本文整理汇总了C++中Mtx44类的典型用法代码示例。如果您正苦于以下问题:C++ Mtx44类的具体用法?C++ Mtx44怎么用?C++ Mtx44使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Mtx44类的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: ReflectXZPlane
void MS::ReflectXZPlane()
{
Mtx44 mat;
mat.SetToReflectionXZplane();
ms.top() = ms.top() * mat;
}
示例2: glClearColor
void PLANET5::Init()
{
// Init VBO here
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Set background color
glEnable(GL_DEPTH_TEST); // Enable depth buffer and depth testing
glEnable(GL_CULL_FACE); // Enable back face culling
// Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Default to fill mode
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Generate a default VAO for now
glGenVertexArrays(1, &m_vertexArrayID);
glBindVertexArray(m_vertexArrayID);
m_programID = LoadShaders("Shader//Texture.vertexshader", "Shader//Text.fragmentshader");
m_parameters[U_MVP] = glGetUniformLocation(m_programID, "MVP");
m_parameters[U_MODELVIEW] = glGetUniformLocation(m_programID, "MV");
m_parameters[U_MODELVIEW_INVERSE_TRANSPOSE] = glGetUniformLocation(m_programID, "MV_inverse_transpose");
m_parameters[U_MATERIAL_AMBIENT] = glGetUniformLocation(m_programID, "material.kAmbient");
m_parameters[U_MATERIAL_DIFFUSE] = glGetUniformLocation(m_programID, "material.kDiffuse");
m_parameters[U_MATERIAL_SPECULAR] = glGetUniformLocation(m_programID, "material.kSpecular");
m_parameters[U_MATERIAL_SHININESS] = glGetUniformLocation(m_programID, "material.kShininess");
m_parameters[U_LIGHT0_TYPE] = glGetUniformLocation(m_programID, "lights[0].type");
m_parameters[U_LIGHT0_POSITION] = glGetUniformLocation(m_programID, "lights[0].position_cameraspace");
m_parameters[U_LIGHT0_COLOR] = glGetUniformLocation(m_programID, "lights[0].color");
m_parameters[U_LIGHT0_POWER] = glGetUniformLocation(m_programID, "lights[0].power");
m_parameters[U_LIGHT0_KC] = glGetUniformLocation(m_programID, "lights[0].kC");
m_parameters[U_LIGHT0_KL] = glGetUniformLocation(m_programID, "lights[0].kL");
m_parameters[U_LIGHT0_KQ] = glGetUniformLocation(m_programID, "lights[0].kQ");
m_parameters[U_LIGHTENABLED] = glGetUniformLocation(m_programID, "lightEnabled");
m_parameters[U_LIGHT1_TYPE] = glGetUniformLocation(m_programID, "lights[1].type");
m_parameters[U_LIGHT1_POSITION] = glGetUniformLocation(m_programID, "lights[1].position_cameraspace");
m_parameters[U_LIGHT1_COLOR] = glGetUniformLocation(m_programID, "lights[1].color");
m_parameters[U_LIGHT1_POWER] = glGetUniformLocation(m_programID, "lights[1].power");
m_parameters[U_LIGHT1_KC] = glGetUniformLocation(m_programID, "lights[1].kC");
m_parameters[U_LIGHT1_KL] = glGetUniformLocation(m_programID, "lights[1].kL");
m_parameters[U_LIGHT1_KQ] = glGetUniformLocation(m_programID, "lights[1].kQ");
m_parameters[U_LIGHT1_SPOTDIRECTION] = glGetUniformLocation(m_programID, "lights[1].spotDirection");
m_parameters[U_LIGHT1_COSCUTOFF] = glGetUniformLocation(m_programID, "lights[1].cosCutoff");
m_parameters[U_LIGHT1_COSINNER] = glGetUniformLocation(m_programID, "lights[1].cosInner");
m_parameters[U_LIGHT1_EXPONENT] = glGetUniformLocation(m_programID, "lights[1].exponent");
m_parameters[U_NUMLIGHTS] = glGetUniformLocation(m_programID, "numLights"); //in case you missed out practical 7
m_parameters[U_TEXT_ENABLED] = glGetUniformLocation(m_programID, "textEnabled");
m_parameters[U_TEXT_COLOR] = glGetUniformLocation(m_programID, "textColor");
// Get a handle for our "colorTexture" uniform
m_parameters[U_COLOR_TEXTURE_ENABLED] = glGetUniformLocation(m_programID, "colorTextureEnabled");
m_parameters[U_COLOR_TEXTURE] = glGetUniformLocation(m_programID, "colorTexture");
glUseProgram(m_programID);
//variable to rotate geometry
//Initialize camera settings
camera.Init(Vector3(0, 5, 100), Vector3(0, 5, 0), Vector3(0, 1, 0));
meshList[GEO_AXES] = MeshBuilder::GenerateAxes("AXES", 1000, 1000, 1000);
Mtx44 projection;
projection.SetToPerspective(45.f, 4.f / 3.f, 0.1f, 100000.f);
