本文整理汇总了C++中Pipeline::GetWVPTrans方法的典型用法代码示例。如果您正苦于以下问题:C++ Pipeline::GetWVPTrans方法的具体用法?C++ Pipeline::GetWVPTrans怎么用?C++ Pipeline::GetWVPTrans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Pipeline
的用法示例。
在下文中一共展示了Pipeline::GetWVPTrans方法的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: RenderAmbientLight
void RenderAmbientLight()
{
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
m_LightingTech.Enable();
m_pointLight.AmbientIntensity = 0.2f;
m_pointLight.DiffuseIntensity = 0.0f;
m_LightingTech.SetPointLights(1, &m_pointLight);
Pipeline p;
p.SetPerspectiveProj(m_persProjInfo);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
m_boxOrientation.m_rotation = Vector3f(0, m_scale, 0);
p.Orient(m_boxOrientation);
m_LightingTech.SetWVP(p.GetWVPTrans());
m_LightingTech.SetWorldMatrix(p.GetWorldTrans());
m_box.Render();
p.Orient(m_quadOrientation);
m_LightingTech.SetWVP(p.GetWVPTrans());
m_LightingTech.SetWorldMatrix(p.GetWorldTrans());
m_pGroundTex->Bind(COLOR_TEXTURE_UNIT);
m_quad.Render();
glDisable(GL_BLEND);
}
示例2: RenderSceneCB
virtual void RenderSceneCB()
{
m_scale += 0.01f;
m_pGameCamera->OnRender();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Pipeline p;
p.WorldPos(0.0f, 0.0f, 10.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_pEffect->SetWVP(p.GetWVPTrans());
m_pEffect->SetWorldMatrix(p.GetWorldTrans());
m_pEffect->SetDirectionalLight(m_directionalLight);
m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos());
m_pEffect->SetMatSpecularIntensity(0.0f);
m_pEffect->SetMatSpecularPower(0);
m_pEffect->SetWVP(p.GetWVPTrans());
m_pMesh->Render();
glutSwapBuffers();
}
示例3: RenderSceneCB
virtual void RenderSceneCB()
{
m_scale += 0.01f;
m_pGameCamera->OnRender();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos());
Pipeline p;
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.Rotate(0.0f, m_scale, 0.0f);
p.SetPerspectiveProj(m_persProjInfo);
p.Scale(0.1f, 0.1f, 0.1f);
p.WorldPos(-6.0f, -2.0f, 10.0f);
m_pEffect->SetWVP(p.GetWVPTrans());
m_pEffect->SetWorldMatrix(p.GetWorldTrans());
m_pMesh1->Render();
p.Scale(0.01f, 0.01f, 0.01f);
p.WorldPos(6.0f, -2.0f, 10.0f);
m_pEffect->SetWVP(p.GetWVPTrans());
m_pEffect->SetWorldMatrix(p.GetWorldTrans());
m_pMesh2->Render();
p.Scale(0.04f, 0.04f, 0.04f);
p.WorldPos(0.0f, 6.0f, 10.0f);
m_pEffect->SetWVP(p.GetWVPTrans());
m_pEffect->SetWorldMatrix(p.GetWorldTrans());
m_pMesh3->Render();
glutSwapBuffers();
}
示例4: RenderPass
virtual void RenderPass()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pLightingEffect->Enable();
m_shadowMapFBO.BindForReading(GL_TEXTURE1);
Pipeline p;
p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 50.0f);
p.Scale(10.0f, 10.0f, 10.0f);
p.WorldPos(0.0f, 0.0f, 1.0f);
p.Rotate(90.0f, 0.0f, 0.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
m_pLightingEffect->SetWVP(p.GetWVPTrans());
m_pLightingEffect->SetWorldMatrix(p.GetWorldTrans());
p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f));
m_pLightingEffect->SetLightWVP(p.GetWVPTrans());
m_pLightingEffect->SetEyeWorldPos(m_pGameCamera->GetPos());
m_pGroundTex->Bind(GL_TEXTURE0);
m_pQuad->Render();
p.Scale(0.1f, 0.1f, 0.1f);
p.Rotate(0.0f, m_scale, 0.0f);
p.WorldPos(0.0f, 0.0f, 3.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
m_pLightingEffect->SetWVP(p.GetWVPTrans());
m_pLightingEffect->SetWorldMatrix(p.GetWorldTrans());
p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f));
m_pLightingEffect->SetLightWVP(p.GetWVPTrans());
m_pMesh->Render();
}
示例5: RenderShadowedScene
void RenderShadowedScene()
{
glDrawBuffer(GL_BACK);
// Draw only if the corresponding stencil value is zero
glStencilFunc(GL_EQUAL, 0x0, 0xFF);
// prevent update to the stencil buffer
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
m_LightingTech.Enable();
m_pointLight.AmbientIntensity = 0.0f;
m_pointLight.DiffuseIntensity = 0.8f;
m_LightingTech.SetPointLights(1, &m_pointLight);
Pipeline p;
p.SetPerspectiveProj(m_persProjInfo);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
m_boxOrientation.m_rotation = Vector3f(0, m_scale, 0);
p.Orient(m_boxOrientation);
m_LightingTech.SetWVP(p.GetWVPTrans());
m_LightingTech.SetWorldMatrix(p.GetWorldTrans());
m_box.Render();
p.Orient(m_quadOrientation);
m_LightingTech.SetWVP(p.GetWVPTrans());
m_LightingTech.SetWorldMatrix(p.GetWorldTrans());
m_pGroundTex->Bind(COLOR_TEXTURE_UNIT);
m_quad.Render();
}
示例6: RenderPhase
void RenderPhase()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Pipeline p;
p.Scale(0.1f, 0.1f, 0.1f);
p.Rotate(0.0f, 90.0f, 0.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
// If the left mouse button is clicked check if it hit a triangle
// and color it red
if (m_leftMouseButton.IsPressed) {
PickingTexture::PixelInfo Pixel = m_pickingTexture.ReadPixel(m_leftMouseButton.x, WINDOW_HEIGHT - m_leftMouseButton.y - 1);
if (Pixel.PrimID != 0) {
m_simpleColorEffect.Enable();
p.WorldPos(m_worldPos[Pixel.ObjectID]);
m_simpleColorEffect.SetWVP(p.GetWVPTrans());
// Must compensate for the decrement in the FS!
