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C++ target_camera::set_position方法代码示例

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

bool load_content() {
  // *********************************
  // Create a sphere

  // Create box geometry for skybox

  // Scale box by 100 - allows a distance

  // Load the cubemap  - create array of six filenames +x, -x, +y, -y, +z, -z


  // Create cube_map

  // Load in tarnish texture

  // Load in environment map shader


  // Build effect

  // Load in skybox effect


  // Build effect

  // *********************************
  // Set camera properties
  cam.set_position(vec3(0.0f, 0.0f, 10.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:31,代码来源:59_Tarnished_Object.cpp

示例2: load_content

bool load_content()
{
	// *************
	// Load in model
	// *************
	m = mesh(geometry("..\\resources\\models\\teapot.obj"));
	

	// ***************
	// Load in texture
	// ***************
	tex = texture("..\\resources\\textures\\checked.gif", false, false);
	

	// Load in shaders
	eff.add_shader("..\\resources\\shaders\\simple_texture.vert", GL_VERTEX_SHADER);
	eff.add_shader("..\\resources\\shaders\\simple_texture.frag", GL_FRAGMENT_SHADER);
	// Build effect
	eff.build();

	// Set camera properties
	cam.set_position(vec3(200.0f, 200.0f, 200.0f));
	cam.set_target(vec3(0.0f, 0.0f, 0.0f));
	auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
	cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
	return true;
}
开发者ID:Zoeoeh,项目名称:Coursework-ComputerGraphics,代码行数:27,代码来源:main.cpp

示例3: update

bool update(float delta_time) {
  // *********************************
  // Use keyboard to change camera location
  // 1 - (50, 10, 50)
	if (glfwGetKey(renderer::get_window(), GLFW_KEY_UP)) {
		cam.set_position(vec3(50.0f, 10.0f, 50.0f));
	}


  // 2 - (-50, 10, 50)



  // 3 - (-50, 10, -50)



  // 4 - (50, 10, -50)



  // Update the camera

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

  return true;
}
开发者ID:rossco292,项目名称:set08116,代码行数:27,代码来源:37_Target_Camera.cpp

示例4: load_content

bool load_content() {
  geom.set_type(GL_TRIANGLE_STRIP);
  // Create quad data
  // Positions
  vector<vec3> positions{vec3(-1.0f, -1.0f, 0.0f), vec3(1.0f, -1.0f, 0.0f), vec3(-1.0f, 1.0f, 0.0f),
                         vec3(1.0f, 1.0f, 0.0f)};
  // Colours
  vector<vec4> colours{vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(1.0f, 0.0f, 0.0f, 1.0f), vec4(1.0f, 0.0f, 0.0f, 1.0f),
                       vec4(1.0f, 0.0f, 0.0f, 1.0f)};
  // Add to the geometry
  geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
  geom.add_buffer(colours, BUFFER_INDEXES::COLOUR_BUFFER);

  // Load in shaders
  eff.add_shader("shaders/basic.vert", GL_VERTEX_SHADER);
  eff.add_shader("shaders/basic.frag", GL_FRAGMENT_SHADER);
  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(10.0f, 10.0f, 10.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
  return true;
}
开发者ID:dooglz,项目名称:set08116,代码行数:26,代码来源:17_Full_Transformation.cpp

示例5: load_content

bool load_content() {
  // Create mesh object, cheating and using the mesh builder for now
  m = mesh(geometry_builder::create_box());
  // Scale geometry
  m.get_transform().scale = vec3(10.0f);

  // Load in dissolve shader
  eff.add_shader("33_Dissolve/dissolve.vert", GL_VERTEX_SHADER);
  eff.add_shader("33_Dissolve/dissolve.frag", GL_FRAGMENT_SHADER);

  // Build effect
  eff.build();

  // Load in textures
  tex = texture("textures/checker.png");
  dissolve = texture("textures/blend_map2.jpg");

  // Set camera properties
  cam.set_position(vec3(30.0f, 30.0f, 30.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:25,代码来源:33_Dissolve.cpp

示例6: update

bool update(float delta_time) {
  if (glfwGetKey(renderer::get_window(), '1'))
    cam.set_position(vec3(50, 10, 50));
  if (glfwGetKey(renderer::get_window(), '2'))
    cam.set_position(vec3(-50, 10, 50));
  if (glfwGetKey(renderer::get_window(), '3'))
    cam.set_position(vec3(-50, 10, -50));
  if (glfwGetKey(renderer::get_window(), '4'))
    cam.set_position(vec3(50, 10, -50));