projectionStack.LoadMatrix(projection);
light[0].type = Light::LIGHT_POINT;
light[0].position.Set(0, 48, 0);
light[0].color.Set(1, 1, 1);
light[0].power = 1.f;
light[0].kC = 1.f;
light[0].kL = 0.01f;
light[0].kQ = 0.001f;
light[1].type = Light::LIGHT_DIRECTIONAL;
light[1].position.Set(0, 300, -400);
light[1].color.Set(1, 1, 1);
light[1].power = 1;
light[1].kC = 1.f;
light[1].kL = 0.01f;
light[1].kQ = 0.001f;
light[1].cosCutoff = cos(Math::DegreeToRadian(45));
light[1].cosInner = cos(Math::DegreeToRadian(30));
light[1].exponent = 3.f;
light[1].spotDirection.Set(0.f, 1.f, 0.f);
// Make sure you pass uniform parameters after glUseProgram()
glUniform1i(m_parameters[U_LIGHT0_TYPE], light[0].type);
glUniform3fv(m_parameters[U_LIGHT0_COLOR], 1, &light[0].color.r);
glUniform1f(m_parameters[U_LIGHT0_POWER], light[0].power);
glUniform1f(m_parameters[U_LIGHT0_KC], light[0].kC);
glUniform1f(m_parameters[U_LIGHT0_KL], light[0].kL);
glUniform1f(m_parameters[U_LIGHT0_KQ], light[0].kQ);
glUniform1i(m_parameters[U_LIGHT1_TYPE], light[1].type);
glUniform3fv(m_parameters[U_LIGHT1_COLOR], 1, &light[1].color.r);
glUniform1f(m_parameters[U_LIGHT1_POWER], light[1].power);
glUniform1f(m_parameters[U_LIGHT1_KC], light[1].kC);
glUniform1f(m_parameters[U_LIGHT1_KL], light[1].kL);
glUniform1f(m_parameters[U_LIGHT1_KQ], light[1].kQ);
//.........这里部分代码省略.........
示例3: GetCursorPos
void Camera2::Update(double dt)
{
//Mouse shit
POINT currentposition_;
GetCursorPos(¤tposition_);
static const float CAMERA_SPEED = 40.f;
//Move front
if (Application::IsKeyPressed('W'))
{
Vector3 view = (target - position).Normalized();
view.y = 0;
position += (view * dt * 10.f);
target += (view * dt * 10.f);
}
//Move Back
if (Application::IsKeyPressed('S'))
{
Vector3 view = (target - position).Normalized();
view.y = 0;
position -= (view * dt * 10.f);
target -= (view * dt * 10.f);
}
//Move Right
if (Application::IsKeyPressed('D'))
{
Vector3 view = (target - position).Normalized();
Vector3 right=view.Cross(up);
right.y = 0;
position += (right * dt * 10.f);
target += (right * dt * 10.f);
}
//Move Left
if (Application::IsKeyPressed('A'))
{
Vector3 view = (target - position).Normalized();
Vector3 right = view.Cross(up);
right.y = 0;
position -= (right * dt * 10.f);
target -= (right * dt * 10.f);
}
//Rotate up
if (Application::IsKeyPressed(VK_UP)) //Pitch
{
//Original
float pitch = (float)(CAMERA_SPEED * dt);
/*Vector3 view = (target - position).Normalized();
Vector3 right = view.Cross(up);
right.y = 0;
right.Normalize();
up = right.Cross(view).Normalized();
Mtx44 rotation;
rotation.SetToRotation(pitch, right.x, right.y, right.z);
position = rotation * position;*/
// FOr FP view
Vector3 view = (target - position).Normalized();
Vector3 right = view.Cross(up);
up = right.Cross(view).Normalized();
Mtx44 rotation;
rotation.SetToRotation(pitch, right.x, right.y, right.z);
view = rotation * view;
target = position + view;
}
//Rotate Down
if (Application::IsKeyPressed(VK_DOWN)) //Pitch, down
{
float pitch = (float)(-CAMERA_SPEED * dt);
//Original
/*Vector3 view = (target - position).Normalized();
Vector3 right = view.Cross(up);
right.y = 0;
right.Normalize();
up = right.Cross(view).Normalized();
Mtx44 rotation;
rotation.SetToRotation(pitch, right.x, right.y, right.z);
position = rotation * position;*/
//Fp Camera
Vector3 view = (target - position).Normalized();
Vector3 right = view.Cross(up);
up = right.Cross(view).Normalized();
Mtx44 rotation;
rotation.SetToRotation(pitch, right.x, right.y, right.z);
view = rotation * view;
target = position + view;
}
//Rotate Right
if (Application::IsKeyPressed(VK_RIGHT))
{
float yaw = (float)(-CAMERA_SPEED * dt);
//Original
/* Mtx44 rotation;
rotation.SetToRotation(yaw, 0, 1, 0);
position = rotation * position;
up = rotation * up;*/
//FP camera
Vector3 view = (target - position).Normalized();
Mtx44 rotation;
rotation.SetToRotation(yaw, 0, 1, 0);
//.........这里部分代码省略.........
