本文整理汇总了C++中Player::AcquireCamera方法的典型用法代码示例。如果您正苦于以下问题:C++ Player::AcquireCamera方法的具体用法?C++ Player::AcquireCamera怎么用?C++ Player::AcquireCamera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Player
的用法示例。
在下文中一共展示了Player::AcquireCamera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: display
//Called to update the display.
//You should call glutSwapBuffers after all of your rendering to display what you rendered.
//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
void display()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(g_pConeMesh && g_pCylinderMesh && g_pCubeTintMesh && g_pCubeColorMesh && g_pPlaneMesh)
{
g_camMatrix.SetMatrix(mainCharacter.AcquireCamera().CalcLookAtMatrix());
glutil::MatrixStack modelMatrix;
//Render the ground plane.
{
glutil::PushStack push(modelMatrix);
modelMatrix.ApplyMatrix(g_camMatrix.Top());
modelMatrix.Scale(glm::vec3(100.0f, 1.0f, 100.0f));
glUseProgram(UniformColor.theProgram);
glUniformMatrix4fv(UniformColor.modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(modelMatrix.Top()));
glUniform4f(UniformColor.baseColorUnif, 0.302f, 0.416f, 0.0589f, 1.0f);
g_pPlaneMesh->Render();
glUseProgram(0);
}
//Draw the trees
DrawForest(UniformColorTint, modelMatrix, g_camMatrix);
//Draw the building.
{
glutil::PushStack push(modelMatrix);
modelMatrix.ApplyMatrix(g_camMatrix.Top());
modelMatrix.Translate(glm::vec3(20.0f, 0.0f, -10.0f));
DrawParthenon(UniformColorTint, ObjectColor, modelMatrix);
}
//Draw the treasure
for(int i = 0; i < COUNT; i++)
{
if(littleTreasures[i].IsRemoved() == false)
{
glutil::PushStack push(modelMatrix);
modelMatrix.ApplyMatrix(g_camMatrix.Top());
littleTreasures[i].Update();
littleTreasures[i].Render(UniformColorTint, modelMatrix);
}
else
{
littleTreasures[i].Spawn(g_parthenonBaseVolume, g_treeVolumes, ARRAY_COUNT(g_forest), mainCharacter.GetCollisionVolume());
}
}
}
HandleMouse();
glutPostRedisplay();
glutSwapBuffers();
userMouse.OverrideLastPosition(userMouse.GetCurrentPosition());
}