本文整理汇总了C++中example_state_view::frame_duration方法的典型用法代码示例。如果您正苦于以下问题:C++ example_state_view::frame_duration方法的具体用法?C++ example_state_view::frame_duration怎么用?C++ example_state_view::frame_duration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example_state_view
的用法示例。
在下文中一共展示了example_state_view::frame_duration方法的5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: user_idle
void user_idle(const example_state_view& state)
override
{
if(state.user_idle_time() > seconds_(1))
{
const float t = value(state.frame_duration())*60;
scale *= std::pow(1.f+0.05f*t, scale_dir);
if(scale < min_scale)
{
scale_dir *= -1.f;
ofs_x_dir *= -1.f;
ofs_y_dir *= ofs_x_dir;
scale = min_scale;
}
if(scale > max_scale)
{
scale_dir *= -1.f;
ofs_y_dir *= -1.f;
ofs_x_dir *= ofs_y_dir;
scale = max_scale;
}
offset_x += ofs_x_dir*t*scale/30;
offset_y += ofs_y_dir*t*scale/30;
gl.uniform(prog.offset_loc, offset_x, offset_y);
gl.uniform(prog.scale_loc, scale*aspect, scale);
}
}
示例2: render
void render(const example_state_view& state)
override
{
rad += radians_(0.5f*state.frame_duration().value());
current_buf = (current_buf+1)%2;
gl.uniform(
prog.light_pos,
vec3(cos(rad)*4, sin(rad)*4, 8)
);
gl.uniform(
prog.modelview,
matrix_rotation_x(rad*1)*
matrix_rotation_y(rad*2)*
matrix_rotation_z(rad*3)
);
// draw into the texture
gl.bind(GL.draw_framebuffer, rnd_tex.fbos[current_buf]);
gl.viewport(tex_side, tex_side);
GLfloat s = 0.5f;
gl.uniform(
prog.projection,
oglplus::matrix_perspective(-s,+s, -s,+s, 1.0f, 5)*
oglplus::matrix_translation(0,0,-2)
);
gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit);
gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3);
// draw on screen
gl.bind(GL.draw_framebuffer, default_framebuffer);
gl.viewport(state.width(), state.height());
gl.uniform(prog.cube_tex, GLint(current_buf));
GLfloat h = 0.55f;
GLfloat w = h*state.aspect();
gl.uniform(
prog.projection,
oglplus::matrix_perspective(-w,+w, -h,+h, 1, 3)*
oglplus::matrix_translation(0,0,-2)
);
gl.clear(GL.color_buffer_bit|GL.depth_buffer_bit);
gl.draw_arrays(GL.triangles, 0, 6 * 2 * 3);
}
示例3: user_idle
void user_idle(const example_state_view& state)
override
{
if(state.user_idle_time() > seconds_(1))
{
const float s = state.frame_duration().value()/5;
mod_cam_orbit(s*cam_dist_dir);
mod_cam_turns(s*cam_turn_dir);
mod_cam_pitch(s*cam_elev_dir);
set_projection(state);
}
}
示例4: user_idle
void user_idle(const example_state_view& state)
override
{
if(state.user_idle_time() > seconds_(1))
{
const float s = value(state.frame_duration())*60;
const float dest_offset_x = -0.525929f;
const float dest_offset_y = -0.668547f;
const float c = 0.02f * s;
offset_x = c*dest_offset_x + (1-c)*offset_x;
offset_y = c*dest_offset_y + (1-c)*offset_y;
scale *= (1-0.01f*s);
if(scale < min_scale) scale = min_scale;
gl.uniform(offset_loc, offset_x, offset_y);
gl.uniform(scale_loc, scale*aspect, scale);
}
}
示例5: render
void render(const example_state_view& state)
override
{
gl.use(erase_prog);
gl.disable(GL.depth_test);
background.use();
background.draw();
shp_turns += 0.1f*state.frame_duration().value();
gl.use(light_prog);
gl.uniform(
light_prog.modelview,
matrix_rotation_x(turns_(shp_turns)/1)*
matrix_rotation_y(turns_(shp_turns)/2)*
matrix_rotation_z(turns_(shp_turns)/3)
);
gl.clear(GL.depth_buffer_bit);
gl.enable(GL.depth_test);
shape.use();
shape.draw();
}