本文整理汇总了C++中glm::scale方法的典型用法代码示例。如果您正苦于以下问题:C++ glm::scale方法的具体用法?C++ glm::scale怎么用?C++ glm::scale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glm
的用法示例。
在下文中一共展示了glm::scale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: main
int main(int argc, char** argv) {
/* Initialize logging. */
START_EASYLOGGINGPP(argc, argv);
LOG(TRACE) << "Logging initialized.";
/* Initialize SDL. */
LOG(TRACE) << "Initializing SDL...";
int result = SDL_Init(SDL_INIT_VIDEO);
if (result != 0) {
LOG(FATAL) << "Could not initialize SDL: " << SDL_GetError();
}
window = SDL_CreateWindow(argv[0], 0, 0, (int)window_width,
(int)window_height,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if (window == nullptr) {
LOG(FATAL) << "Could not create window: " << SDL_GetError();
}
SDL_ShowCursor(SDL_DISABLE);
SDL_SetRelativeMouseMode(SDL_TRUE);
frequency = SDL_GetPerformanceFrequency();
time_last_frame = SDL_GetPerformanceCounter();
LOG(INFO) << "Performance counter frequency: " << frequency;
/* Initialize OpenGL. */
LOG(TRACE) << "Initializing OpenGL...";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
if (gl_context == nullptr) {
LOG(FATAL) << SDL_GetError();
}
glewExperimental = GL_TRUE;
GLenum glewError = glewInit();
if (glewError != GLEW_OK) {
LOG(FATAL) << "Could not initialize GLEW: " << glewGetErrorString(glewError);
}
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_VERTEX_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
/* Load assets. */
LOG(TRACE) << "Loading assets...";
shaders = new ShaderManager();
{
shader_terrain = shaders->get("terrain");
shader_terrain->apply();
glActiveTexture(GL_TEXTURE0);
texture_terrain = new Texture("terrain");
shader_terrain->updateUniform("tex", 0);
terrain = new Terrain("heightmap.png");
shader_terrain->updateUniform("max_height", terrain->getMaxHeight());
auto world = mat4();
world = translate(world, vec3(-terrain->getWidth() / 2.f,
-terrain->getMaxHeight() / 2.f,
-terrain->getDepth() / 2.f));
shader_terrain->updateUniform("K_a", 0.1f);
shader_terrain->updateUniform("K_d", 0.9f);
shader_terrain->updateWorldMatrix(world);
LOG(INFO) << "Maximum terrain height: " << terrain->getMaxHeight();
LOG(INFO) << "Terrain width: " << terrain->getWidth();
LOG(INFO) << "Terrain depth: " << terrain->getDepth();
} {
shader_skybox = shaders->get("skybox");
shader_skybox->apply();
glActiveTexture(GL_TEXTURE2);
environment_map = new CubeMap("terrain_");
shader_skybox->updateUniform("cubeMap", 2);
auto world = mat4();
world = scale(world, vec3(terrain->getWidth(),
terrain->getWidth(),
terrain->getDepth()));
skybox = new Cube();
shader_terrain->apply();
shader_skybox->updateWorldMatrix(world);
} {
auto world = mat4();
world = scale(world, vec3(terrain->getWidth() / 2.f,
terrain->getMaxHeight() * 2.f,
terrain->getDepth() / 2.f));
shader_colour = shaders->get("colour");
shader_colour->apply();
shader_colour->updateWorldMatrix(world);
origin = new Origin();
} {
auto world = mat4();
world = translate(world, vec3(-terrain->getWidth() / 2.f,
-terrain->getMaxHeight() / 2.f + 25.f,
-terrain->getDepth() / 2.f));
shader_water = shaders->get("water");
shader_water->apply();
shader_water->updateUniform("K_a", 0.1f);
shader_water->updateUniform("K_d", 0.0f);
shader_water->updateUniform("K_s", 0.9f);
shader_water->updateWorldMatrix(world);
//.........这里部分代码省略.........
示例2: addMirrorBox
/// <summary>
/// Adds a mirror box of a given size, centered at 0, with no back.
