本文整理汇总了C++中ofShader::setUniformMatrix4f方法的典型用法代码示例。如果您正苦于以下问题:C++ ofShader::setUniformMatrix4f方法的具体用法?C++ ofShader::setUniformMatrix4f怎么用?C++ ofShader::setUniformMatrix4f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ofShader
的用法示例。
在下文中一共展示了ofShader::setUniformMatrix4f方法的6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: begin
//--------------------------------------------------------------- ACTIONS
void CloudsRGBDVideoPlayer::begin(ofShader& shader){
if(playingVO){
return;
}
if(!getPlayer().isLoaded() ){
return;
}
if(!getTextureReference().isAllocated()){
return;
}
getPlayer().bind();
shader.setUniformTexture("rgbdTexture", getTextureReference(), 1);
shader.setUniform2f("textureSize", getPlayer().getWidth(), getPlayer().getHeight());
shader.setUniform4f("colorRect", colorRect.x, colorRect.y, colorRect.width, colorRect.height);
shader.setUniform2f("colorScale", colorScale.x, colorScale.y);
shader.setUniform2f("colorFOV", colorFOV.x, colorFOV.y );
shader.setUniform2f("colorPP", colorPrincipalPoint.x, colorPrincipalPoint.y);
shader.setUniform3f("dK", distortionK.x, distortionK.y, distortionK.z);
shader.setUniform2f("dP", distortionP.x, distortionP.y);
ofMatrix4x4 adjustmentMatrix;
adjustmentMatrix.rotate(adjustRotate.x, 0, 1, 0);
adjustmentMatrix.rotate(adjustRotate.y, 1, 0, 0);
adjustmentMatrix.translate(adjustTranslate.x, adjustTranslate.y, adjustTranslate.z);
shader.setUniformMatrix4f("extrinsics", extrinsics * adjustmentMatrix );
shader.setUniform4f("depthRect", depthRect.x, depthRect.y, depthRect.width, depthRect.height);
shader.setUniform2f("depthPP", depthPrincipalPoint.x, depthPrincipalPoint.y);
shader.setUniform2f("depthFOV", depthFOV.x, depthFOV.y);
shader.setUniform4f("normalRect", normalRect.x, normalRect.y, normalRect.width, normalRect.height);
shader.setUniform4f("faceFeatureRect", faceFeatureRect.x, faceFeatureRect.y, faceFeatureRect.width, faceFeatureRect.height);
shader.setUniform4f("deltaChangeRect", deltaChangeRect.x, deltaChangeRect.y, deltaChangeRect.width, deltaChangeRect.height);
shader.setUniform1f("farClip", farClip);
shader.setUniform1f("nearClip", nearClip);
shader.setUniform1f("edgeClip", edgeClip);
shader.setUniform1f("minDepth", minDepth);
shader.setUniform1f("maxDepth", maxDepth);
shader.setUniform3f("skinSampleColor",skinSampleColor.r,skinSampleColor.g,skinSampleColor.b);
shader.setUniform3f("skinWeights", skinWeights.x,skinWeights.y,skinWeights.z);
shader.setUniform2f("skinThreshold", skinThreshold.min, skinThreshold.max);
shader.setUniform3f("headPosition",headPosition.x,-headPosition.y,headPosition.z);
shader.setUniform1f("flowPosition", flowPosition);
}
示例2: updateRenderer
void Dude::updateRenderer( ofShader & shader )
{
// update the rendering matrices
renderMats = animSys.getBoneMatrices();
std::vector<float> boneLengths = animSys.getBoneLengths();
for( int i = 0; i < animSys.getNumBones(); i++ )
{
renderMats[i].scale(1,1,boneLengths[i]);
//renderMats[i].preTranslate(position);
renderMats[i].invert();
}
// prepare rendering steer matrix
renderSteerMatrix.identity();
renderSteerMatrix.translate(position);
renderSteerMatrix *= steerMatrix;
//renderSteerMatrix.translate(-position);
// set it up
shader.setUniformMatrix4f("steerMatrix",ofMatrix4x4((float*)renderSteerMatrix.inverse()));
shader.setUniform1f("blend_k",blend_k);
shader.setUniformMatrix4f("box_mats", (ofMatrix4x4&) renderMats[0], renderMats.size());//
}
示例3: draw
void draw() {
ofBackgroundGradient(64, 0);
if(reflect || sreflect)
env.draw(0,0,env.getWidth()/8,env.getHeight()/8);
if(sreflect)
env1.draw(env.getWidth()/8,0,env1.getWidth()/8,env1.getHeight()/8);
ofEnableDepthTest();
cam.begin();
shader.begin();
if(sreflect){
// shader.setUniform3f("CameraPos",cam.getGlobalPosition().x, cam.getGlobalPosition().y, cam.getGlobalPosition().z);
// shader.setUniformMatrix4f("ModelWorld4x4",cam.getGlobalTransformMatrix());
shader.setUniform3f("CameraPos",cam.getPosition().x, cam.getPosition().y, cam.getPosition().z);
shader.setUniformMatrix4f("ModelWorld4x4",cam.getModelViewMatrix());//getLocalTransformMatrix());
shader.setUniformTexture("frontMap", env,1);
shader.setUniformTexture("backMap", env1,2);
}
if(reflect){
shader.setUniformTexture("colorMap",env1,1);
shader.setUniformTexture("envMap", env,2);
}else if(sreflect==false){
shader.setUniformTexture("texture", img, 1);
