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C++ target_camera::get_view方法代码示例

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


在下文中一共展示了target_camera::get_view方法的15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

bool render()
{
	// Bind effect
	renderer::bind(eff);
	// Create MVP matrix
	auto M = m.get_transform().get_transform_matrix();
	auto V = cam.get_view();
	auto P = cam.get_projection();
	auto MVP = P * V * M;
	// Set MVP matrix uniform
	glUniformMatrix4fv(
		eff.get_uniform_location("MVP"),
		1,
		GL_FALSE,
		value_ptr(MVP));

	// Bind and set texture
	renderer::bind(tex, 0);
	glUniform1i(eff.get_uniform_location("tex"), 0);

	// Render mesh
	renderer::render(m);

	return true;
}
开发者ID:Zoeoeh,项目名称:Coursework-ComputerGraphics,代码行数:25,代码来源:main.cpp

示例2: render

bool render() {
  // Bind effect
  renderer::bind(eff);
  // Create MVP matrix
  auto M = m.get_transform().get_transform_matrix();
  auto V = cam.get_view();
  auto P = cam.get_projection();
  auto MVP = P * V * M;
  // Set MVP matrix uniform
  glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
                     1,                               // Number of values - 1 mat4
                     GL_FALSE,                        // Transpose the matrix?
                     value_ptr(MVP));                 // Pointer to matrix data

  // *********************************
  // Bind texture to renderer
  renderer::bind(tex, 1);
  // Set the texture value for the shader here
  glUniform1i(eff.get_uniform_location(" tex"), 0);
  // *********************************

  // Render the mesh
  renderer::render(m);

  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:26,代码来源:28_Repeat_Textures.cpp

示例3: render

bool render() {
  // Bind effect
  renderer::bind(eff);

  // Create MVP matrix
  auto M = m.get_transform().get_transform_matrix();
  auto V = cam.get_view();
  auto P = cam.get_projection();
  auto MVP = P * V * M;

  // Set MVP matrix uniform
  glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
                     1,                               // Number of values - 1 mat4
                     GL_FALSE,                        // Transpose the matrix?
                     value_ptr(MVP));                 // Pointer to matrix data

  // *********************************
  // Set the dissolve_factor uniform value

  // Bind the two textures - use different index for each


  // Set the uniform values for textures - use correct index


  // *********************************

  // Set UV_scroll uniform, adds cool movent (Protip: This is a super easy way to do fire effects;))
  glUniform2fv(eff.get_uniform_location("UV_SCROLL"), 1, value_ptr(uv_scroll));
  // Render the mesh
  renderer::render(m);

  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:34,代码来源:33_Dissolve.cpp

示例4: render

bool render() {
  // Render meshes
  for (auto &e : meshes) {
    auto m = e.second;
    // Bind effect
    renderer::bind(eff);
    // Create MVP matrix
    auto M = m.get_transform().get_transform_matrix();
    auto V = cam.get_view();
    auto P = cam.get_projection();
    auto MVP = P * V * M;
    // Set MVP matrix uniform
    glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));

    // *********************************
    // Set material colour - all objects red
	glUniform4fv(eff.get_uniform_location("material_colour"), 1, value_ptr(vec4(1.0f, 0.0f, 0.0f, 1.0f)));
    // Set ambient intensity - (0.3, 0.3, 0.3, 1.0)
	glUniform4fv(eff.get_uniform_location("ambient_intensity"), 1, value_ptr(vec4(0.3f, 0.3f, 0.3f, 1.0)));
    // *********************************
    // Render mesh
    renderer::render(m);
  }

  return true;
}
开发者ID:DelbyPicnic,项目名称:set08116,代码行数:26,代码来源:42_Simple_Ambient_Light.cpp

