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C++ ParticleSystem::draw方法代码示例

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


在下文中一共展示了ParticleSystem::draw方法的6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: surf

void Fluid2DParticlesApp::draw()
{
    // clear out the window with black
    gl::clear( Color( 0, 0, 0 ) );

    gl::color( ColorAf( 1.0f, 1.0f, 1.0f, 0.999f ) );
    float* data = const_cast<float*>( (float*)mFluid2D.rgb().data() );
    Surface32f surf( data, mFluid2D.resX(), mFluid2D.resY(), mFluid2D.resX()*sizeof(Colorf), SurfaceChannelOrder::RGB );


    if ( ! mTex ) {
        mTex = gl::Texture::create( surf );
    } else {
        mTex->update( surf );
    }
    gl::draw( mTex, getWindowBounds() );
    mTex->unbind();
    mParticles.draw();
    mParams.draw();
}
开发者ID:roshan2010,项目名称:CinderFx,代码行数:20,代码来源:Fluid2DParticlesApp.cpp

示例2: renderScene

void renderScene(){
        
    // Clear framebuffer & depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    //where should the camera look at?
    cameraTransform();

    glDisable(GL_LIGHTING);//disable lighting not to affect the drawings of meta-objects

    drawAxes();

    drawGrid();

    glEnable(GL_LIGHTING);//resume lighting

    //WITH = All the light will NOT move with the camera (light fixed even if i rotate)
    //Because i tell at every frame to fix the light at those 2 points
    glLightfv(GL_LIGHT0, GL_POSITION, left_light_position);
    glLightfv(GL_LIGHT1, GL_POSITION, right_light_position);

    glColor3f(0.5,0.5,0.5);

    field.getCollisionPlane().draw(Vector3f(0.93, 0.82, 0)); //WTF only certain colors work. JK it's because number must be float.. then why tf there are some 255 every now and then (e.g. axes)


    glPushMatrix();
    glTranslatef(field.getBlackHoleCentre().x,field.getBlackHoleCentre().y,field.getBlackHoleCentre().z);
    glColor3f(0.7,0.5,0);
    glutSolidSphere(0.1f,4,4);
    glPopMatrix();

    field.draw();


    //TODO pause button
    field.update();
	
	glutSwapBuffers();
        
}
开发者ID:linuxbandit,项目名称:Particles,代码行数:41,代码来源:Particles.cpp

示例3: display

void display () {

	if (wireframe) {
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	}

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glEnable(GL_BLEND);
	glEnable(GL_DEPTH_TEST);

	// Clear the screen
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	enter3D();

	gluLookAt(camera.x, camera.y, camera.z,
			  cameraLookAt.x, cameraLookAt.y, cameraLookAt.z,
			  cameraUp.x, cameraUp.y, cameraUp.z);

	glPushMatrix();
	glScaled(1.0, -1.0, 1.0);

	if (showSky) {
		drawSky();
	}

	// Draw coordinate axis
	// glCallList(axisList);

	for (int i = 0; i < 9; i ++) {
		gravitationalForce[i].draw();
	}

	if (showGround) {
		drawGround();
	}

	if (showPipe) {
		glPushMatrix();
			drawSprinkler(emitterSpacing * emitterCount, sprinkerHeight, 100, 5.0, 40.0);
		glPopMatrix();
	}

	if (showMountains) {
		drawMoutains(3000, 0, 0);
		drawMoutains(4000, 180, -200);
		drawMoutains(5600, 45, -500);
	}

	if (showTrees) {
		drawTrees();
	}

	if (renderMode == PARTICLERENDERMODE_TEXTURESPRITE) {
		Texture::set("shine");
		glBlendFunc(GL_SRC_ALPHA, GL_ONE);
	}

	particleSystem.draw();

	if (renderMode == PARTICLERENDERMODE_TEXTURESPRITE) {
		Texture::done();
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}

	/*glPushMatrix();
	glColor3f(1.0, 1.0, 1.0);
	glTranslatef(0.0, -100.0, 0.0);
	glScalef(100.0, -100.0, 100.0);
	drawModel();
	glPopMatrix();*/

	if (wireframe) {
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	}

	glDisable(GL_DEPTH_TEST);
	enter2D();

	glColor4d(0.0, 0.0, 0.0, 1.0);
	sprintf(fpsText, "FPS:%4.2f", fps);
	drawText(GLUT_BITMAP_HELVETICA_18, windowWidth - 100, 20, fpsText);

	if (showHUD) {

		drawText(GLUT_BITMAP_HELVETICA_18, 10, 20, "Water sprinkler");

		sprintf(cameraText, "%4.2f %4.2f %4.2f", camera.x, camera.y, camera.z);
		drawText(GLUT_BITMAP_HELVETICA_12, 10, 60, cameraText);

		sprintf(particleText, "Particles: %llu", particleSystem.getParticleCount());
		drawText(GLUT_BITMAP_HELVETICA_12, 10, 100, particleText);

		if (menu) {

			// Current option
			glColor4d(0.2, 0.2, 0.2, 0.8);
			glRectd(10, windowHeight - 40, 120, windowHeight - 10);
			glColor4d(1.0, 1.0, 1.0, 1.0);
//.........这里部分代码省略.........
开发者ID:rd3k,项目名称:WaterSprinkler,代码行数:101,代码来源:ex1.cpp

示例4: display

void display() { 
    glClear(GL_COLOR_BUFFER_BIT);  
    psys.draw();
    glutSwapBuffers();
}
开发者ID:mmmovania,项目名称:ConstrainedDynamicsExperiments,代码行数:5,代码来源:main.cpp

