当前位置: 首页>>代码示例>>C++>>正文


C++ QMatrix4x4::frustum方法代码示例

本文整理汇总了C++中QMatrix4x4::frustum方法的典型用法代码示例。如果您正苦于以下问题:C++ QMatrix4x4::frustum方法的具体用法?C++ QMatrix4x4::frustum怎么用?C++ QMatrix4x4::frustum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QMatrix4x4的用法示例。


在下文中一共展示了QMatrix4x4::frustum方法的4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: projectionMatrix

/*!
    Returns the transformation matrix to apply to the projection matrix
    to present the scene as viewed from the camera position.

    The \a aspectRatio specifies the aspect ratio of the window the
    camera view is being displayed in.  An \a aspectRatio of 1 indicates that
    the window is square.  An \a aspectRatio greater than 1 indicates that
    the window is wider than it is high.  An \a aspectRatio less than 1
    indicates that the window is higher than it is wide.

    \sa apply(), modelViewMatrix()
*/
QMatrix4x4 Camera::projectionMatrix(qreal aspectRatio) const
{
    Q_D(const Camera);
    QMatrix4x4 m;
    if (!d->adjustForAspectRatio)
        aspectRatio = 1.0f;
    if (d->screenRotation != 0) {
        m.rotate((qreal)(d->screenRotation), 0.0f, 0.0f, 1.0f);
        if (d->screenRotation == 90 || d->screenRotation == 270) {
            if (aspectRatio != 0.0f)
                aspectRatio = 1.0f / aspectRatio;
        }
    }
    if (d->projectionType == Perspective && d->fieldOfView != 0.0f) {
        m.perspective(d->fieldOfView, aspectRatio,
                      d->nearPlane, d->farPlane);
    } else {
        qreal halfWidth = d->viewSize.width() / 2.0f;
        qreal halfHeight = d->viewSize.height() / 2.0f;
        if (aspectRatio > 1.0f) {
            halfWidth *= aspectRatio;
        } else if (aspectRatio > 0.0f && aspectRatio < 1.0f) {
            halfHeight /= aspectRatio;
        }
        if (d->projectionType == Perspective) {
            m.frustum(-halfWidth, halfWidth, -halfHeight, halfHeight,
                      d->nearPlane, d->farPlane);
        } else {
            m.ortho(-halfWidth, halfWidth, -halfHeight, halfHeight,
                    d->nearPlane, d->farPlane);
        }
    }
    return m;
}
开发者ID:kaltsi,项目名称:qt-mobility,代码行数:46,代码来源:camera.cpp

示例2: getProjMatrix

QMatrix4x4 PerspectiveCamera::getProjMatrix(int width, int height)
{
    // can probably remove this now
    float pixdx = 0;
    float pixdy = 0;

    // taken from gluPerspective docs
    float aspect = (float)width / (float)height;
    float zNear = .1f;
    float zFar = 100.0f;

    float top = tan(fov()*3.14159/360.0) * zNear;
    //float top = tan(fov*0.5) * zNear;
    float bottom = -top;

    float left = aspect * bottom;
    float right = aspect * top;

    //int viewport[4];
    //glGetIntegerv(GL_VIEWPORT, viewport);
    float xwsize = right - left;
    float ywsize = top - bottom;

    // MAINT: width/height should be pulled from viewport if it doesn't match
    // size of render
    float dx = -(pixdx * xwsize / (float)width);
    float dy = -(pixdy * ywsize / (float)height);

    QMatrix4x4 m;
    m.frustum(left+dx, right+dx, bottom+dy, top+dy, zNear, zFar);
    //m.perspective(PerspectiveCamera->fov(), aspect, zNear, zFar);
    return m;
}
开发者ID:strattonbrazil,项目名称:paintbug,代码行数:33,代码来源:camera.cpp

示例3: paintScreen

void CoverSwitchEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
    effects->paintScreen(mask, region, data);

