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C++ Mat4f::inverted方法代码示例

本文整理汇总了C++中Mat4f::inverted方法的典型用法代码示例。如果您正苦于以下问题:C++ Mat4f::inverted方法的具体用法?C++ Mat4f::inverted怎么用?C++ Mat4f::inverted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Mat4f的用法示例。


在下文中一共展示了Mat4f::inverted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: xformMouseToUser

Mat4f GLContext::xformMouseToUser(const Mat4f& userToClip) const
{
    return
        userToClip.inverted() *
        Mat4f::scale(Vec3f(1.0f, -1.0f, 1.0f)) *
        Mat4f::translate(Vec3f(-1.0f, -1.0f, 0.0f)) *
        Mat4f::scale(Vec3f(m_viewScale, 1.0f)) *
        Mat4f::translate(Vec3f(0.5f, 0.5f, 0.0f));
}
开发者ID:AllioNicholas,项目名称:CG_AS5,代码行数:9,代码来源:GLContext.cpp

示例2: renderObject

String CudaRenderer::renderObject(
    Image&          frame,
    OctreeRuntime*  runtime,
    int             objectID,
    const Mat4f&    octreeToWorld,
    const Mat4f&    worldToCamera,
    const Mat4f&    projection)
{
    FW_ASSERT(runtime);

    // Check frame buffer validity.

    if (frame.getSize().min() <= 0)
        return "";

    if (frame.getFormat() != ImageFormat::ABGR_8888 ||
        frame.getStride() != frame.getSize().x * frame.getBPP())
    {
        return "CudaRenderer: Incompatible framebuffer!";
    }

    // Determine preprocessor defines.

    const Array<AttachIO::AttachType>& attach = runtime->getAttachTypes(objectID);
    FW_ASSERT(attach.getSize() == AttachSlot_Max);

    m_compiler.clearDefines();

    bool enableContours = (attach[AttachSlot_Contour] == AttachIO::ContourAttach && m_params.enableContours);
    if (enableContours)
        m_compiler.define("ENABLE_CONTOURS");

    switch (attach[AttachSlot_Attribute])
    {
    case AttachIO::ColorNormalPaletteAttach:    m_compiler.define("VOXELATTRIB_PALETTE"); m_compiler.define("DISABLE_PUSH_OPTIMIZATION"); break;
    case AttachIO::ColorNormalCornerAttach:     m_compiler.define("VOXELATTRIB_CORNER"); m_compiler.define("DISABLE_PUSH_OPTIMIZATION"); break;
    case AttachIO::ColorNormalDXTAttach:        m_compiler.define("VOXELATTRIB_DXT"); break;
    default:                                    return "Unsupported attribute attachment!";
    }

    if (attach[AttachSlot_AO] == AttachIO::AOAttach)
        m_compiler.define("VOXELATTRIB_AO");

    if (m_params.measureRaycastPerf)
        m_compiler.define("KERNEL_RAYCAST_PERF");
    else
        m_compiler.define("KERNEL_RENDER");

    if (m_params.enablePerfCounters)
        m_compiler.define("ENABLE_PERF_COUNTERS");

    if (m_params.enableLargeReconstruction)
        m_compiler.define("LARGE_RECONSTRUCTION_KERNEL");

    if (m_params.enableJitterLOD)
        m_compiler.define("JITTER_LOD");

    if (m_params.visualization == Visualization_PrimaryAndShadow)
        m_compiler.define("ENABLE_SHADOWS");

    if (!m_blurLUT.getSize())
        constructBlurLUT();
    m_compiler.define("BLUR_LUT_SIZE", String(m_blurLUT.getSize()));

    // Determine flags.

    U32 flags = 0;
    if (m_params.visualization == Visualization_IterationCount)
        flags |= RenderFlags_VisualizeIterations;
    else if (m_params.visualization == Visualization_RaycastLevel)
        flags |= RenderFlags_VisualizeRaycastLevel;

    // Set input.

    m_input.frameSize       = frame.getSize();
    m_input.flags           = flags;
    m_input.batchSize       = m_params.batchSize;
    m_input.aaRays          = (m_params.enableAntialias) ? 4 : 1;
    m_input.maxVoxelSize    = m_params.maxVoxelSize;
    m_input.brightness      = m_params.brightness;
    m_input.coarseSize      = m_params.coarseSize;
    m_input.coarseFrameSize = (m_input.frameSize + (m_params.coarseSize - 1)) / m_params.coarseSize + 1;
    m_input.frame           = frame.getBuffer().getMutableCudaPtr();
    m_input.rootNode        = runtime->getRootNodeCuda(objectID);

    OctreeMatrices& om      = m_input.octreeMatrices;
    Vec3f scale             = Vec3f(Vec2f(2.0f) / Vec2f(m_input.frameSize), 1.0f);
    om.viewportToCamera     = projection.inverted() * Mat4f::translate(Vec3f(-1.0f, -1.0f, 0.0f)) * Mat4f::scale(scale);
    om.cameraToOctree       = Mat4f::translate(Vec3f(1.0f)) * (worldToCamera * octreeToWorld).inverted();
    Mat4f vto               = om.cameraToOctree * om.viewportToCamera;
    om.pixelInOctree        = sqrt(Vec4f(vto.col(0)).getXYZ().cross(Vec4f(vto.col(1)).getXYZ()).length());

    om.octreeToWorld        = octreeToWorld * Mat4f::translate(Vec3f(-1.0f));
    om.worldToOctree        = invert(om.octreeToWorld);
    om.octreeToWorldN       = octreeToWorld.getXYZ().inverted().transposed();
    om.cameraPosition       = invert(worldToCamera) * Vec3f(0.f, 0.f, 0.f);
    om.octreeToViewport     = invert(om.viewportToCamera) * invert(om.cameraToOctree);
    om.viewportToOctreeN    = (om.octreeToViewport).transposed();

    // Setup frame-related buffers.
//.........这里部分代码省略.........
开发者ID:duckblaster,项目名称:efficient-sparse-voxel-octrees,代码行数:101,代码来源:CudaRenderer.cpp


注:本文中的Mat4f::inverted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。