示例5: render

bool render() {
  // Render meshes
  for (auto &e : meshes) {
    auto m = e.second;
    // Bind effect
    renderer::bind(eff);
    // Create MVP matrix
    auto M = m.get_transform().get_transform_matrix();
    auto V = cam.get_view();
    auto P = cam.get_projection();
    auto MVP = P * V * M;
    // Set MVP matrix uniform
    glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
    // *********************************
    // Set M matrix uniform
	glUniformMatrix4fv(eff.get_uniform_location("M"), 1, GL_FALSE, value_ptr(m.get_transform().get_transform_matrix()));
    // Set N matrix uniform - remember - 3x3 matrix
	glUniformMatrix3fv(eff.get_uniform_location("N"), 1, GL_FALSE, value_ptr(m.get_transform().get_normal_matrix()));
    // Set material colour - specular material is white
	glUniform4fv(eff.get_uniform_location("material_colour"), 1, value_ptr(vec4(1.0f, 1.0f, 1.0f, 1.0f)));
    // Set shininess - Use 50.0f
	glUniform1f(eff.get_uniform_location("shininess"), 50.0f);
    // Set light colour - (1.0, 1.0, 1.0, 1.0)
	glUniform4fv(eff.get_uniform_location("light_colour"), 1, value_ptr(vec4(1.0f, 1.0f, 1.0f, 1.0f)));
    // Set light direction- (1.0, 1.0, -1.0)
	glUniform3fv(eff.get_uniform_location("light_dir"), 1, value_ptr(vec3(1.0f, 1.0f, -1.0f)));
    // Set eye position - Get this from active camera
	glUniform3fv(eff.get_uniform_location("eye_pos"), 1, value_ptr(vec3(cam.get_position())));
    // *********************************
    // Render mesh
    renderer::render(m);
  }

  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:35,代码来源:45_Specular_Light.cpp

示例6: render

bool render() {
  // Render meshes
  for (auto &e : meshes) {
    auto m = e.second;
    // Bind effect
    renderer::bind(eff);
    // Create MVP matrix
    auto M = m.get_transform().get_transform_matrix();
    auto V = cam.get_view();
    auto P = cam.get_projection();
    auto MVP = P * V * M;
    // Set MVP matrix uniform
    glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
                       1,                               // Number of values - 1 mat4
                       GL_FALSE,                        // Transpose the matrix?
                       value_ptr(MVP));                 // Pointer to matrix data

    // *********************************
    // Set N matrix uniform - remember - 3x3 matrix
	glUniformMatrix3fv(eff.get_uniform_location("N"), 1, GL_FALSE, value_ptr(m.get_transform().get_transform_matrix()));
    // Set material colour - all objects red
	glUniform4fv(eff.get_uniform_location("material_colour"), 1, value_ptr(vec4(1.0f, 0.0f, 0.0f, 1.0f)));
    // Set light colour- (1.0, 1.0, 1.0, 1.0)
	glUniform4fv(eff.get_uniform_location("light_colour"), 1, value_ptr(vec4(1.0f, 1.0f, 1.0f, 1.0f)));
    // Set light direction - (1.0, 1.0, -1.0)
	glUniform3fv(eff.get_uniform_location("light_dir"), 1, value_ptr(vec3(1.0f, 1.0f, -1.0f)));

    // *********************************
    // Render mesh
    renderer::render(m);
  }

  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:34,代码来源:44_Diffuse_Light_2.cpp

示例7: render

bool render() {
	// *********************************
	// Set render target to frame buffer
	renderer::set_render_target(frame);
	// Clear frame
	renderer::clear();
	// *********************************

	// Render meshes
	for (auto &e : meshes) {
		auto m = e.second;
		// Bind effect
		renderer::bind(eff);
		// Create MVP matrix
		auto M = m.get_transform().get_transform_matrix();
		auto V = cam.get_view();
		auto P = cam.get_projection();
		auto MVP = P * V * M;
		// Set MVP matrix uniform
		glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
		// Create MV matrix
		auto MV = V * M;
		// Set MV matrix uniform
		glUniformMatrix4fv(eff.get_uniform_location("MV"), 1, GL_FALSE, value_ptr(MV));
		// Set M matrix uniform
		glUniformMatrix4fv(eff.get_uniform_location("M"), 1, GL_FALSE, value_ptr(M));
		// Set N matrix uniform
		glUniformMatrix3fv(eff.get_uniform_location("N"), 1, GL_FALSE, value_ptr(m.get_transform().get_normal_matrix()));
		// Bind material
		renderer::bind(m.get_material(), "mat");
		// Bind light
		renderer::bind(light, "light");
		// Bind texture
		renderer::bind(tex, 0);
		// Set tex uniform
		glUniform1i(eff.get_uniform_location("tex"), 0);
		// Set eye position
		glUniform3fv(eff.get_uniform_location("eye_pos"), 1, value_ptr(cam.get_position()));
		// Render mesh
		renderer::render(m);
	}