示例4: glClear
void Assignment1::Render()
{
// Render VBO here
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Mtx44 translate, rotate, scale;
Mtx44 model;
Mtx44 view;
Mtx44 projection;
Mtx44 MVP;
translate.SetToIdentity();
rotate.SetToIdentity();
scale.SetToIdentity();
model.SetToIdentity();
view.SetToIdentity();
projection.SetToOrtho(-40, 40, -30, 30, -10, 10);
glEnableVertexAttribArray(0);// 1st attribute buffer: vertices
glEnableVertexAttribArray(1); // 2nd attribute buffer : colors
//<landscape>
scale.SetToScale(125, 125, 125);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(0,-125,1);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[LANDSCAPE_1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[LANDSCAPE_1]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 5);
model.SetToIdentity();
scale.SetToScale(20, 20, 20);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(25, 0, 0);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[LANDSCAPE_1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[LANDSCAPE_1]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 5);
model.SetToIdentity();
scale.SetToScale(50, 20, 20);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(10, -5, -0.5);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[LANDSCAPE_1]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[LANDSCAPE_1]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 5);
//</landscape>
//<cloud>
scale.SetToScale(10, 10, 10);
rotate.SetToRotation(25, 0, 0, 1);
translate.SetToTranslation(cloudMovement , 25, 0.5f);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[CLOUDS_2]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[CLOUDS_2]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 12);
//</cloud>
//<sun>
scale.SetToScale(5, 5, 5);
rotate.SetToRotation(rotateAngle, 0, 0, 1);
translate.SetToTranslation(-25, 20, 0);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[SUN_3]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[SUN_3]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 9);
//</sun>
//<explosion>
scale.SetToScale(explosionSize, explosionSize, explosionSize);
rotate.SetToRotation(explosionRotation, 0, 0, 1);
translate.SetToTranslation(-25, 20, 0);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[EXPLOSION_4]);
//.........这里部分代码省略.........
示例5: glClear
void SceneText::Render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Mtx44 perspective;
perspective.SetToPerspective(45.0f, 4.0f / 3.0f, 0.1f, 10000.0f);
//perspective.SetToOrtho(-80, 80, -60, 60, -1000, 1000);
projectionStack.LoadMatrix(perspective);
// Camera matrix
viewStack.LoadIdentity();
viewStack.LookAt(
camera.position.x, camera.position.y, camera.position.z,
camera.target.x, camera.target.y, camera.target.z,
camera.up.x, camera.up.y, camera.up.z
);
// Model matrix : an identity matrix (model will be at the origin)
modelStack.LoadIdentity();
if(lights[0].type == Light::LIGHT_DIRECTIONAL)
{
Vector3 lightDir(lights[0].position.x, lights[0].position.y, lights[0].position.z);
Vector3 lightDirection_cameraspace = viewStack.Top() * lightDir;
glUniform3fv(m_parameters[U_LIGHT0_POSITION], 1, &lightDirection_cameraspace.x);
}
else if(lights[0].type == Light::LIGHT_SPOT)
{
Position lightPosition_cameraspace = viewStack.Top() * lights[0].position;
glUniform3fv(m_parameters[U_LIGHT0_POSITION], 1, &lightPosition_cameraspace.x);
Vector3 spotDirection_cameraspace = viewStack.Top() * lights[0].spotDirection;
glUniform3fv(m_parameters[U_LIGHT0_SPOTDIRECTION], 1, &spotDirection_cameraspace.x);
}
else
{
Position lightPosition_cameraspace = viewStack.Top() * lights[0].position;
glUniform3fv(m_parameters[U_LIGHT0_POSITION], 1, &lightPosition_cameraspace.x);
}
if(lights[1].type == Light::LIGHT_DIRECTIONAL)
{
Vector3 lightDir(lights[1].position.x, lights[1].position.y, lights[1].position.z);
Vector3 lightDirection_cameraspace = viewStack.Top() * lightDir;
glUniform3fv(m_parameters[U_LIGHT1_POSITION], 1, &lightDirection_cameraspace.x);
}
else if(lights[1].type == Light::LIGHT_SPOT)
{
Position lightPosition_cameraspace = viewStack.Top() * lights[1].position;
glUniform3fv(m_parameters[U_LIGHT1_POSITION], 1, &lightPosition_cameraspace.x);