/// </summary>
/// <param name="wallSize">Size of the walls.</param>
void Scene::addMirrorBox(const float wallSize)
{
using glm::translate;
using glm::scale;
using glm::rotate;
int matIdx = materialsVec.size();
materialsVec.push_back(Material(vec3(1.0f, 1.0f, 0.8f), 0.7f)); //white (+0)
materialsVec.push_back(Material(vec3(1.0f, 0.0f, 0.0f), 0.7f)); //red (+1)
materialsVec.push_back(Material(vec3(0.0f, 1.0f, 0.0f), 0.7f)); //green (+2)
materialsVec.push_back(Material(vec3(1.0f, 1.0f, 1.0f))); //white light (+3)
materialsVec.push_back(Material(vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(1, 1, 1), INFINITY, .9f, 5.8f)); //mirror (+4)
materialsVec[matIdx + 4].flags |= MAT_FLAG_PURE_REFLECTION;
materialsVec.push_back(Material(vec3(1.0f, 0.6f, 1.0f))); //violet light
const float offset = wallSize / 2;
const mat4 scaleToWall = scale(vec3(wallSize, wallSize, wallSize));
//floor
mat4 trans = translate(vec3(0, -offset, -offset)) *
rotate(-(glm::mediump_float)90, vec3(1, 0, 0)) *
scaleToWall;
addRectangularModel(trans, matIdx);
//ceiling
trans = translate(vec3(0, offset, -offset)) *
rotate((glm::mediump_float)90, vec3(1, 0, 0)) *
scaleToWall;
addRectangularModel(trans, matIdx + 4);
//left wall
trans = translate(vec3(-offset + .2 * offset, 0, -offset)) *
rotate((glm::mediump_float)88, vec3(0, 1, 0)) *
scaleToWall;
addRectangularModel(trans, matIdx + 4);
//right wall
trans = translate(vec3(offset, 0, -offset)) *
rotate((glm::mediump_float) - 90, vec3(0, 1, 0)) *
scaleToWall;
addRectangularModel(trans, matIdx + 4);
//back wall
trans = translate(vec3(0, 0, -wallSize)) *
// rotate((glm::mediump_float)90, vec3(1, 0, 0)) *
scaleToWall;
addRectangularModel(trans, matIdx);
//front wall s
trans = translate(vec3(0, 0, 0)) *
rotate((glm::mediump_float)180, vec3(0, 1, 0)) *
scaleToWall;
addRectangularModel(trans, matIdx);
//light
float power = 400;
trans = translate(vec3(0, offset - 0.01f, -offset)) *
rotate((glm::mediump_float) 90, vec3(1, 0, 0)) *
scale(vec3(2.5f, 2.5f, 2.5f));
addAreaLight(trans, matIdx + 3, vec3(power / 4, power, power));
trans = translate(vec3(0, -offset + 0.01f, -offset)) *
rotate((glm::mediump_float) -90, vec3(1, 0, 0)) *
scale(vec3(1.5f, 1.5f, 1.5f));
addAreaLight(trans, matIdx + 5, vec3(power / 3, 0, power / 3));
}
示例3: loadMap
bool loadMap(const char* filename, list<ExportObject> &map) {
FILE * file = fopen(filename, "r");
if (NULL == file) {
fprintf(stderr, "Couldn't open %s for reading the map\n", filename);
return false;
}
int num_objs = 0;
fscanf(file, "%d ", &num_objs);
list<ExportObject>::iterator it;
ExportObject reconstructedObject;
char name[100];
int matnum;
mat4 rotmat;
while (num_objs--) {
fscanf(file, "%s %d\n", name, &matnum);
read3f(reconstructedObject.t, file);
printf("read t:\n");
fprint3f(reconstructedObject.t, stdout);
read3f(reconstructedObject.s, file);
printf("read s:\n");
fprint3f(reconstructedObject.s, stdout);
read3f(reconstructedObject.r, file);
printf("read r:\n");
fprint3f(reconstructedObject.r, stdout);
reconstructedObject.materialIndex = matnum;
reconstructedObject.name = name;
reconstructedObject.xt = scale(mat4(1.0), reconstructedObject.s) *
translate(mat4(1.0), reconstructedObject.t);
map.push_back(reconstructedObject);
}
/* with mats
while (num_objs--) {
fscanf(file, "%s %d\n", name, &matnum);
readMat4(reconstructedObject.xt, file);
printf("read mat4\n");
printMat4(reconstructedObject.xt, stdout);
reconstructedObject.materialIndex = matnum;
reconstructedObject.name = name;
map.push_back(reconstructedObject);
}
*/
fclose(file);
return true;
}