	// *********************************
	// Set render target back to the screen
	renderer::set_render_target();
	// Bind Tex effect
	renderer::bind(tex_eff);
	// MVP is now the identity matrix
	auto MVP = glm::mat4();
	// Set MVP matrix uniform
	glUniformMatrix4fv(tex_eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
	// Bind texture from frame buffer
	renderer::bind(frame.get_frame(), 0);
	// Set the tex uniform
	glUniform1i(tex_eff.get_uniform_location("tex"), 0);
	// Render the screen quad
	renderer::render(screen_quad);
	// *********************************
	return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:60,代码来源:71_Greyscale.cpp

示例8: render

bool render() {
  // Bind effect
  renderer::bind(eff);
  // Create MVP matrix
  mat4 M = eulerAngleXZ(theta, rho);
  auto V = cam.get_view();
  auto P = cam.get_projection();
  auto MVP = P * V * M;
  // Set MVP matrix uniform
  glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
  // Render geometry
  renderer::render(geom);
  return true;
}
开发者ID:dooglz,项目名称:set08116,代码行数:14,代码来源:22_Indexed_Cube.cpp

示例9: render

bool render() {
  // Bind effect
  renderer::bind(eff);
  // Create MVP matrix
  mat4 M(1.0f);
  auto V = cam.get_view();
  auto P = cam.get_projection();
  auto MVP = P * V * M;
  // Set MVP matrix uniform
  glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
  // *********************************
  // Render the mesh here
  renderer::render(m);
  // *********************************
  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:16,代码来源:24_Meshes.cpp

示例10: render

bool render() {
  // Bind effect
  renderer::bind(eff);
  // Create MVP matrix
  mat4 M(1.0f);
  auto V = cam.get_view();
  auto P = cam.get_projection();
  auto MVP = P * V * M;
  // Set MVP matrix uniform
  glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
                     1,                               // Number of values - 1 mat4
                     GL_FALSE,                        // Transpose the matrix?
                     value_ptr(MVP));                 // Pointer to matrix data
  // Render geometry
  renderer::render(geom);
  return true;
}
开发者ID:Eloh666,项目名称:Computer-Graphics,代码行数:17,代码来源:03_Quads.cpp

示例11: render

bool render() {
  // Render meshes
  for (auto &e : meshes) {
    auto m = e.second;
    // Bind effect
    renderer::bind(eff);
    // Create MVP matrix
    auto M = m.get_transform().get_transform_matrix();
    auto V = cam.get_view();
    auto P = cam.get_projection();
    auto MVP = P * V * M;
    // Set MVP matrix uniform
    glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
                       1,                               // Number of values - 1 mat4
                       GL_FALSE,                        // Transpose the matrix?
                       value_ptr(MVP));                 // Pointer to matrix data

    // *********************************
    // Set M matrix uniform
	glUniformMatrix4fv(eff.get_uniform_location("M"), 1, GL_FALSE, value_ptr(M));
    // Set N matrix uniform - remember - 3x3 matrix
	glUniformMatrix3fv(eff.get_uniform_location("N"),
		1,
		GL_FALSE,
		value_ptr(m.get_transform().get_normal_matrix()));
    // Bind material
	renderer::bind(m.get_material(), "mat");
    // Bind light
	renderer::bind(light, "point");
    // Bind texture
	renderer::bind(tex, 0);
    // Set tex uniform
	glUniform1i(eff.get_uniform_location("tex"), 0);
    // Set eye position- Get this from active camera
	glUniform3fv(eff.get_uniform_location("eye_pos"), 1, value_ptr(cam.get_position()));
    // Render mesh
	renderer::render(m);