Vector3 spotDirection_cameraspace = viewStack.Top() * lights[1].spotDirection;
glUniform3fv(m_parameters[U_LIGHT1_SPOTDIRECTION], 1, &spotDirection_cameraspace.x);
}
else
{
Position lightPosition_cameraspace = viewStack.Top() * lights[1].position;
glUniform3fv(m_parameters[U_LIGHT1_POSITION], 1, &lightPosition_cameraspace.x);
}
RenderMesh(meshList[GEO_AXES], false);
modelStack.PushMatrix();
modelStack.Translate(lights[0].position.x, lights[0].position.y, lights[0].position.z);
RenderMesh(meshList[GEO_LIGHTBALL], false);
modelStack.PopMatrix();
/** crosshair **/
RenderMeshIn2D(meshList[GEO_CROSSHAIR], false);
RenderSkybox();
// perspective;
////perspective.SetToPerspective(45.0f, 4.0f / 3.0f, 0.1f, 10000.0f);
//perspective.SetToOrtho(-80, 80, -60, 60, -1000, 1000);
//projectionStack.LoadMatrix(perspective);
//viewStack.LoadIdentity();
//
//modelStack.PushMatrix();
////modelStack.Translate(20, 0, -20);
////modelStack.Scale(0.1f, 0.1f, 0.1f);
//modelStack.Scale(50, 50, 50);
////RenderMesh(meshList[GEO_QUAD], false);
//RenderText(meshList[GEO_TEXT], "HelloWorld", Color(0, 1, 0));
//modelStack.PopMatrix();
modelStack.PushMatrix();
modelStack.Translate(-20, 0, -20);
RenderMesh(meshList[GEO_OBJECT], false);
modelStack.PopMatrix();
modelStack.PushMatrix();
modelStack.Translate(20, 0, -20);
RenderMesh(meshList[GEO_OBJECT], true);
modelStack.PopMatrix();
modelStack.PushMatrix();
modelStack.Scale(10, 10, 10);
//RenderText(meshList[GEO_TEXT], "Hello World", Color(0, 1, 0));
RenderText(meshList[GEO_TEXT], "Hello World", Color(0, 1, 0));
modelStack.PopMatrix();
//On screen text
std::ostringstream ss;
ss.precision(5);
ss << "FPS: " << fps;
//.........这里部分代码省略.........
示例6: glClearColor
//.........这里部分代码省略.........
m_parameters[U_LIGHT0_KQ] = glGetUniformLocation(m_programID, "lights[0].kQ");
m_parameters[U_LIGHT0_TYPE] = glGetUniformLocation(m_programID, "lights[0].type");
m_parameters[U_LIGHT0_SPOTDIRECTION] = glGetUniformLocation(m_programID, "lights[0].spotDirection");
m_parameters[U_LIGHT0_COSCUTOFF] = glGetUniformLocation(m_programID, "lights[0].cosCutoff");
m_parameters[U_LIGHT0_COSINNER] = glGetUniformLocation(m_programID, "lights[0].cosInner");
m_parameters[U_LIGHT0_EXPONENT] = glGetUniformLocation(m_programID, "lights[0].exponent");
m_parameters[U_LIGHTENABLED] = glGetUniformLocation(m_programID, "lightEnabled");
m_parameters[U_NUMLIGHTS] = glGetUniformLocation(m_programID, "numLights");
m_parameters[U_COLOR_TEXTURE_ENABLED] = glGetUniformLocation(m_programID, "colorTextureEnabled");
m_parameters[U_COLOR_TEXTURE] = glGetUniformLocation(m_programID, "colorTexture");
m_parameters[U_TEXT_ENABLED] = glGetUniformLocation(m_programID, "textEnabled");
m_parameters[U_TEXT_COLOR] = glGetUniformLocation(m_programID, "textColor");
glUseProgram(m_programID);
light[0].type = Light::LIGHT_SPOT;
light[0].position.Set(camera.position.x, camera.position.y, camera.position.z);
light[0].color.Set(1, 1, 1);
light[0].power = 2.0f;
light[0].kC = 1.f;
light[0].kL = 0.01f;
light[0].kQ = 0.001f;
light[0].cosCutoff = cos(Math::DegreeToRadian(30));
light[0].cosInner = cos(Math::DegreeToRadian(15));
light[0].exponent = 3.f;
light[0].spotDirection.Set(-(camera.target.x - camera.position.x), -(camera.target.y - camera.position.y), -(camera.target.z - camera.position.z));
// Pass information
glUniform1i(m_parameters[U_NUMLIGHTS], 1);
glUniform1i(m_parameters[U_LIGHT0_TYPE], light[0].type);
glUniform3fv(m_parameters[U_LIGHT0_COLOR], 1, &light[0].color.r);
glUniform1f(m_parameters[U_LIGHT0_POWER], light[0].power);
glUniform1f(m_parameters[U_LIGHT0_KC], light[0].kC);
glUniform1f(m_parameters[U_LIGHT0_KL], light[0].kL);
glUniform1f(m_parameters[U_LIGHT0_KQ], light[0].kQ);
glUniform1f(m_parameters[U_LIGHT0_COSCUTOFF], light[0].cosCutoff);
glUniform1f(m_parameters[U_LIGHT0_COSINNER], light[0].cosInner);
glUniform1f(m_parameters[U_LIGHT0_EXPONENT], light[0].exponent);
//Initialize camera settings
camera.Init(Vector3(0, 10, 0), Vector3(0, 15, 1), Vector3(0, 1, 0));
meshList[GEO_AXES] = MeshBuilder::GenerateAxes("reference", 1000, 1000, 1000);
meshList[GEO_LIGHTBALL] = MeshBuilder::GenerateSphere("lightball", Color(1, 1, 1), 10, 20);
meshList[GEO_FRONT] = MeshBuilder::GenerateQuad("front", Color(1, 1, 1));
