本文整理汇总了C++中Object3D::GetWorldPos方法的典型用法代码示例。如果您正苦于以下问题:C++ Object3D::GetWorldPos方法的具体用法?C++ Object3D::GetWorldPos怎么用?C++ Object3D::GetWorldPos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Object3D
的用法示例。
在下文中一共展示了Object3D::GetWorldPos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: UpdateObjectValues
void GraphicsCore::UpdateObjectValues(Object3D object)
{
vec3 up(0.0f, 1.0f, 0.0f);
mat4 Projection = glm::perspective(fov, float(windowWidth) / (float)windowHeight, 0.1f, 200.f);
mat4 Model = glm::translate(object.GetWorldPos());
mat4 viewMatrix = mCam.GetRotationMatrix() * glm::lookAt(mEye, mTarget, up);
mat4 ModelView = viewMatrix * Model;
mat4 MVP = Projection * ModelView;
mat3 normalMatrix = glm::transpose(glm::inverse(mat3(ModelView)));
uint shaderProgHandle = object.GetShaderID();
uint location = glGetUniformLocation(shaderProgHandle, "NormalMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix3fv(location, 1, GL_FALSE, &normalMatrix[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "ProjectionMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &Projection[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "ViewMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &viewMatrix[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "ModelViewMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &ModelView[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "MVP"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &MVP[0][0]); }
}
示例2: UpdateBillboardObjectValues
void GraphicsCore::UpdateBillboardObjectValues(Object3D object)
{
vec3 up(0.0f, 1.0f, 0.0f);
mat4 Projection = glm::perspective(fov, float(windowWidth) / (float)windowHeight, 0.1f, 200.f);
mat4 Model = glm::translate(object.GetWorldPos());
mat4 viewMatrix = mCam.GetRotationMatrix() * glm::lookAt(mEye, mTarget, up);
mat4 ModelView = viewMatrix * Model;
float Size = object.GetSize();;
uint shaderProgHandle = object.GetShaderID();
uint location = glGetUniformLocation(shaderProgHandle, "ProjectionMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &Projection[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "ModelViewMatrix"); //gets the UniformLocation from shader.vertex
if( location >= 0 ){ glUniformMatrix4fv(location, 1, GL_FALSE, &ModelView[0][0]); }
location = glGetUniformLocation(shaderProgHandle, "Size"); //gets the UniformLocation from shader.vertex
glUniform1fv(location, 1, &Size);
}