m_pMesh->Render(Pixel.DrawID, Pixel.PrimID - 1);
}
}
// render the objects as usual
m_lightingEffect.Enable();
m_lightingEffect.SetEyeWorldPos(m_pGameCamera->GetPos());
for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_worldPos) ; i++) {
p.WorldPos(m_worldPos[i]);
m_lightingEffect.SetWVP(p.GetWVPTrans());
m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());
m_pMesh->Render(NULL);
}
}
示例7: ShadowMapPass
void ShadowMapPass()
{
glCullFace(GL_FRONT);
m_shadowMapEffect.Enable();
PersProjInfo ProjInfo;
ProjInfo.FOV = 90.0f;
ProjInfo.Height = WINDOW_HEIGHT;
ProjInfo.Width = WINDOW_WIDTH;
ProjInfo.zNear = 1.0f;
ProjInfo.zFar = 100.0f;
Pipeline p;
p.SetPerspectiveProj(m_persProjInfo);
glClearColor(FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX);
for (uint i = 0 ; i < NUM_OF_LAYERS ; i++) {
m_shadowMapFBO.BindForWriting(gCameraDirections[i].CubemapFace);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
p.SetCamera(m_pointLight.Position, gCameraDirections[i].Target, gCameraDirections[i].Up);
p.Orient(m_mesh1Orientation);
m_shadowMapEffect.SetWorld(p.GetWorldTrans());
m_shadowMapEffect.SetWVP(p.GetWVPTrans());
m_mesh.Render();
p.Orient(m_mesh2Orientation);
m_shadowMapEffect.SetWorld(p.GetWorldTrans());
m_shadowMapEffect.SetWVP(p.GetWVPTrans());
m_mesh.Render();
}
}
示例8: RenderShadowVolIntoStencil
void RenderShadowVolIntoStencil()
{
glDepthMask(GL_FALSE);
glEnable(GL_DEPTH_CLAMP);
glDisable(GL_CULL_FACE);
// We need the stencil test to be enabled but we want it
// to succeed always. Only the depth test matters.
glStencilFunc(GL_ALWAYS, 0, 0xff);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
m_ShadowVolTech.Enable();
m_ShadowVolTech.SetLightPos(m_pointLight.Position);
// Render the occluder
Pipeline p;
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_boxOrientation.m_rotation = Vector3f(0, m_scale, 0);
p.Orient(m_boxOrientation);
m_ShadowVolTech.SetWVP(p.GetWVPTrans());
m_box.Render();
// Restore local stuff
glDisable(GL_DEPTH_CLAMP);
glEnable(GL_CULL_FACE);
}
示例9: RenderSceneCB
static void RenderSceneCB()
{
pGameCamera->OnRender();
glClear(GL_COLOR_BUFFER_BIT);
static GLfloat scale = 0.0f;
scale += 0.1f;
Pipeline p;
p.Rotate(0.0f, scale, 0.0f);
p.WorldPos(0.0f, 0.0f, 3.0f);
p.SetCamera(*pGameCamera);
p.SetPerspectiveProj(gPersProjInfo);
glUniformMatrix4fv(gWVPLocation, 1, GL_TRUE, (const GLfloat*)p.GetWVPTrans());
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glutSwapBuffers();
}
示例10: glClear
void Tutorial18::RenderSceneCB()
{
m_pGameCamera->OnRender();
glClear(GL_COLOR_BUFFER_BIT);
m_scale += 0.1f;
Pipeline p;
p.Rotate(0.0f, m_scale, 0.0f);
p.WorldPos(0.0f, 0.0f, 1.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_pEffect->SetWVP(p.GetWVPTrans());
const Matrix4f& WorldTransformation = p.GetWorldTrans();
m_pEffect->SetWorldMatrix(WorldTransformation);
m_pEffect->SetDirectionalLight(m_directionalLight);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)20);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_IBO);
m_pTexture->Bind(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glutSwapBuffers();
}
示例11: DSStencilPass
void DSStencilPass(unsigned int PointLightIndex)
{
m_nullTech.Enable();
// Disable color/depth write and enable stencil
m_gbuffer.BindForStencilPass();
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glClear(GL_STENCIL_BUFFER_BIT);
// We need the stencil test to be enabled but we want it
// to succeed always. Only the depth test matters.