meshList[GEO_FRONT]->textureID = LoadTGA("Image//SkyBox1_front.tga");
meshList[GEO_LEFT] = MeshBuilder::GenerateQuad("left", Color(1, 1, 1));
meshList[GEO_LEFT]->textureID = LoadTGA("Image//SkyBox1_left.tga");
meshList[GEO_RIGHT] = MeshBuilder::GenerateQuad("right", Color(1, 1, 1));
meshList[GEO_RIGHT]->textureID = LoadTGA("Image//SkyBox1_right.tga");
meshList[GEO_TOP] = MeshBuilder::GenerateQuad("top", Color(1, 1, 1));
meshList[GEO_TOP]->textureID = LoadTGA("Image//SkyBox1_up.tga");
meshList[GEO_BOTTOM] = MeshBuilder::GenerateQuad("SkyBox1_down", Color(1, 1, 1));
meshList[GEO_BOTTOM]->textureID = LoadTGA("Image//SkyBox1_down.tga");
meshList[GEO_BACK] = MeshBuilder::GenerateQuad("SkyBox1_back", Color(1, 1, 1));
meshList[GEO_BACK]->textureID = LoadTGA("Image//SkyBox1_back.tga");
meshList[GEO_QUAD] = MeshBuilder::GenerateQuad("SceneOpening", Color(0, 0, 0));
meshList[GEO_TEXT] = MeshBuilder::GenerateText("text", 16, 16);
meshList[GEO_TEXT]->textureID = LoadTGA("Image//calibri.tga");
meshList[GEO_PLANETFLOOR] = MeshBuilder::GenerateQuad("planet floor", Color(1, 1, 1));
meshList[GEO_PLANETFLOOR]->textureID = LoadTGA("Image//PlanetFloor.tga");
meshList[GEO_FACILITYOUT] = MeshBuilder::GenerateOBJ("Facility Outer", "OBJ//FacilityOUT.obj");
meshList[GEO_FACILITYOUT]->textureID = LoadTGA("Image//FacilityOUT.tga");
meshList[GEO_FACILITYOUTWALL] = MeshBuilder::GenerateQuad("FacilityOUT wall", Color(1, 1, 1));
meshList[GEO_FACILITYOUTWALL]->textureID = LoadTGA("Image//OutsideWALL.tga");
meshList[GEO_DEADBODY] = MeshBuilder::GenerateOBJ("Pile of dead body", "OBJ//DeadBody.obj");
meshList[GEO_DEADBODY]->textureID = LoadTGA("Image//DeadBody.tga");
Mtx44 projection;
projection.SetToPerspective(45.f, 16.f / 9.f, 0.1f, 10000.f);
projectionStack.LoadMatrix(projection);
rotateCamX = false;
MoveCamera1 = 0;
camera_check1 = true;
camera_check2 = false;
camera_check3 = false;
rotateCamY = false;
RotateCamera = 0;
wokeUp = true;
check1 = true;
check2 = false;
check3 = false;
eyeOpening = 0;
text1 = false;
text2 = false;
// All Switches Debounce Key
}
示例7: Update
void Helicopter::Update(double dt, bool controlling)
{
static const float THRUST_SPEED = 10.f;
static const float THRUST_LIMIT = 5.f;
static const float TURN_SPEED = 100.f;
bool piloting = false;
if (controlling) {
if (Application::IsKeyPressed('W'))
{
if (thrustSpeed < THRUST_LIMIT)
thrustSpeed += (float)(THRUST_SPEED * dt);
piloting = true;
}
if (Application::IsKeyPressed('S'))
{
if (thrustSpeed > -THRUST_LIMIT)
thrustSpeed -= (float)(THRUST_SPEED * dt);
piloting = true;
}
if (Application::IsKeyPressed('A'))
{
float yaw = (float)(TURN_SPEED * dt);
rotateYaw += yaw;
camera.Rotate(yaw, 0, 1, 0);
Mtx44 rotate;
rotate.SetToRotation(yaw, 0, 1, 0);
thrustDir = rotate * thrustDir;
frontDir = rotate * frontDir;
right = rotate * right;
}
if (Application::IsKeyPressed('D'))
{
float yaw = (float)(-TURN_SPEED * dt);
rotateYaw += yaw;
camera.Rotate(yaw, 0, 1, 0);
Mtx44 rotate;
rotate.SetToRotation(yaw, 0, 1, 0);
thrustDir = rotate * thrustDir;
frontDir = rotate * frontDir;
right = rotate * right;
}
if (Application::IsKeyPressed(VK_NUMPAD8))
{
float pitch = (float)(-TURN_SPEED * dt);
rotatePitch += pitch;
//camera.Rotate(pitch, right.x, right.y, right.z);
Mtx44 rotate;
rotate.SetToRotation(pitch, right.x, right.y, right.z);
thrustDir = rotate * thrustDir;
frontDir = rotate * frontDir;
std::cout << frontDir << std::endl;
}
if (Application::IsKeyPressed(VK_NUMPAD5))
{
float pitch = (float)(TURN_SPEED * dt);
rotatePitch += pitch;
//camera.Rotate(pitch, right.x, right.y, right.z);
Mtx44 rotate;
rotate.SetToRotation(pitch, right.x, right.y, right.z);
thrustDir = rotate * thrustDir;
frontDir = rotate * frontDir;
}
if (Application::IsKeyPressed(VK_NUMPAD4))
{
float roll = (float)(-TURN_SPEED * dt);
rotateRoll += roll;
Mtx44 rotate;
rotate.SetToRotation(roll, frontDir.x, frontDir.y, frontDir.z);
thrustDir = rotate * thrustDir;
right = rotate * right;
}
if (Application::IsKeyPressed(VK_NUMPAD6))
{
float roll = (float)(TURN_SPEED * dt);
rotateRoll += roll;
Mtx44 rotate;
rotate.SetToRotation(roll, frontDir.x, frontDir.y, frontDir.z);
thrustDir = rotate * thrustDir;
right = rotate * right;
}
}
if (!piloting) {
if (thrustSpeed > 0.f) {
//.........这里部分代码省略.........
