本文整理汇总了C++中Quad::setMaterialColor方法的典型用法代码示例。如果您正苦于以下问题:C++ Quad::setMaterialColor方法的具体用法?C++ Quad::setMaterialColor怎么用?C++ Quad::setMaterialColor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Quad
的用法示例。
在下文中一共展示了Quad::setMaterialColor方法的3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: init
void init(int argc, char** argv)
{
g_eye = glm::vec3(0.0, 0.0, 2.0);
g_center = glm::vec3(0, 0, 0);
viewMatrix = glm::lookAt(g_eye, g_center, glm::vec3(0, 1, 0));
projMatrix = glm::perspective(45.f, 1.f, 1.f, 5.f);
Quad* q = new Quad();
q->setDrawCb(drawQuad);
q->setMaterialColor(glm::vec4(1.f));
q->m_modelMatrix = glm::mat4(1.f);
q->m_normalMatrix = glm::mat3(glm::inverseTranspose(viewMatrix * q->m_modelMatrix));
TinyGL::getInstance()->addResource(MESH, "quad", q);
Detector d = HARRIS;
double thresh = 0.9;
//Basic argument parsing.
if(argc >= 3) {
string param = string(argv[1]);
if(param == "--shi-tomasi" || param == "-s")
d = SHI_TOMASI;
param = string(argv[2]);
stringstream ss(param);
ss >> thresh;
} else if(argc == 2) {
示例2: setupGeometry
void setupGeometry()
{
Sphere** spheres;
Quad* screenQuad;
Cube** bottom_box;
bottom_box = new Cube*[5];
for(int i = 0; i < 5; i++) {
bottom_box[i] = new Cube();
bottom_box[i]->setDrawCb(drawArrays);
}
bottom_box[0]->setMaterialColor(glm::vec4(0.4, 0.6, 0.0, 1.0));
bottom_box[1]->setMaterialColor(glm::vec4(0, 0.8, 0.0, 1.0));
bottom_box[2]->setMaterialColor(glm::vec4(0.6, 0, 0.0, 1.0));
bottom_box[3]->setMaterialColor(glm::vec4(0.4, 0.6, 0.9, 1.0));
bottom_box[4]->setMaterialColor(glm::vec4(0, 0, 0.8, 1.0));
bottom_box[0]->m_modelMatrix = glm::translate(glm::vec3(25, 0, 25)) * glm::scale(glm::vec3(50, 0.1, 50));
bottom_box[1]->m_modelMatrix = glm::translate(glm::vec3(25, 2.5, 0)) * glm::scale(glm::vec3(50, 5, 0.3));
bottom_box[2]->m_modelMatrix = glm::translate(glm::vec3(50, 2.5, 25)) * glm::scale(glm::vec3(0.3, 5, 50));
bottom_box[3]->m_modelMatrix = glm::translate(glm::vec3(25, 2.5, 50)) * glm::scale(glm::vec3(50, 5, 0.3));
bottom_box[4]->m_modelMatrix = glm::translate(glm::vec3(0, 2.5, 25)) * glm::scale(glm::vec3(0.3, 5, 50));
for(int i = 0; i < 5; i++) {
bottom_box[i]->m_normalMatrix = glm::mat3(glm::inverseTranspose(viewMatrix * bottom_box[i]->m_modelMatrix));
TinyGL::getInstance()->addResource(MESH, "bottom_box" + to_string(i), bottom_box[i]);
}
spheres = new Sphere*[NUM_SPHERES];
for (int i = 0; i < NUM_SPHERES; i++) {
spheres[i] = new Sphere(60, 60);
spheres[i]->setDrawCb(drawSphere);
spheres[i]->setMaterialColor(glm::vec4(1.0, 0.0, 0.0, 1.0));
}
for (int i = 0; i < W_SPHERES; i++) {
for (int j = 0; j < H_SPHERES; j++) {
spheres[i * W_SPHERES + j]->m_modelMatrix = glm::translate(glm::vec3((i+1) * 4, 1.6, (j+1) * 4)) * glm::scale(glm::vec3(1.5));
spheres[i * W_SPHERES + j]->m_normalMatrix = glm::mat3(glm::inverseTranspose(viewMatrix * spheres[i * W_SPHERES + j]->m_modelMatrix));
}
}
for (int i = 0; i < NUM_SPHERES; i++)
TinyGL::getInstance()->addResource(MESH, "sphere" + to_string(i), spheres[i]);
screenQuad = new Quad();
screenQuad->setDrawCb(drawQuad);
screenQuad->setMaterialColor(glm::vec4(0.f, 0.f, 0.f, 1.f));
screenQuad->m_modelMatrix = glm::mat4(1.f);
screenQuad->m_normalMatrix = glm::mat3(glm::inverseTranspose(viewMatrix * screenQuad->m_modelMatrix));
TinyGL::getInstance()->addResource(MESH, "screenQuad", screenQuad);
}
示例3: setupGeometry
void setupGeometry()
{
Grid* ground;
Sphere** spheres;
Quad* screenQuad;
ground = new Grid(10, 10);
ground->setDrawCb(drawGrid);
ground->setMaterialColor(glm::vec4(0.4, 0.6, 0.0, 1.0));
ground->m_modelMatrix = glm::scale(glm::vec3(50, 1, 50)) * glm::rotate(static_cast<float>(M_PI / 2), glm::vec3(1, 0, 0));
ground->m_normalMatrix = glm::mat3(glm::inverseTranspose(viewMatrix * ground->m_modelMatrix));
TinyGL::getInstance()->addResource(MESH, "ground", ground);
spheres = new Sphere*[NUM_SPHERES];
for (int i = 0; i < NUM_SPHERES; i++) {
spheres[i] = new Sphere(32, 32);
spheres[i]->setDrawCb(drawSphere);
spheres[i]->setMaterialColor(glm::vec4(1.0, 0.0, 0.0, 1.0));
}
for (int i = 0; i < W_SPHERES; i++) {
for (int j = 0; j < H_SPHERES; j++) {
spheres[i * W_SPHERES + j]->m_modelMatrix = glm::translate(glm::vec3(i * 5, 1.5, j * 5)) * glm::scale(glm::vec3(1.5));
spheres[i * W_SPHERES + j]->m_normalMatrix = glm::mat3(glm::inverseTranspose(viewMatrix * spheres[i * W_SPHERES + j]->m_modelMatrix));
}
}
for (int i = 0; i < NUM_SPHERES; i++) {
TinyGL::getInstance()->addResource(MESH, "sphere" + to_string(i), spheres[i]);
}
screenQuad = new Quad();
screenQuad->setDrawCb(drawQuad);
screenQuad->setMaterialColor(glm::vec4(0.f, 0.f, 0.f, 1.f));
screenQuad->m_modelMatrix = glm::mat4(1.f);
screenQuad->m_normalMatrix = glm::mat3(glm::inverseTranspose(viewMatrix * screenQuad->m_modelMatrix));
TinyGL::getInstance()->addResource(MESH, "screenQuad", screenQuad);
}