glStencilFunc(GL_ALWAYS, 0, 0);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP);
glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP);
Pipeline p;
p.WorldPos(m_pointLight[PointLightIndex].Position);
float BBoxScale = CalcPointLightBSphere(m_pointLight[PointLightIndex]);
p.Scale(BBoxScale, BBoxScale, BBoxScale);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_nullTech.SetWVP(p.GetWVPTrans());
m_bsphere.Render();
}
示例12: DSPointLightPass
void DSPointLightPass(unsigned int PointLightIndex)
{
m_gbuffer.BindForLightPass();
m_DSPointLightPassTech.Enable();
m_DSPointLightPassTech.SetEyeWorldPos(m_pGameCamera->GetPos());
glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
Pipeline p;
p.WorldPos(m_pointLight[PointLightIndex].Position);
float BBoxScale = CalcPointLightBSphere(m_pointLight[PointLightIndex]);
p.Scale(BBoxScale, BBoxScale, BBoxScale);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_DSPointLightPassTech.SetWVP(p.GetWVPTrans());
m_DSPointLightPassTech.SetPointLight(m_pointLight[PointLightIndex]);
m_bsphere.Render();
glCullFace(GL_BACK);
glDisable(GL_BLEND);
}
示例13: Render
bool Skybox::Render() {
mSkyboxTech->Enable();
GLint OldCullFaceMode;
glGetIntegerv(GL_CULL_FACE_MODE, &OldCullFaceMode);
GLint OldDepthFuncMode;
glGetIntegerv(GL_DEPTH_FUNC, &OldDepthFuncMode);
glCullFace(GL_FRONT);
glDepthFunc(GL_LEQUAL);
auto camera = mCamera.lock();
Pipeline pipeline;
// pipeline.SetPerspective(glm::transpose(camera->GetGLMPerspMatrix()));
pipeline.SetPerspective(camera->GetPerspMatrix());
pipeline.SetCamera(camera->GetPos(), camera->Forward(), camera->Up());
const glm::mat4 transform = glm::transpose(GetTransform());
mSkyboxTech->SetTextureUnit(0);
mSkyboxTech->SetWVP(pipeline.GetWVPTrans(transform));
mCubemapTexture->Bind(mSkyboxTech->GetProgram());
mSkyboxMesh->Render(mSkyboxTech->GetProgram());
mCubemapTexture->Unbind();
glCullFace(OldCullFaceMode);
glDepthFunc(OldDepthFuncMode);
return true;
}
示例14: RenderSceneCB
virtual void RenderSceneCB()
{
long long TimeNowMillis = GetCurrentTimeMillis();
assert(TimeNowMillis >= m_currentTimeMillis);
unsigned int DeltaTimeMillis = (unsigned int)(TimeNowMillis - m_currentTimeMillis);
m_currentTimeMillis = TimeNowMillis;
m_pGameCamera->OnRender();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pLightingTechnique->Enable();
m_pTexture->Bind(COLOR_TEXTURE_UNIT);
m_pNormalMap->Bind(NORMAL_TEXTURE_UNIT);
Pipeline p;
p.Scale(20.0f, 20.0f, 1.0f);
p.Rotate(90.0f, 0.0, 0.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_pLightingTechnique->SetWVP(p.GetWVPTrans());
m_pLightingTechnique->SetWorldMatrix(p.GetWorldTrans());
m_pGround->Render();
m_particleSystem.Render(DeltaTimeMillis, p.GetVPTrans(), m_pGameCamera->GetPos());
glutSwapBuffers();
}
示例15: Render
void SkyBox::Render()
{
m_pSkyboxTechnique->Enable();
GLint OldCullFaceMode;
glGetIntegerv(GL_CULL_FACE_MODE, &OldCullFaceMode);
GLint OldDepthFuncMode;
glGetIntegerv(GL_DEPTH_FUNC, &OldDepthFuncMode);
glCullFace(GL_FRONT);
glDepthFunc(GL_LEQUAL);
Pipeline p;
p.Scale(20.0f, 20.0f, 20.0f);
p.Rotate(0.0f, 0.0f, 0.0f);
p.WorldPos(m_pCamera->GetPos().x, m_pCamera->GetPos().y, m_pCamera->GetPos().z);
p.SetCamera(m_pCamera->GetPos(), m_pCamera->GetTarget(), m_pCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_pSkyboxTechnique->SetWVP(p.GetWVPTrans());
m_pCubemapTex->Bind(GL_TEXTURE0);
m_pMesh->Render();
glCullFace(OldCullFaceMode);
glDepthFunc(OldDepthFuncMode);
}