示例8: Translate
void MS::Translate(float translateX, float translateY, float translateZ) {
Mtx44 mat;
mat.SetToTranslation(translateX, translateY, translateZ);
ms.top() = ms.top() * mat;
}
示例9:
MS::MS() {
Mtx44 mat;
mat.SetToIdentity();
ms.push(mat);
}
示例10: Rotate
void MS::Rotate(float degrees, float axisX, float axisY, float axisZ) {
Mtx44 mat;
mat.SetToRotation(degrees, axisX, axisY, axisZ);
ms.top() = ms.top() * mat;
}
示例11: Scale
void MS::Scale(float scaleX, float scaleY, float scaleZ) {
Mtx44 mat;
mat.SetToScale(scaleX, scaleY, scaleZ);
ms.top() = ms.top() * mat;
}
示例12: glClear
void Assignment1::Render()
{
// Clear color buffer & depth every frame
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Mtx44 translate, rotate, scale;
Mtx44 model;
Mtx44 view;
Mtx44 projection;
Mtx44 MVP;
translate.SetToIdentity();
rotate.SetToIdentity();
scale.SetToIdentity();
model.SetToIdentity();
view.SetToIdentity(); // no need camera for now, set it at World's origin
projection.SetToOrtho(-40, +40, -30, +30, -10, +10); // Our world is a cube defined by these boundaries
glEnableVertexAttribArray(0); // 1st attribute buffer : vertices
glEnableVertexAttribArray(1); // 2nd attribute buffer : colors
////////////////////This Section Places the Objects////////////////////
//Ground();
{
scale.SetToScale(50, 50, 50);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(-40, -48, -1);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); // update the shader with new MVP
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_RECTANGLE]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_RECTANGLE]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Draw the Rectangle
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
scale.SetToScale(50, 50, 50);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(-40, -60, -0);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); // update the shader with new MVP
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_RECTANGLE]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_BLUECOLOR]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Draw the Rectangle
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
/////////////////////////////////////////////////////////////////////////////////
//Mountains();
scale.SetToScale(5, 5, 5);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(-40, -9, -2);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); // update the shader with new MVP
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_MOUNTAINS]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_MOUNTAINS]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Draw the Triangles
glDrawArrays(GL_TRIANGLES, 0, 3);
scale.SetToScale(6, 6, 6);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(-36, -9, -2);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); // update the shader with new MVP
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_MOUNTAINS]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_MOUNTAINS]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Draw the Triangles
glDrawArrays(GL_TRIANGLES, 0, 3);
scale.SetToScale(5, 5, 5);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(-32, -9, -2);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); // update the shader with new MVP
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_MOUNTAINS]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_MOUNTAINS]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Draw the Triangles
glDrawArrays(GL_TRIANGLES, 0, 3);
//Mountains();
scale.SetToScale(8, 8, 8);
rotate.SetToRotation(0, 0, 0, 1);
translate.SetToTranslation(-30, -9, -2);
model = translate * rotate * scale;
MVP = projection * view * model;
glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); // update the shader with new MVP
//.........这里部分代码省略.........
