本文整理汇总了C++中Matrix4f::Invert方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4f::Invert方法的具体用法?C++ Matrix4f::Invert怎么用?C++ Matrix4f::Invert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Matrix4f
的用法示例。
在下文中一共展示了Matrix4f::Invert方法的4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: display
static void display()
{
const Vector3f eyePosition(0, 0, 13);
const Vector3f eyeCenter(0,0,0);
const Vector3f eyeUp(0,1,0);
const Vector3f lightPosition(5 * sin(lightAngle), 1.5, 5 * cos(lightAngle));
Camera camera(eyePosition, eyeCenter, eyeUp);
transform.SetCamera(camera);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
cgGLBindProgram(programVertex);
Log("binding vertex program");
cgGLEnableProfile(profileVertex);
Log("enabling vertex profile");
cgGLBindProgram(programFragment);
Log("binding fragment program");
cgGLEnableProfile(profileFragment);
Log("enabling fragment profile");
setBrassMaterial();
transform.SetTranslate(2, 0, 0);
transform.SetArbitraryRotation(20, 1, 1, 1);
Matrix4f modelMatrix;
transform.GetModelMatrix(modelMatrix);
Matrix4f invModelMatrix = modelMatrix.Invert();
Vector4f objSpaceEyePosition = invModelMatrix.Mul(eyePosition);
Vector4f objSpaceLightPosition = invModelMatrix.Mul(lightPosition);
Matrix4f modelViewProjMatix;
transform.GetMVPMatrix(modelViewProjMatix);
CgSetParam(paramVertexmodelViewProj, modelViewProjMatix);
//CgSetParam(paramFragmentEyePosition, objSpaceEyePosition);
CgSetParam(paramFragmentLightPosition, objSpaceLightPosition);
CgSetParam(paramVertexLightPosition, objSpaceLightPosition);
CgSetParam(paramVertexEyePosition, objSpaceEyePosition);
cgUpdateProgramParameters(programVertex);
cgUpdateProgramParameters(programFragment);
glutSolidSphere(2.0, 10, 10);
cgGLDisableProfile(profileVertex);
Log("disabling vertex profile");
cgGLDisableProfile(profileFragment);
Log("disabling fragment profile");
glutSwapBuffers();
}
示例2: GetWNormalizedMouseFarPosition
///---------------------------------------------------------------------------------
///
///---------------------------------------------------------------------------------
Vector3 InputSystem::GetWNormalizedMouseFarPosition( OpenGLRenderer* renderer )
{
if (!renderer)
return Vector3::ZERO;
Vector2 mousePos = GetMousePosition();
Vector2 halfDisplaySize( renderer->GetDisplayWidth() * 0.5f, renderer->GetDisplayHeight() * 0.5f );
Vector2 offset = mousePos - halfDisplaySize;
Vector2 ndcCoords( RangeMap( offset.x, -halfDisplaySize.x, halfDisplaySize.x, -1.0f, 1.0f ), RangeMap( offset.y, -halfDisplaySize.y, halfDisplaySize.y, -1.0f, 1.0f ) );
Matrix4f perspectiveToWorld = MatrixMultiply( renderer->GetViewMatrix(), renderer->GetPerspectiveMatrix() );
perspectiveToWorld.Invert();
Vector4f farWorldPosVec = perspectiveToWorld.TransformVector( Vector4f( ndcCoords.x, ndcCoords.y, 1.0f, 1.0f ) );
Vector3 farWorldPos( farWorldPosVec.x / farWorldPosVec.w, farWorldPosVec.y / farWorldPosVec.w, farWorldPosVec.z / farWorldPosVec.w );
return farWorldPos;
}
示例3: _Draw
void AttenateLighting::_Draw(const Vector4f& rotation, const Vector3f& translate, const Vector3f& eyePos, const Vector3f& lightPosition, const Material& m, RenderObject obj)
{
_SetMaterial(m);
_transform.SetArbitraryRotation(rotation[1], rotation[2], rotation[3], rotation[4]);
_transform.SetTranslate(translate.x, translate.y, translate.z);
Matrix4f modelMatrix;
_transform.GetModelMatrix(modelMatrix);
//TODO can I use rvalue-reference here?
Matrix4f invModelMatrix = modelMatrix.Invert();
Vector3f objSpaceEyePosition = _MatVecMulReduced(invModelMatrix, eyePos);
_fragParams->SetEyePosition(objSpaceEyePosition);
Vector3f objSpaceLightPosition = _MatVecMulReduced(invModelMatrix, lightPosition);
_fragParams->SetLightPos(objSpaceLightPosition);
Matrix4f modelViewProjMatix;
_transform.GetMVPMatrix(modelViewProjMatix);
_vertParams->SetMVPMatrix(modelViewProjMatix);
// deferred params are updated, aka, perform a draw call
_vertShader->UpdateParams();
_fragShader->UpdateParams();
_RenderMesh(obj);
}
示例4: Draw
void SceneDrawCall::Draw(const Camera& camera, const Vector4f& rotation, const Vector3f& translate, const Vector3f& eyePos, const Vector3f& lightPosition, const Material& m, std::function<void()> draw)
{
_SetMaterial(m);
_transform.SetCamera(camera);
_transform.SetArbitraryRotation(rotation[1], rotation[2], rotation[3], rotation[4]);
_transform.SetTranslate(translate.x, translate.y, translate.z);
Matrix4f modelMatrix;
_transform.GetModelMatrix(modelMatrix);
//TODO can I use rvalue-reference here?
Matrix4f invModelMatrix = modelMatrix.Invert();
Vector3f objSpaceEyePosition = _MatVecMulReduced(invModelMatrix, eyePos);
_vertParam->SetEyePosition(objSpaceEyePosition);
Vector3f objSpaceLightPosition = _MatVecMulReduced(invModelMatrix, lightPosition);
_vertParam->SetLightPos(objSpaceLightPosition);
Matrix4f modelViewProjMatix;
_transform.GetMVPMatrix(modelViewProjMatix);
_vertParam->SetMVPMatrix(modelViewProjMatix);
// deferred params are updated, aka, perform a draw call
_vertShader->UpdateParams();
_fragShader->UpdateParams();
draw();
}