    // *********************************
  }

  return true;
}
开发者ID:Damilkybarkid,项目名称:set08116,代码行数:43,代码来源:49_Point_Light.cpp

示例12: render

bool render() {
  // Bind effect
  renderer::bind(eff);
  mat4 S, R, M;
  // *********************************
  // Create rotation matrix and scale matrix
  // Set M to be the combination of scale and rotation - make sure you have the correct order
  R = rotate(mat4(1.0f), theta, vec3(0.0f, 0.0f, 1.0f));
  S = scale(mat4(1.0f), vec3(s, s, s));
  M = R * S;

  // *********************************
  // Create MVP matrix
  auto V = cam.get_view();
  auto P = cam.get_projection();
  auto MVP = P * V * M;
  // Set MVP matrix uniform
  glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
  // Render geometry
  renderer::render(geom);
  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:22,代码来源:15_Scale_and_Rotate.cpp

示例13: render

bool render() {
  // Bind effect
  renderer::bind(eff);
  // Create MVP matrix
  auto M = m.get_transform().get_transform_matrix();
  auto V = cam.get_view();
  auto P = cam.get_projection();
  auto MVP = P * V * M;
  // Set MVP matrix uniform
  glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));

  // *********************************
  // Bind texture to renderer

  // Set the texture value for the shader here

  // *********************************

  // Render the mesh
  renderer::render(m);

  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:23,代码来源:34_Simple_Cell_Shading.cpp

示例14: render

bool render() {
  // Bind effect
  renderer::bind(eff);
  mat4 T, R, S, M;
  // *********************************
  // Create transformation matrices
  // ******************************



  // Combine matrices to set M - remember multiplication order

  // *********************************
  // Create MVP matrix
  auto V = cam.get_view();
  auto P = cam.get_projection();
  auto MVP = P * V * M;
  // Set MVP matrix uniform
  glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
  // Render geometry
  renderer::render(geom);
  return true;
}
开发者ID:dooglz,项目名称:set08116,代码行数:23,代码来源:17_Full_Transformation.cpp

示例15: render

bool render() {
  // *********************************
  // Set render target to shadow map

  // Clear depth buffer bit

  // Set render mode to cull face

  // *********************************

  // Bind shader
  renderer::bind(shadow_eff);

  // Render meshes
  for (auto &e : meshes) {
    auto m = e.second;
    // Create MVP matrix
    auto M = m.get_transform().get_transform_matrix();
    // View matrix taken from shadow map

    // *********************************

    auto P = cam.get_projection();
    auto MVP = P * V * M;
    // Set MVP matrix uniform
    glUniformMatrix4fv(shadow_eff.get_uniform_location("MVP"), // Location of uniform
                       1,                                      // Number of values - 1 mat4
                       GL_FALSE,                               // Transpose the matrix?
                       value_ptr(MVP));                        // Pointer to matrix data
    // Render mesh
    renderer::render(m);
  }
  // *********************************
  // Set render target back to the screen

  // Set cull face to back

  // *********************************

  // Bind shader
  renderer::bind(main_eff);

  // Render meshes
  for (auto &e : meshes) {
    auto m = e.second;
    // Create MVP matrix
    auto M = m.get_transform().get_transform_matrix();
    auto V = cam.get_view();
    auto P = cam.get_projection();
    auto MVP = P * V * M;
    // Set MVP matrix uniform
    glUniformMatrix4fv(main_eff.get_uniform_location("MVP"), // Location of uniform
                       1,                                    // Number of values - 1 mat4
                       GL_FALSE,                             // Transpose the matrix?
                       value_ptr(MVP));                      // Pointer to matrix data
    // Set M matrix uniform
    glUniformMatrix4fv(main_eff.get_uniform_location("M"), 1, GL_FALSE, value_ptr(M));
    // Set N matrix uniform
    glUniformMatrix3fv(main_eff.get_uniform_location("N"), 1, GL_FALSE,
                       value_ptr(m.get_transform().get_normal_matrix()));
    // *********************************
    // Set light transform





    // Bind material

    // Bind spot lights

    // Bind texture

    // Set tex uniform

    // Set eye position

    // Bind shadow map texture - use texture unit 1


    // Render mesh

    // *********************************
  }

  return true;
}
开发者ID:DelbyPicnic,项目名称:set08116,代码行数:87,代码来源:54_Shadowing.cpp


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