示例13: LoadShaders
void SceneText::Init()
{
// Load vertex and fragment shaders
m_programID = LoadShaders(
"Shader//Texture.vertexshader",
"Shader//Text.fragmentshader"
);
// Get a handle for our "MVP" uniform
m_parameters[U_MVP] = glGetUniformLocation(m_programID, "MVP");
m_parameters[U_MODELVIEW] = glGetUniformLocation(m_programID, "MV");
m_parameters[U_MODELVIEW_INVERSE_TRANSPOSE] = glGetUniformLocation(m_programID, "MV_inverse_transpose");
m_parameters[U_MATERIAL_AMBIENT] = glGetUniformLocation(m_programID, "material.kAmbient");
m_parameters[U_MATERIAL_DIFFUSE] = glGetUniformLocation(m_programID, "material.kDiffuse");
m_parameters[U_MATERIAL_SPECULAR] = glGetUniformLocation(m_programID, "material.kSpecular");
m_parameters[U_MATERIAL_SHININESS] = glGetUniformLocation(m_programID, "material.kShininess");
m_parameters[U_LIGHT0_POSITION] = glGetUniformLocation(m_programID, "lights[0].position_cameraspace");
m_parameters[U_LIGHT0_COLOR] = glGetUniformLocation(m_programID, "lights[0].color");
m_parameters[U_LIGHT0_POWER] = glGetUniformLocation(m_programID, "lights[0].power");
m_parameters[U_LIGHT0_KC] = glGetUniformLocation(m_programID, "lights[0].kC");
m_parameters[U_LIGHT0_KL] = glGetUniformLocation(m_programID, "lights[0].kL");
m_parameters[U_LIGHT0_KQ] = glGetUniformLocation(m_programID, "lights[0].kQ");
m_parameters[U_LIGHT0_TYPE] = glGetUniformLocation(m_programID, "lights[0].type");
m_parameters[U_LIGHT0_SPOTDIRECTION] = glGetUniformLocation(m_programID, "lights[0].spotDirection");
m_parameters[U_LIGHT0_COSCUTOFF] = glGetUniformLocation(m_programID, "lights[0].cosCutoff");
m_parameters[U_LIGHT0_COSINNER] = glGetUniformLocation(m_programID, "lights[0].cosInner");
m_parameters[U_LIGHT0_EXPONENT] = glGetUniformLocation(m_programID, "lights[0].exponent");
m_parameters[U_NUMLIGHTS] = glGetUniformLocation(m_programID, "numLights");
m_parameters[U_LIGHTENABLED] = glGetUniformLocation(m_programID, "lightEnabled");
m_parameters[U_COLOR_TEXTURE_ENABLED] = glGetUniformLocation(m_programID, "colorTextureEnabled");
m_parameters[U_COLOR_TEXTURE] = glGetUniformLocation(m_programID, "colorTexture");
m_parameters[U_TEXT_ENABLED] = glGetUniformLocation(m_programID, "textEnabled");
m_parameters[U_TEXT_COLOR] = glGetUniformLocation(m_programID, "textColor");
// Use our shader
glUseProgram(m_programID);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Enable culling
glEnable(GL_CULL_FACE);
// Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Generate a default VAO for now
glGenVertexArrays(1, &m_vertexArrayID);
glBindVertexArray(m_vertexArrayID);
Mtx44 projection;
projection.SetToPerspective(45.0f, 4.0f / 3.0f, 0.1f, 2000.0f);
projectionStack.LoadMatrix(projection);
// Set background color to dark blue
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
camera.Init(Vector3(0, 0, 10), Vector3(0, 0, 0), Vector3(0, 1, 0));
//MESH GENERATORS
meshList[GEO_AXES] = MeshBuilder::GenerateAxes("axis", 1000, 1000, 1000);
meshList[GEO_FRONT] = MeshBuilder::GenerateQuad("front", Color(1, 1, 1));
meshList[GEO_FRONT]->textureID = LoadTGA("Image//front.tga");
meshList[GEO_BACK] = MeshBuilder::GenerateQuad("back", Color(1, 1, 1));
meshList[GEO_BACK]->textureID = LoadTGA("Image//back.tga");
meshList[GEO_LEFT] = MeshBuilder::GenerateQuad("left", Color(1, 1, 1));
meshList[GEO_LEFT]->textureID = LoadTGA("Image//left.tga");
meshList[GEO_RIGHT] = MeshBuilder::GenerateQuad("right", Color(1, 1, 1));
meshList[GEO_RIGHT]->textureID = LoadTGA("Image//right.tga");
meshList[GEO_TOP] = MeshBuilder::GenerateQuad("top", Color(1, 1, 1));
meshList[GEO_TOP]->textureID = LoadTGA("Image//top.tga");
meshList[GEO_BOTTOM] = MeshBuilder::GenerateQuad("bottom", Color(1, 1, 1));
meshList[GEO_BOTTOM]->textureID = LoadTGA("Image//bottom.tga");
meshList[GEO_LIGHTBALL] = MeshBuilder::GenerateSphere("sphere", Color(1, 1, 1));
meshList[GEO_TEXT] = MeshBuilder::GenerateText("text", 16, 16);
