本文整理汇总了C++中Pipeline::GetWorldTrans方法的典型用法代码示例。如果您正苦于以下问题:C++ Pipeline::GetWorldTrans方法的具体用法?C++ Pipeline::GetWorldTrans怎么用?C++ Pipeline::GetWorldTrans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::GetWorldTrans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: 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2: 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: 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5: RenderSceneCB
virtual void RenderSceneCB()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pGameCamera->OnRender();
Pipeline p;
p.WorldPos(-3.0f, 0.0f, 0.0f);
p.Scale(2.0f, 2.0f, 2.0f);
p.Rotate(-90.0f, 15.0f, 0.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_lightingEffect.SetEyeWorldPos(m_pGameCamera->GetPos());
m_lightingEffect.SetVP(p.GetVPTrans());
m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());
m_lightingEffect.SetTessellationLevel(m_tessellationLevel);
m_pMesh->Render(NULL);
p.WorldPos(3.0f, 0.0f, 0.0f);
p.Rotate(-90.0f, -15.0f, 0.0f);
m_lightingEffect.SetVP(p.GetVPTrans());
m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());
m_lightingEffect.SetTessellationLevel(1.0f);
m_pMesh->Render(NULL);
glutSwapBuffers();
}
示例6: 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7: RenderSceneCB
virtual void RenderSceneCB()
{
m_pGameCamera->OnRender();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
m_scale += 0.01f;
Pipeline p;
p.Scale(0.1f, 0.1f, 0.1f);
p.Rotate(0.0f, m_scale, 0.0f);
p.WorldPos(0.0f, 0.0f, 10.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 100.0f);
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_pMesh->Render();
glutSwapBuffers();
}
示例8: DSGeometryPass
void DSGeometryPass()
{
m_DSGeomPassTech.Enable();
m_gbuffer.BindForWriting();
// Only the geometry pass updates the depth buffer
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
Pipeline p;
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
p.Rotate(0.0f, m_scale, 0.0f);
for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_boxPositions) ; i++) {
p.WorldPos(m_boxPositions[i]);
m_DSGeomPassTech.SetWVP(p.GetWVPTrans());
m_DSGeomPassTech.SetWorldMatrix(p.GetWorldTrans());
m_box.Render();
}
// When we get here the depth buffer is already populated and the stencil pass
// depends on it, but it does not write to it.
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
}
示例9: 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: 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12: RenderSceneCB
static void RenderSceneCB()
{
glClear(GL_COLOR_BUFFER_BIT);
static float Scale = 0.0f;
Scale += 0.001f;
Pipeline p;
p.Scale(sinf(Scale * 0.1f), sinf(Scale * 0.1f), sinf(Scale * 0.1f));
p.WorldPos(sinf(Scale), 0.0f, 0.0f);
p.Rotate(sinf(Scale) * 90.0f, sinf(Scale) * 90.0f, sinf(Scale) * 90.0f);
glUniformMatrix4fv(gWorldLocation, 1, GL_TRUE, (const GLfloat*)p.GetWorldTrans());
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13: RenderSceneCB
virtual void RenderSceneCB()
{
m_pGameCamera->OnRender();
glClear(GL_COLOR_BUFFER_BIT);
m_scale += 0.01f;
SpotLight sl[2];
sl[0].DiffuseIntensity = 15.0f;
sl[0].Color = Vector3f(1.0f, 1.0f, 0.7f);
sl[0].Position = Vector3f(-0.0f, -1.9f, -0.0f);
sl[0].Direction = Vector3f(sinf(m_scale), 0.0f, cosf(m_scale));
sl[0].Attenuation.Linear = 0.1f;
sl[0].Cutoff = 20.0f;
sl[1].DiffuseIntensity = 5.0f;
sl[1].Color = Vector3f(0.0f, 1.0f, 1.0f);
sl[1].Position = m_pGameCamera->GetPos();
sl[1].Direction = m_pGameCamera->GetTarget();
sl[1].Attenuation.Linear = 0.1f;
sl[1].Cutoff = 10.0f;
m_pEffect->SetSpotLights(2, sl);
Pipeline p;
p.Rotate(0.0f, 0.0f, 0.0f);
p.WorldPos(0.0f, 0.0f, 1.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 0.1f, 100.0f);
m_pEffect->SetWVP(p.GetWVPTrans());
const Matrix4f& WorldTransformation = p.GetWorldTrans();
m_pEffect->SetWorldMatrix(WorldTransformation);
m_pEffect->SetDirectionalLight(m_directionalLight);
m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos());
m_pEffect->SetMatSpecularIntensity(1.0f);
m_pEffect->SetMatSpecularPower(32);
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, 6, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glutSwapBuffers();
}
示例14: Render
void Chunks::Render(Pipeline p, StaticShadowVolumeShader* shadowShader)
{
shadowShader->Enable();
shadowShader->SetVP(p.GetVPTrans());
shadowShader->SetWorldMatrix(p.GetWorldTrans());
for (int i = 0; i < VIEW_DISTANCE / CHUNK_SIZE_X * 2; i++)
{
for (int j = 0; j < VIEW_DISTANCE / CHUNK_SIZE_Z * 2; ++j)
{
Get(i,j)->Render();
}
}
}
示例15: RenderPass
void RenderPass()
{
glCullFace(GL_BACK);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_lightingEffect.Enable();
m_shadowMapFBO.BindForReading(SHADOW_TEXTURE_UNIT);
m_lightingEffect.SetEyeWorldPos(m_pGameCamera->GetPos());
Pipeline p;
p.SetPerspectiveProj(m_persProjInfo);
p.SetCamera(*m_pGameCamera);
// Render the quads
m_pGroundTex->Bind(COLOR_TEXTURE_UNIT);
p.Orient(m_quad1Orientation);
m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());
m_lightingEffect.SetWVP(p.GetWVPTrans());
m_quad.Render();
p.Orient(m_quad2Orientation);
m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());
m_lightingEffect.SetWVP(p.GetWVPTrans());
m_quad.Render();
// Render the meshes
p.Orient(m_mesh1Orientation);
m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());
m_lightingEffect.SetWVP(p.GetWVPTrans());
m_mesh.Render();
p.Orient(m_mesh2Orientation);
m_lightingEffect.SetWorldMatrix(p.GetWorldTrans());
m_lightingEffect.SetWVP(p.GetWVPTrans());
m_mesh.Render();
}