本文整理汇总了C++中PerspectiveCamera::ApplyTransformation方法的典型用法代码示例。如果您正苦于以下问题:C++ PerspectiveCamera::ApplyTransformation方法的具体用法?C++ PerspectiveCamera::ApplyTransformation怎么用?C++ PerspectiveCamera::ApplyTransformation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PerspectiveCamera
的用法示例。
在下文中一共展示了PerspectiveCamera::ApplyTransformation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: Render
void RenderManager::Render( const Simulation &gameSim, const EngineConfig &engineCfg ) const
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //clear the screen buffer
//render scene to fbo with active camera
glUseProgram( geometryPassShader.GetProgramHandler() );
glDepthMask( GL_TRUE ); //enable writing to the depth buffer
glEnable( GL_DEPTH_TEST );
BindDeferredFbo();
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
//bind the surface texture and pass it to the shader
glActiveTexture( GL_TEXTURE0 );
glUniform1i( surfaceTextureId, 0 );
//render the simulation
ProjectionState cameraProjection = gameSim.RenderLit();
//ProjectionState cameraProjection = gameSim.RenderShadowCasters( gameSim.GetStaticLights()[2].GetCameras()[5] ); //for testing light cameras
int viewportMatrix[4];
float perspectiveMatrix[16];
cameraProjection.CopyViewportMatrix( viewportMatrix );
cameraProjection.CopyPerspectiveMatrix( perspectiveMatrix );
UnbindDeferredFbo();
glUseProgram( 0 );
//render depth buffer to fullscreen quad
glClear( GL_DEPTH_BUFFER_BIT );
OrthographicCamera orthoCamera( frmr::Vec3f(), frmr::Vec2f(), engineCfg.GetActiveWidth(), engineCfg.GetActiveHeight() );
orthoCamera.ApplyTransformation();
glUseProgram( depthTransferShader.GetProgramHandler() );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, depthTexture );
glUniform1i( depthId, 0 );
glCallList( fullscreenQuad );
glUseProgram( 0 );
glDepthMask( GL_FALSE ); //disable writing to the depth buffer
glDisable( GL_DEPTH_TEST );
//send all the textures, the viewport parameters and the perspective matrix to the deferred rendering shader
glUseProgram( lightPassShader.GetProgramHandler() );
glUniform1i( normalsId, 0 );
glUniform1i( diffuseId, 1 );
glUniform1i( depthId, 2 );
glUniform4iv( viewportParamsId, 4, viewportMatrix );
glUniformMatrix4fv( perspectiveMatrixId, 16, false, perspectiveMatrix );
glUseProgram( 0 );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glEnable( GL_STENCIL_TEST );
glClearStencil( 0 );
//const vector<Light> staticLights;// = gameSim.GetStaticLights();
vector<Light> staticLights = gameSim.GetStaticLights();
PerspectiveCamera activeCamera = gameSim.GetActiveCamera();
glDisable( GL_BLEND );
for ( auto lightIt : staticLights )
{
//if light casts shadows
//for each face
//render face to fbo
if ( lightIt.CastsShadows() )
{
glBindFramebuffer( GL_FRAMEBUFFER, shadowFbo );
glViewport( 0, 0, 1024, 1024 );
glCullFace( GL_FRONT );
glUseProgram( shadowPassShader.GetProgramHandler() );
int cameraIndex = 0;
for ( auto camIt : lightIt.GetCameras() )
{
//if camera frustum intersects activeCamera frustum
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cameraIndex++, shadowMap, 0 );
glClear( GL_DEPTH_BUFFER_BIT );
gameSim.RenderShadowCasters( camIt );
}
glUseProgram( 0 );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); //disable writing to the color buffer
glStencilMask( 0xFF ); //enable writing to the stencil buffer
glClear( GL_STENCIL_BUFFER_BIT );
//.........这里部分代码省略.........