meshList[GEO_TEXT]->textureID = LoadTGA("Image//calibri.tga");
//meshList[GEO_MODEL1] = MeshBuilder::GenerateOBJ("model1", "OBJ//chair.obj");
//meshList[GEO_MODEL1]->textureID = LoadTGA("Image//chair.tga");
//meshList[GEO_MODEL2] = MeshBuilder::GenerateOBJ("model2", "OBJ//dart.obj");
//meshList[GEO_MODEL2]->textureID = LoadTGA("Image//dart.tga");
//meshList[GEO_MODEL3] = MeshBuilder::GenerateOBJ("model3", "OBJ//dartboard.obj");
//meshList[GEO_MODEL3]->textureID = LoadTGA("Image//dartboard.tga");
//meshList[GEO_MODEL4] = MeshBuilder::GenerateOBJ("model4", "OBJ//doorman.obj");
//meshList[GEO_MODEL4]->textureID = LoadTGA("Image//doorman.tga");
//meshList[GEO_MODEL5] = MeshBuilder::GenerateOBJ("model5", "OBJ//shoe.obj");
//meshList[GEO_MODEL5]->textureID = LoadTGA("Image//shoe.tga");
//meshList[GEO_MODEL6] = MeshBuilder::GenerateOBJ("model6", "OBJ//winebottle.obj");
//meshList[GEO_MODEL6]->textureID = LoadTGA("Image//winebottle.tga");
meshList[GEO_VEHICLE_SPACE_AIR] = MeshBuilder::GenerateOBJ("model_air", "OBJ//vehicle_space_air.obj");
//meshList[GEO_VEHICLE_SPACE_AIR]->textureID = LoadTGA("Image//chair.tga");
meshList[GEO_VEHICLE_SPACE_LAND] = MeshBuilder::GenerateOBJ("model_land", "OBJ//vehicle_space_land.obj");
//meshList[GEO_VEHICLE_SPACE_LAND]->textureID = LoadTGA("Image//chair.tga");
//setting up light object
//.........这里部分代码省略.........
示例14: Perspective
void MS::Perspective(double fovy, double aspect, double zNear, double zFar) {
Mtx44 mat;
mat.SetToPerspective(fovy, aspect, zNear, zFar);
ms.top() = ms.top() * mat;
}
示例15: switch
void SecurityCam::update(const double &dt, Vector3 &playerPos, std::vector<GameObject*> m_goList)
{
Vector3 SCPos = pos;
Vector3 SCLookat = Lookat;
SCPos.y = SCLookat.y = 0;
switch(c_State)
{
case SPOTTED:
{
float rotationdiff = (CalAnglefromPosition(playerPos, pos, true) - CalAnglefromPosition(Lookat, pos, true)) * 2.f;
Mtx44 rotation;
Lookat = Lookat - pos;
f_rotationLimiter += rotationdiff * static_cast<float>(dt);
rotation.SetToRotation(rotationdiff * static_cast<float>(dt), 0, 1, 0);
Lookat = rotation * Lookat;
Lookat = Lookat + pos;
//Check whether player is still in the fov of security camera
if (((isVisible(SCPos, SCLookat, static_cast<float>(f_cameraFOV), playerPos)) && (SCPos - playerPos).LengthSquared() < f_cameraRange))
{
//Give player 1 sec to prevent detection by the security camera
if (alerttimer < 1)
{
alerttimer += static_cast<float>(dt);
}
else
{
c_State = FOUND;
alerttimer = 0;
}
}
else
{
//if player is no longer in the fov of the security camera
c_State = NOTFOUND;
alerttimer = 0;
}
}
break;
case FOUND:
{
float rotationdiff = (CalAnglefromPosition(playerPos, pos, true) - CalAnglefromPosition(Lookat, pos, true));
if (rotationdiff >= 180)
{
Mtx44 rotation;
Lookat = Lookat - pos;
rotation.SetToRotation(-360, 0, 1, 0);
Lookat = rotation * Lookat;
Lookat = Lookat + pos;
rotationdiff -= 360;
}
else if (rotationdiff <= -180)
{
Mtx44 rotation;
Lookat = Lookat - pos;
rotation.SetToRotation(360, 0, 1, 0);
Lookat = rotation * Lookat;
Lookat = Lookat + pos;
rotationdiff += 360;
}
Mtx44 rotation;
Lookat = Lookat - pos;
f_rotationLimiter += rotationdiff * static_cast<float>(dt);
rotation.SetToRotation(rotationdiff * 2 * static_cast<float>(dt), 0, 1, 0);
Lookat = rotation * Lookat;
Lookat = Lookat + pos;
//Alert all the ai to the camera's position
if (b_alertAI)
{
for (std::vector<GameObject*>::iterator it = m_goList.begin(); it != m_goList.end(); it++)
{
GameObject *go = (GameObject *)*it;
AI *ai = dynamic_cast<AI*>(go);
if (ai != NULL)
{
if (ai->getState() == AI::WALKING)
{
ai->setState(AI::ALERT);
ai->setcurrentLookat(pos);
ai->setDestination(pos);
}
}
}
b_alertAI = false;
}
else
{
if (!isVisible(pos, Lookat, f_cameraFOV, playerPos) || (playerPos - pos).LengthSquared() > f_cameraRange)
{
c_State = NOTFOUND;
}
}
//.........这里部分代码省略.........