示例5: draw

void Demo::draw() {
  gl::clear( Color(1, 1, 1) );
  particleSystem->draw();
}
开发者ID:MathieuGuillout,项目名称:TheNatureOfCodeCinder,代码行数:4,代码来源:Demo.cpp

示例6: DrawScene

void Projekt::DrawScene()
{
	//---------------------------------------------------------------------------
	// Render scene to shadow map
	//---------------------------------------------------------------------------
	mShadowMap->BindDsvAndSetNullRenderTarget(mDirect3D->GetImmediateContext());
	drawSceneToShadowMap();

	mDirect3D->GetImmediateContext()->RSSetState(0);

	// Restore back and depth buffer and viewport to the OM stage
	ID3D11RenderTargetView* renderTargets[1] = {mDirect3D->GetRenderTargetView()};
	mDirect3D->GetImmediateContext()->OMSetRenderTargets(1, renderTargets, mDirect3D->GetDepthStencilView());
	mDirect3D->GetImmediateContext()->ClearRenderTargetView(mDirect3D->GetRenderTargetView(), reinterpret_cast<const float*>(&Colors::LightSteelBlue));

	mDirect3D->GetImmediateContext()->ClearDepthStencilView(mDirect3D->GetDepthStencilView(), D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);
	mDirect3D->GetImmediateContext()->RSSetViewports(1, &mDirect3D->GetScreenViewport());

	// Possible Wireframe render state
	if (GetAsyncKeyState('E') & 0x8000)
		mDirect3D->GetImmediateContext()->RSSetState(WireFrameRS);

	XMMATRIX shadowTransform = XMLoadFloat4x4(&mShadowTransform);

	//---------------------------------------------------------------------------
	// Draw terrain
	//---------------------------------------------------------------------------
	//mTerrain.Draw(mDirect3D->GetImmediateContext(), mCam, mDirLights);

	mTerrain.DrawShadowed(mDirect3D->GetImmediateContext(), *mPlayer.GetCamera(), mDirLights,
		mShadowMap->getDepthMapSRV(), &shadowTransform);

	// --------------------------------------------------------------------------

	// Camera matrices
	XMMATRIX view = mPlayer.GetCamera()->getViewMatrix();
	XMMATRIX proj = mPlayer.GetCamera()->getProjMatrix();
	XMMATRIX viewproj = mPlayer.GetCamera()->getViewProjMatrix();

	float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f};

	// Set per frame constants
	Effects::BasicFX->SetDirLights(mDirLights);
	Effects::BasicFX->SetEyePosW(mPlayer.GetCamera()->getPosition());
	Effects::BasicFX->setShadowMap(mShadowMap->getDepthMapSRV());
	Effects::BasicFX->SetCubeMap(mSky->cubeMapSRV());

	Effects::NormalMapFX->SetDirLights(mDirLights);
	Effects::NormalMapFX->SetEyePosW(mPlayer.GetCamera()->getPosition());
	Effects::NormalMapFX->setShadowMap(mShadowMap->getDepthMapSRV());
	Effects::NormalMapFX->SetCubeMap(mSky->cubeMapSRV());

	XMMATRIX world;
	XMMATRIX worldInvTranspose;
	XMMATRIX worldViewProj;

	// Transform NDC space [-1,+1]^2 to texture space [0,1]^2
	XMMATRIX toTexSpace(
		0.5f, 0.0f, 0.0f, 0.0f,
		0.0f, -0.5f, 0.0f, 0.0f,
		0.0f, 0.0f, 1.0f, 0.0f,
		0.5f, 0.5f, 0.0f, 1.0f);

	// Vertex size & offset
	UINT stride = sizeof(Vertex::Basic32);
	UINT offset = 0;

	// Draw player
	//mPlayer.Draw(mDirect3D->GetImmediateContext(), mDirLights,
		//mShadowMap->getDepthMapSRV(), &shadowTransform);

	//---------------------------------------------------------------------------
	// Draw opaque objects
	//---------------------------------------------------------------------------
	// Bind information about primitive type, and set input layout
	mDirect3D->GetImmediateContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	mDirect3D->GetImmediateContext()->IASetInputLayout(InputLayouts::Basic32);

	// Set our effect technique to use
	ID3DX11EffectTechnique* activeTech = Effects::BasicFX->DirLights3FogTexTech;
	ID3DX11EffectTechnique* activeSkinnedTech = Effects::NormalMapFX->DirLights3TexTech;

	D3DX11_TECHNIQUE_DESC techDesc;

	//--------------------------------------------------------------------------------
	// Draw opaque tessellated objects
	//--------------------------------------------------------------------------------
	Effects::BasicTessFX->SetDirLights(mDirLights);
	Effects::BasicTessFX->SetEyePosW(mPlayer.GetCamera()->getPosition());
	Effects::BasicTessFX->setShadowMap(mShadowMap->getDepthMapSRV());
	Effects::BasicTessFX->SetCubeMap(mSky->cubeMapSRV());

	mDirect3D->GetImmediateContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);
	mDirect3D->GetImmediateContext()->IASetInputLayout(InputLayouts::PosNormalTexTan);

	activeTech = Effects::BasicTessFX->TessDirLights3FogTexTech;
	activeTech->GetDesc(&techDesc);
	for (UINT p = 0; p < techDesc.Passes; ++p)
	{
		for (UINT mIndex = 0; mIndex < mGenericInstances.size(); ++mIndex)
//.........这里部分代码省略.........
开发者ID:Grottkjell,项目名称:GameProject,代码行数:101,代码来源:main.cpp


注:本文中的ParticleSystem::draw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。