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