shader.setUniform1f("time", ofGetElapsedTimef());
}
if(cube)
ofDrawBox(200);
else {
ofTranslate(0,-150,0);
ofRotateX(-90);
ofRotateY(-90);
ofRotateZ(45);
model.drawFaces();
}
shader.end();
cam.end();
ofDisableDepthTest();
ofDrawBitmapString(ofToString((int) ofGetFrameRate()), 10, 20);
}
示例4: setupProjectionUniforms
//--------------------------------------------------------------- ACTIONS
void CloudsRGBDVideoPlayer::setupProjectionUniforms(ofShader& shader){
if(!getPlayer().isLoaded()){
ofLogWarning() << " CloudsRGBDVideoPlayer::setupProjectionUniforms -- player is not ready";
return;
}
shader.setUniformTexture("rgbdTexture", getPlayer().getTextureReference(), 0);
shader.setUniform2f("textureSize", getPlayer().getWidth(), getPlayer().getHeight());
shader.setUniform4f("colorRect", colorRect.x, colorRect.y, colorRect.width, colorRect.height);
shader.setUniform2f("colorScale", colorScale.x, colorScale.y);
shader.setUniform2f("colorFOV", colorFOV.x, colorFOV.y );
shader.setUniform2f("colorPP", colorPrincipalPoint.x, colorPrincipalPoint.y);
shader.setUniform3f("dK", distortionK.x, distortionK.y, distortionK.z);
shader.setUniform2f("dP", distortionP.x, distortionP.y);
ofMatrix4x4 adjustmentMatrix;
adjustmentMatrix.rotate(adjustRotate.x, 0, 1, 0);
adjustmentMatrix.rotate(adjustRotate.y, 1, 0, 0);
adjustmentMatrix.translate(adjustTranslate.x, adjustTranslate.y, adjustTranslate.z);
shader.setUniformMatrix4f("extrinsics", extrinsics * adjustmentMatrix );
shader.setUniform4f("depthRect", depthRect.x, depthRect.y, depthRect.width, depthRect.height);
shader.setUniform2f("depthPP", depthPrincipalPoint.x, depthPrincipalPoint.y);
shader.setUniform2f("depthFOV", depthFOV.x, depthFOV.y);
shader.setUniform4f("normalRect", normalRect.x, normalRect.y, normalRect.width, normalRect.height);
shader.setUniform4f("faceFeatureRect", faceFeatureRect.x, faceFeatureRect.y, faceFeatureRect.width, faceFeatureRect.height);
shader.setUniform4f("deltaChangeRect", deltaChangeRect.x, deltaChangeRect.y, deltaChangeRect.width, deltaChangeRect.height);
shader.setUniform1i("useFaces", useFaces ? 1 : 0);
shader.setUniform1f("flowPosition", flowPosition);
shader.setUniform1f("farClip", farClip);
shader.setUniform1f("nearClip", nearClip);
shader.setUniform1f("edgeClip", edgeClip);
shader.setUniform1f("minDepth", minDepth);
shader.setUniform1f("maxDepth", maxDepth);
}
开发者ID:CLOUDS-Interactive-Documentary,项目名称:VisualSystemsLibrary,代码行数:45,代码来源:CloudsRGBDVideoPlayer.cpp
示例5: updateMaterial
void ofMaterial::updateMaterial(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
shader.setUniform4fv("mat_ambient", &data.ambient.r);
shader.setUniform4fv("mat_diffuse", &data.diffuse.r);
shader.setUniform4fv("mat_specular", &data.specular.r);
shader.setUniform4fv("mat_emissive", &data.emissive.r);
shader.setUniform4fv("global_ambient", &ofGetGlobalAmbientColor().r);
shader.setUniform1f("mat_shininess",data.shininess);
for(auto & uniform: uniforms1f){
shader.setUniform1f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms2f) {
shader.setUniform2f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms3f) {
shader.setUniform3f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms4f) {
shader.setUniform4f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms1i) {
shader.setUniform1i(uniform.first, uniform.second);
}
for (auto & uniform : uniforms2i) {
shader.setUniform2i(uniform.first, uniform.second.x, uniform.second.y);
}
for (auto & uniform : uniforms3i) {
shader.setUniform3i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z);
}
for (auto & uniform : uniforms4i) {
shader.setUniform4i(uniform.first, uniform.second.x, uniform.second.y, uniform.second.z, uniform.second.w);
}
for (auto & uniform : uniforms4m) {
shader.setUniformMatrix4f(uniform.first, uniform.second);
}
for (auto & uniform : uniforms3m) {
shader.setUniformMatrix3f(uniform.first, uniform.second);
}
for (auto & uniform : uniformstex) {
shader.setUniformTexture(uniform.first,
uniform.second.textureTarget,
uniform.second.textureID,
uniform.second.textureLocation);
}
}
示例6: uploadMatrices
void ofBaseMaterial::uploadMatrices(const ofShader & shader,ofGLProgrammableRenderer & renderer) const{
const ofMatrix4x4 & normalMatrix = renderer.getCurrentNormalMatrix();
shader.setUniformMatrix4f("normalMatrix",normalMatrix);
}