本文整理汇总了C++中Transform::GetMVP方法的典型用法代码示例。如果您正苦于以下问题:C++ Transform::GetMVP方法的具体用法?C++ Transform::GetMVP怎么用?C++ Transform::GetMVP使用的例子?那么恭喜您, 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Transform
的用法示例。
在下文中一共展示了Transform::GetMVP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: Update
void Shader::Update(const Transform& transform, const Camera& camera)
{
glm::mat4 MVP = transform.GetMVP(camera);
glm::mat4 Normal = transform.GetModel();
glUniformMatrix4fv(m_uniforms[0], 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(m_uniforms[1], 1, GL_FALSE, &Normal[0][0]);
glUniform3f(m_uniforms[2], 0.0f, 0.0f, 1.0f); //light Direction
}
示例2: Draw
void Sprite::Draw(int frame, Transform & transform, int anchor, vec4 color)
{
// calculate st.uv texture offsets
assert(frame >= 0 && frame < frameCount);
int cols = size.z;
int rows = size.w;
vec4 offset;
// 0 1 2 3 4
// 5 6 7 8 9
// 10 11 12 13 14
// 15 16 17 18 19
// 20 21 22 23 24
int frameCol = frame % cols;
int frameRow = frame / cols;
// 0 - row 0, col 0
// 12 - row 2, col 2
// 24 - row 4, col 4
float tX = 1.f / cols;
float tY = 1.f / rows;
offset.x = tX * frameCol;
offset.y = tY * frameRow;
MatrixStack * mv = transform.GetModelViewStack();
mv->PushMatrix();
vec2 renderPos = GetAnchorCoords(anchor, vec2(0, 0), vec2(size.x, size.y));
renderPos += (size.xy() / 2);
mv->Translate(renderPos.x, renderPos.y, 0);
g_Sprite.SetupShader(transform.GetMVP(), offset, texture, color);
buffer.render(GL_TRIANGLE_STRIP);
mv->PopMatrix();
}
示例3: Render
void App::Render(const delta_t dt, const delta_t elapsed)
{
// clear buffer and save matrix state
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// position camera
mat4 camera;
cameraFrame.GetCameraMatrix(camera);
mv.PushMatrix(camera);
// create point light
vec4 vLightPos(sin(elapsed) * 10, 5, -8 + (cos(elapsed) * 15), 1);
vec4 vLightEyePos;
vec4 vAmbientColor(0.1f, 0.1f, 0.1f, 1);
vec4 vDiffuseColor(1, 1, 1, 1);
vec4 vSpecularColor(1, 1, 1, 1);
// use smoothstep to animate the cube movement
static float xPos;
xPos = ((float)sin(elapsed * 3.1) + 1.0f) / 2.0f;
xPos = (xPos) * (xPos) * (3.0f - 2.0f * (xPos));
xPos = (-1.5f * xPos) + (1.5f * (1.0f - xPos));
// copy uniform information to shader
GL_DEBUG(glUseProgram(phongShader));
vLightEyePos = mv.Transform(vLightPos);
GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() ));
GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() ));
GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() ));
GL_DEBUG(glUniform4fv(locAmbient, 1, &vAmbientColor[0]));
GL_DEBUG(glUniform4fv(locDiffuse, 1, &vDiffuseColor[0]));
GL_DEBUG(glUniform4fv(locSpecular, 1, &vSpecularColor[0]));
GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0]));
GL_DEBUG(glUniform1i(locTexture, 0));
// render the floor
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, baseTexture);
base.Draw();
// transform modelview to rotate cube
mv.PushMatrix();
mat4 cubePos = translate(mat4(), vec3(xPos, -0.5f, -15.f));
cubePos = rotate(cubePos, 100.0f * (float)sin(elapsed), vec3(1.0f, 0.0f, 0.0f));
cubePos = rotate(cubePos, 20.0f * (float)elapsed, vec3(0.0f, 1.0f, 0.0f));
mv.MultMatrix(cubePos);
// copy uniform information to shader for cube
vLightEyePos = mv.Transform(vLightPos);
GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0]));
GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() ));
GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() ));
GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() ));
glBindTexture(GL_TEXTURE_2D, cubeTexture);
// render geometry
cube.Draw();
mv.PopMatrix();
// draw cube at light position
mv.PushMatrix();
cubePos = translate(mat4(), vLightPos.xyz());
mv.MultMatrix(cubePos);
vLightEyePos = mv.Transform(vLightPos);
GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0]));
GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() ));
GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() ));
GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() ));
glBindTexture(GL_TEXTURE_2D, cubeTexture);
cube.Draw();
mv.PopMatrix();
// draw a stationary cube
mv.PushMatrix();
cubePos = translate(mat4(), vec3(-5, 0, 0));
cubePos = rotate(cubePos, 45.0f, vec3(1, 0, 0));
mv.MultMatrix(cubePos);
vLightEyePos = mv.Transform(vLightPos);
GL_DEBUG(glUniform3fv(locLightPos, 1, &vLightEyePos[0]));
GL_DEBUG(glUniformMatrix3fv(locNM , 1, GL_FALSE, transform.GetNormalMatrix() ));
GL_DEBUG(glUniformMatrix4fv(locMV , 1, GL_FALSE, transform.GetModelView() ));
GL_DEBUG(glUniformMatrix4fv(locMVP, 1, GL_FALSE, transform.GetMVP() ));
glBindTexture(GL_TEXTURE_2D, cubeTexture);
cube.Draw();
mv.PopMatrix();
mv.PopMatrix();
// update blur frame textures
blurTimer += (float)dt;
if (blurTimer > BLUR_FRAME_DELAY)
{
// save frame buffer to pbo
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glReadPixels(0, 0, g_App.GetWidth(), g_App.GetHeight(), GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
// save pixel buffer to texture and increment frame index
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glActiveTexture(GL_TEXTURE0 + GetBlurFrame0());
//.........这里部分代码省略.........