    if (mActivated || stop || stopRequested) {
        QMatrix4x4 origProjection;
        QMatrix4x4 origModelview;
        ShaderManager *shaderManager = ShaderManager::instance();
        if (effects->numScreens() > 1) {
            // unfortunatelly we have to change the projection matrix in dual screen mode
            QRect fullRect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
            float fovy = 60.0f;
            float aspect = 1.0f;
            float zNear = 0.1f;
            float zFar = 100.0f;
            float ymax = zNear * tan(fovy  * M_PI / 360.0f);
            float ymin = -ymax;
            float xmin =  ymin * aspect;
            float xmax = ymax * aspect;
            float xTranslate = 0.0;
            float yTranslate = 0.0;
            float xminFactor = 1.0;
            float xmaxFactor = 1.0;
            float yminFactor = 1.0;
            float ymaxFactor = 1.0;
            if (area.x() == 0 && area.width() != fullRect.width()) {
                // horizontal layout: left screen
                xminFactor = (float)area.width() / (float)fullRect.width();
                xmaxFactor = ((float)fullRect.width() - (float)area.width() * 0.5f) / ((float)fullRect.width() * 0.5f);
                xTranslate = (float)fullRect.width() * 0.5f - (float)area.width() * 0.5f;
            }
            if (area.x() != 0 && area.width() != fullRect.width()) {
                // horizontal layout: right screen
                xminFactor = ((float)fullRect.width() - (float)area.width() * 0.5f) / ((float)fullRect.width() * 0.5f);
                xmaxFactor = (float)area.width() / (float)fullRect.width();
                xTranslate = (float)fullRect.width() * 0.5f - (float)area.width() * 0.5f;
            }
            if (area.y() == 0 && area.height() != fullRect.height()) {
                // vertical layout: top screen
                yminFactor = ((float)fullRect.height() - (float)area.height() * 0.5f) / ((float)fullRect.height() * 0.5f);
                ymaxFactor = (float)area.height() / (float)fullRect.height();
                yTranslate = (float)fullRect.height() * 0.5f - (float)area.height() * 0.5f;
            }
            if (area.y() != 0 && area.height() != fullRect.height()) {
                // vertical layout: bottom screen
                yminFactor = (float)area.height() / (float)fullRect.height();
                ymaxFactor = ((float)fullRect.height() - (float)area.height() * 0.5f) / ((float)fullRect.height() * 0.5f);
                yTranslate = (float)fullRect.height() * 0.5f - (float)area.height() * 0.5f;
            }
            QMatrix4x4 projection;
            projection.frustum(xmin * xminFactor, xmax * xmaxFactor, ymin * yminFactor, ymax * ymaxFactor, zNear, zFar);
            QMatrix4x4 modelview;
            modelview.translate(xTranslate, yTranslate, 0.0);
            if (shaderManager->isShaderBound()) {
                GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader);
                origProjection = shader->getUniformMatrix4x4("projection");
                origModelview = shader->getUniformMatrix4x4("modelview");
                shader->setUniform("projection", projection);
                shader->setUniform("modelview", origModelview * modelview);
                shaderManager->popShader();
            } else {
#ifndef KWIN_HAVE_OPENGLES
                glMatrixMode(GL_PROJECTION);
                pushMatrix();
                loadMatrix(projection);
                glMatrixMode(GL_MODELVIEW);
                pushMatrix(modelview);
#endif
            }
        }

        QList< EffectWindow* > tempList = currentWindowList;
        int index = tempList.indexOf(selected_window);
        if (animation || start || stop) {
            if (!start && !stop) {
                if (direction == Right)
                    index++;
                else
                    index--;
                if (index < 0)
                    index = tempList.count() + index;
                if (index >= tempList.count())
                    index = index % tempList.count();
            }
            foreach (Direction direction, scheduled_directions) {
                if (direction == Right)
                    index++;
                else
                    index--;
                if (index < 0)
                    index = tempList.count() + index;
                if (index >= tempList.count())
                    index = index % tempList.count();
            }
        }
        int leftIndex = index - 1;
        if (leftIndex < 0)
            leftIndex = tempList.count() - 1;
        int rightIndex = index + 1;
        if (rightIndex == tempList.count())
//.........这里部分代码省略.........
开发者ID:mleduque,项目名称:kwin-tiling,代码行数:101,代码来源:coverswitch.cpp

示例4: paintGL

void CubeWindow::paintGL()
{
    float timeSinceLastFrame;

    if (m_lastFrameTime == -1) {
        m_lastFrameTime = QDateTime::currentMSecsSinceEpoch();
        timeSinceLastFrame = 0;
    } else {
        qint64 timeNow = QDateTime::currentMSecsSinceEpoch();
        timeSinceLastFrame = timeNow - m_lastFrameTime;
        m_lastFrameTime = timeNow;
    }
    float rotationScale = timeSinceLastFrame / (ROTATION_TIME * 1000.0f);
    float xAngle = 0.0f, yAngle = 0.0f;

    switch(m_currentDirection) {
    case RIGHT:
        yAngle = rotationScale * 360.0f;
        break;
    case LEFT:
        yAngle = - rotationScale * 360.0f;
        break;
    case UP:
        xAngle = - rotationScale * 360.0f;
        break;
    case DOWN:
        xAngle = rotationScale * 360.0f;
        break;
    }

    QMatrix4x4 perspectiveMatrix;
    perspectiveMatrix.frustum(-0.75f, 0.75f, -0.75f, 0.75f, 1.0f, 3.0f);

    QMatrix4x4 matrix;
    matrix.translate(0, 0, -2);
    matrix.rotate(xAngle, 1.0f, 0.0f, 0.0f);
    matrix.rotate(yAngle, 0.0f, 1.0f, 0.0f);
    matrix.translate(0, 0, 2);
    for (int i = 0; i < CUBE_VERTICES; i += 4) {
        QVector4D vector(cubeVertices[i], cubeVertices[i + 1],
                cubeVertices[i + 2], cubeVertices[i + 3]);
        vector = matrix * vector;
        cubeVertices[i] = vector.x();
        cubeVertices[i + 1] = vector.y();
        cubeVertices[i + 2] = vector.z();
        cubeVertices[i + 3] = vector.w();
    }

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepthf(1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    m_program->bind();
    m_program->setUniformValue(m_perspectiveMatrixUniform, perspectiveMatrix);

    m_program->enableAttributeArray(m_posAtr);
    m_program->setAttributeArray(m_posAtr, cubeVertices, 4);
    m_program->enableAttributeArray(m_colorAtr);
    m_program->setAttributeArray(m_colorAtr, colorData, 4);

    glDrawArrays(GL_TRIANGLES, 0, 3 * 12);

    m_program->disableAttributeArray(m_posAtr);
    m_program->disableAttributeArray(m_colorAtr);

    m_program->release();
}
开发者ID:qiubit,项目名称:SpinningCube3D,代码行数:67,代码来源:cubewindow.cpp


注:本文中的QMatrix4x4::frustum方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。