本文整理汇总了C++中QUATERNION::GetMatrix4方法的典型用法代码示例。如果您正苦于以下问题:C++ QUATERNION::GetMatrix4方法的具体用法?C++ QUATERNION::GetMatrix4怎么用?C++ QUATERNION::GetMatrix4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QUATERNION
的用法示例。
在下文中一共展示了QUATERNION::GetMatrix4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: fov
void GRAPHICS_GL2::SetupScene(
float fov, float new_view_distance,
const MATHVECTOR <float, 3> cam_position,
const QUATERNION <float> & cam_rotation,
const MATHVECTOR <float, 3> & dynamic_reflection_sample_pos)
{
// setup the default camera from the passed-in parameters
{
GRAPHICS_CAMERA & cam = cameras["default"];
cam.fov = fov;
cam.pos = cam_position;
cam.orient = cam_rotation;
cam.view_distance = new_view_distance;
cam.w = w;
cam.h = h;
}
// create a camera for the skybox with a long view distance
{
GRAPHICS_CAMERA & cam = cameras["skybox"];
cam = cameras["default"];
cam.view_distance = 10000.0;
}
// create a camera for 3d ui elements that has a fixed FOV
{
GRAPHICS_CAMERA & cam = cameras["ui3d"];
cam.fov = 45;
cam.pos = cam_position;
cam.orient = cam_rotation;
cam.view_distance = new_view_distance;
cam.w = w;
cam.h = h;
}
// create a camera for the dynamic reflections
{
GRAPHICS_CAMERA & cam = cameras["dynamic_reflection"];
cam.pos = dynamic_reflection_sample_pos;
cam.fov = 90; // this gets automatically overridden with the correct fov (which is 90 anyway)
cam.orient.LoadIdentity(); // this gets automatically rotated for each cube side
cam.view_distance = 100.f;
cam.w = 1.f; // this gets automatically overridden with the cubemap dimensions
cam.h = 1.f; // this gets automatically overridden with the cubemap dimensions
}
// create a camera for the dynamic reflection skybox
{
GRAPHICS_CAMERA & cam = cameras["dynamic_reflection_skybox"];
cam = cameras["dynamic_reflection"];
cam.view_distance = 10000.f;
}
// create an ortho camera for 2d drawing
{
GRAPHICS_CAMERA & cam = cameras["2d"];
// this is the glOrtho call we want: glOrtho( 0, 1, 1, 0, -1, 1 );
cam.orthomode = true;
cam.orthomin = MATHVECTOR <float, 3> (0, 1, -1);
cam.orthomax = MATHVECTOR <float, 3> (1, 0, 1);
}
// put the default camera transform into texture3, needed by shaders only
MATRIX4<float> viewMatrix;
cam_rotation.GetMatrix4(viewMatrix);
float translate[4] = {-cam_position[0], -cam_position[1], -cam_position[2], 0};
viewMatrix.MultiplyVector4(translate);
viewMatrix.Translate(translate[0], translate[1], translate[2]);
glActiveTexture(GL_TEXTURE3);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(viewMatrix.GetArray());
// create cameras for shadow passes
if (shadows)
{
MATRIX4<float> viewMatrixInv = viewMatrix.Inverse();
std::vector <std::string> shadow_names;
shadow_names.push_back("near");
shadow_names.push_back("medium");
shadow_names.push_back("far");
for (int i = 0; i < 3; i++)
{
float shadow_radius = (1<<i)*closeshadow+(i)*20.0; //5,30,60
MATHVECTOR <float, 3> shadowbox(1,1,1);
shadowbox = shadowbox * (shadow_radius*sqrt(2.0));
MATHVECTOR <float, 3> shadowoffset(0,0,-1);
shadowoffset = shadowoffset * shadow_radius;
(-cam_rotation).RotateVector(shadowoffset);
shadowbox[2] += 60.0;
GRAPHICS_CAMERA & cam = cameras["shadows_"+shadow_names[i]];
cam = cameras["default"];
cam.orthomode = true;
cam.orthomin = -shadowbox;
cam.orthomax = shadowbox;
//.........这里部分代码省略.........