本文整理汇总了C++中Matrix4d::getPointer方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4d::getPointer方法的具体用法?C++ Matrix4d::getPointer怎么用?C++ Matrix4d::getPointer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Matrix4d
的用法示例。
在下文中一共展示了Matrix4d::getPointer方法的1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: RenderGrid
void GraphicsManager::RenderGrid(){
// Clear errors upon entering.
GLuint error = glGetError();
// Draw awesome grid for debugging, yo.
if (true){
glEnable(GL_DEPTH_TEST);
ShadeMan.SetActiveShader(0);
glMatrixMode(GL_PROJECTION);
glLoadMatrixd(graphicsState->projectionMatrixD.getPointer());
glMatrixMode(GL_MODELVIEW);
graphicsState->modelMatrix.LoadIdentity(); // Don't inherit model from entities....
Matrix4d modelView = graphicsState->viewMatrixD * graphicsState->modelMatrixD;
glLoadMatrixd(modelView.getPointer());
// Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
float z = -4;
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
graphicsState->currentTexture = NULL;
// Disable lighting
glDisable(GL_LIGHTING);
error = glGetError();
if (error != GL_NO_ERROR){
PRINT_ERROR
}
glDisable(GL_COLOR_MATERIAL);
// Specifies how the red, green, blue and alpha source blending factors are computed
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
error = glGetError();
if (error != GL_NO_ERROR){
PRINT_ERROR
}
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x0101);
glLineWidth(1.0f);
// Do grid, yo.
float spacing = graphicsState->gridSpacing; // 10.0f;
int gridSize = graphicsState->gridSize; // 20;
float start = -gridSize / 2 * spacing;
for (int i = 0; i < gridSize; ++i){
float x = i * spacing + start, x2 = (i+1) * spacing + start;
for (int j = 0; j < gridSize; ++j){
float z = j * spacing + start, z2 = (j+1) * spacing + start;
glBegin(GL_QUADS);
glColor4f(0.6f,0.4f,0.5f, 1);
glVertex3f(x, 0, z);
glVertex3f(x2, 0, z);
glVertex3f(x2, 0, z2);
glVertex3f(x, 0, z2);
glEnd();
}
}
glBegin(GL_TRIANGLES);
glColor3f(1,0,0);
glVertex3f(10, 0, 0);
glColor3f(0,1,0);
glVertex3f(0, 10, 0);
glColor3f(0,0,1);
glVertex3f(0, 0, 10);
glEnd();
error = glGetError();
if (error != GL_NO_ERROR){
PRINT_ERROR
}
}