本文整理汇总了C++中camera::get_pos方法的典型用法代码示例。如果您正苦于以下问题:C++ camera::get_pos方法的具体用法?C++ camera::get_pos怎么用?C++ camera::get_pos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camera
的用法示例。
在下文中一共展示了camera::get_pos方法的2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 pool::update(const float4x4& view_projection, const camera& camera, const point_light& light, GLuint caustics_tex_id, int num_wall) {
glUseProgram(render_prog_.program);
setUniform(render_prog_.program, "cameraPosition", camera.get_pos());
setUniform(render_prog_.program, "viewProjectionMatrix", view_projection);
setUniform(render_prog_.program, "objectMatrix", object_matrix_[num_wall]);
setUniform(render_prog_.program, "inversedObjectMatrix", inversed_object_matrix_[num_wall]);
setUniform(render_prog_.program, "gridSizeX", 256);
setUniform(render_prog_.program, "gridSizeZ", 256);
setUniform(render_prog_.program, "sizeX", size_x_[num_wall]);
setUniform(render_prog_.program, "sizeZ", size_z_[num_wall]);
light.setup_shader(render_prog_.program);
material_.setup_shader(render_prog_.program);
bindTexture(render_prog_.program, CAUSTICS + num_wall, "caustics", caustics_tex_id);
bindTexture(render_prog_.program, FLOOR_TILT, "floorTilt", floor_tex_->GetColorTexId());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
pool_mesh_->Draw(GL_TRIANGLES);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
}
示例2: update
void water::update(const float4x4& view_projection, const camera& camera, const point_light& light) {
// count normals
GLint old_viewport[4];
glGetIntegerv(GL_VIEWPORT, old_viewport);
glViewport(0, 0, grid_size_x_, grid_size_z_);
glDisable(GL_DEPTH_TEST);
norm_tex_->BeginRenderingToThisTexture();
glUseProgram(normal_prog_.program);
setUniform(normal_prog_.program, "objectMatrix", object_matrix_);
setUniform(normal_prog_.program, "inversedObjectMatrix", inversed_object_matrix_);
setUniform(normal_prog_.program, "gridSizeX", grid_size_x_);
setUniform(normal_prog_.program, "gridSizeZ", grid_size_z_);
bindTexture(normal_prog_.program, WATER_POSITIONS, "inPositions", pos_tex_[c_]->GetColorTexId());
full_screen_quad_->Draw();
norm_tex_->EndRenderingToThisTexture();
glEnable(GL_DEPTH_TEST);
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
// draw water
glUseProgram(render_prog_.program);
setUniform(render_prog_.program, "cameraPosition", camera.get_pos());
setUniform(render_prog_.program, "viewProjectionMatrix", view_projection);
setUniform(render_prog_.program, "objectMatrix", object_matrix_);
light.setup_shader(render_prog_.program);
material_.setup_shader(render_prog_.program);
setUniform(render_prog_.program, "gridSizeX", grid_size_x_);
setUniform(render_prog_.program, "gridSizeZ", grid_size_z_);
bindTexture(render_prog_.program, WATER_POSITIONS, "inPositions", pos_tex_[c_]->GetColorTexId());
bindTexture(render_prog_.program, WATER_NORMALS, "inNormals", norm_tex_->GetColorTexId());
//glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
water_mesh_->Draw(GL_TRIANGLES);
glDisable(GL_BLEND);
}