本文整理汇总了C++中Pipeline::Scale方法的典型用法代码示例。如果您正苦于以下问题:C++ Pipeline::Scale方法的具体用法?C++ Pipeline::Scale怎么用?C++ Pipeline::Scale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::Scale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: 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3: 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4: 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5: 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6: 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7: 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);
}
示例8: 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9: Draw
void Bone::Draw(){
glClear(GL_DEPTH_BUFFER_BIT);
Pipeline p;
p.Scale(1.0f,1.0f, 1.0f);
p.WorldPos(x, y, 0.0f);
p.Rotate(0.0f, 0.0f, a);
glUniformMatrix4fv(Shader::gWorldLocation, 1, GL_TRUE, (const GLfloat*)p.GetTrans());
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, 6, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
for(std::vector<Bone*>::iterator it = child->begin(); it != child->end(); it++){
(*it)->Draw();
}
}
示例10: 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.GetTrans());
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11: 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12: RenderSceneCB
virtual void RenderSceneCB()
{
m_scale += 0.01f;
m_pGameCamera->OnRender();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
PointLight pl[2];
pl[0].DiffuseIntensity = 0.25f;
pl[0].Color = Vector3f(1.0f, 0.5f, 0.0f);
pl[0].Position = Vector3f(3.0f, 1.0f, FieldDepth * (cosf(m_scale) + 1.0f) / 2.0f);
pl[0].Attenuation.Linear = 0.1f;
pl[1].DiffuseIntensity = 0.25f;
pl[1].Color = Vector3f(0.0f, 0.5f, 1.0f);
pl[1].Position = Vector3f(7.0f, 1.0f, FieldDepth * (sinf(m_scale) + 1.0f) / 2.0f);
pl[1].Attenuation.Linear = 0.1f;
m_pEffect->SetPointLights(2, pl);
SpotLight sl[2];
sl[0].DiffuseIntensity = 0.9f;
sl[0].Color = Vector3f(0.0f, 1.0f, 1.0f);
sl[0].Position = m_pGameCamera->GetPos();
sl[0].Direction = m_pGameCamera->GetTarget();
sl[0].Attenuation.Linear = 0.1f;
sl[0].Cutoff = 10.0f;
sl[1].DiffuseIntensity = 0.75f;
sl[1].Color = Vector3f(0.0f, 0.5f, 1.0f);
sl[1].Position = Vector3f(7.0f, 1.0f, FieldDepth * (sinf(m_scale) + 1.0f) / 2.0f);
sl[1].Attenuation.Linear = 0.1f;
m_pEffect->SetSpotLights(1, sl);
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13: RenderPass
virtual void RenderPass()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pShadowMapTechnique->SetTextureUnit(0);
m_shadowMapFBO.BindForReading(GL_TEXTURE0);
Pipeline p;
p.Scale(5.0f, 5.0f, 5.0f);
p.WorldPos(0.0f, 0.0f, 10.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_pShadowMapTechnique->SetWorldViewProjection(p.GetWorldViewProjectionTrans());
m_pQuad->Render();
}
示例14: RenderPass
void RenderPass()
{
glCullFace(GL_BACK);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pLightingEffect->Enable();
m_shadowMapFBO.BindForReading(GL_TEXTURE1);
Pipeline p;
p.SetPerspectiveProj(m_persProjInfo);
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_quad.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_mesh.Render();
}
示例15: RenderPass
virtual void RenderPass()//render to screen
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pShadowMapTech->SetTextureUnit(0);//set the value to shaders
m_shadowMapFBO.BindForReading(GL_TEXTURE0);//the i in GL_TEXTUREi must be same with m_pShadowMapTech->SetTextureUnit(i);
Pipeline p;
p.Scale(5.0f, 5.0f, 5.0f);
p.WorldPos(0.0f, 0.0f, 10.0f);
p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp());
p.SetPerspectiveProj(m_persProjInfo);
m_pShadowMapTech->SetWVP(p.GetWVPTrans());
m_pQuad->Render();
}