadIdentity(); // this gets automatically rotated for each cube side
		cam.view_distance = 100;
		cam.w = 1; // this gets automatically overridden with the cubemap dimensions
		cam.h = 1; // this gets automatically overridden with the cubemap dimensions
	}

	// create a camera for the dynamic reflection skybox
	{
		GraphicsCamera & cam = cameras["dynamic_reflection_skybox"];
		cam = cameras["dynamic_reflection"];
		cam.view_distance = 10000;
		cam.pos = Vec3(0);
	}

	// create an ortho camera for 2d drawing
	{
		GraphicsCamera & cam = cameras["2d"];

		// this is the glOrtho call we want: glOrtho( 0, 1, 1, 0, -1, 1 );
		cam.orthomode = true;
		cam.orthomin = Vec3(0, 1, -1);
		cam.orthomax = Vec3(1, 0, 1);
	}

	// create cameras for shadow passes
	if (shadows)
	{
		Mat4 view_matrix;
		cam_rotation.GetMatrix4(view_matrix);
		float translate[4] = {-cam_position[0], -cam_position[1], -cam_position[2], 0};
		view_matrix.MultiplyVector4(translate);
		view_matrix.Translate(translate[0], translate[1], translate[2]);

		Mat4 view_matrix_inv = view_matrix.Inverse();

		// derive light rotation quaternion from light direction vector
		Quat light_rotation;
		Vec3 up(0, 0, 1);
		float cosa = up.dot(light_direction);
		if (cosa * cosa < 1.0f)
		{
			float a = -acosf(cosa);
			Vec3 x = up.cross(light_direction).Normalize();
			light_rotation.SetAxisAngle(a, x[0], x[1], x[2]);
		}

		std::vector <std::string> shadow_names;
		shadow_names.push_back("near");
		shadow_names.push_back("medium");
		shadow_names.push_back("far");

		for (int i = 0; i < 3; i++)
		{
			float shadow_radius = (1<<i)*closeshadow+(i)*20.0; //5,30,60

			Vec3 shadowbox(1,1,1);
			shadowbox = shadowbox * (shadow_radius*sqrt(2.0));
			Vec3 shadowoffset(0,0,-1);
			shadowoffset = shadowoffset * shadow_radius;
			(-cam_rotation).RotateVector(shadowoffset);
			shadowbox[2] += 60.0;

			GraphicsCamera & cam = cameras["shadows_"+shadow_names[i]];
			cam = cameras["default"];
			cam.orthomode = true;
			cam.orthomin = -shadowbox;
			cam.orthomax = shadowbox;
//.........这里部分代码省略.........
开发者ID:Alexander-Eck,项目名称:vdrift,代码行数:101,代码来源:graphics_gl2.cpp


注:本文中的Mat4::Multiply方法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。