  // Rotate the sphere
  meshes["sphere"].get_transform().rotate(vec3(0.0f, half_pi<float>(), 0.0f) * delta_time);

  cam.update(delta_time);

  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:17,代码来源:44_Diffuse_Light_2.cpp

示例7: update

bool update(float delta_time) {
  // Update camera
  static float x = 0.0f;
  x += delta_time;
  cam.set_position(vec3(10.0f * sinf(x), 10.0f, 10.0f * cosf(x)));
  cam.update(delta_time);
  return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:8,代码来源:34_Simple_Cell_Shading.cpp

示例8: update

bool update(float delta_time) {
  if (glfwGetKey(renderer::get_window(), '1')) {
    cam.set_position(vec3(50, 10, 50));
  }
  if (glfwGetKey(renderer::get_window(), '2')) {
    cam.set_position(vec3(-50, 10, 50));
  }
  if (glfwGetKey(renderer::get_window(), '3')) {
    cam.set_position(vec3(-50, 10, -50));
  }
  if (glfwGetKey(renderer::get_window(), '4')) {
    cam.set_position(vec3(50, 10, -50));
  }

  cam.update(delta_time);

  return true;
}
开发者ID:DelbyPicnic,项目名称:set08116,代码行数:18,代码来源:42_Simple_Ambient_Light.cpp

示例9: load_content

bool load_content() {
  // *********************************
  // Create shadow map- use screen size
	shadow = shadow_map(renderer::get_screen_width(), renderer::get_screen_height());
  // Create plane mesh
	meshes["plane"] = mesh(geometry_builder::create_plane());
  // Create "teapot" mesh by loading in models/teapot.obj
	meshes["teapot"] = mesh(geometry("models/teapot.obj"));
  // Need to rotate the teapot on x by negative pi/2
	meshes["teapot"].get_transform().rotate(vec3(-90.0, 0.0, 0.0));
  // Scale the teapot - (0.1, 0.1, 0.1)
	meshes["teapot"].get_transform().scale = vec3(0.1,0.1,0.1);
  // ***********************
  // Set materials
  // - all emissive is black
  // - all specular is white
  // - all shininess is 25
  // ***********************
  // White plane
	meshes["plane"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	meshes["plane"].get_material().set_diffuse(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["plane"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["plane"].get_material().set_shininess(25.0f);
  // Red teapot
	meshes["teapot"].get_material().set_emissive(vec4(0.0f, 0.0f, 0.0f, 1.0f));
	meshes["teapot"].get_material().set_diffuse(vec4(1.0f, 0.0f, 0.0f, 1.0f));
	meshes["teapot"].get_material().set_specular(vec4(1.0f, 1.0f, 1.0f, 1.0f));
	meshes["teapot"].get_material().set_shininess(25.0f);



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

  // Set spot properties
  // Pos (20, 30, 0), White
  // Direction (-1, -1, 0) normalized
  // 50 range, 10 power
  spot.set_position(vec3(20.0f, 30.0f, 0.0f));
  spot.set_light_colour(vec4(1.0f, 1.0f, 1.0f, 1.0f));
  spot.set_direction(normalize(vec3(-1.0f, -1.0f, 0.0f)));
  spot.set_range(50.0f);
  spot.set_power(10.0f);

  // Load in shaders
  shadow_eff.add_shader("50_Spot_Light/spot.vert", GL_VERTEX_SHADER);
  shadow_eff.add_shader("50_Spot_Light/spot.frag", GL_FRAGMENT_SHADER);
  // Build effect
  shadow_eff.build();

  // Set camera properties
  cam.set_position(vec3(0.0f, 20.0f, -30.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
开发者ID:rossco292,项目名称:set08116,代码行数:55,代码来源:53_Shadow_Mapping.cpp

示例10: load_content

bool load_content() {
  // Create cube data - eight corners
  // Positions
  vector<vec3> positions{
      // *********************************
      // Add the position data for cube corners here (8 total)



      // *********************************
  };
  // Colours
  vector<vec4> colours;
  for (auto i = 0; i < positions.size(); ++i) {
    colours.push_back(vec4((i + 1) % 2, 0.0f, i % 2, 1.0f));
  }
  // Create the index buffer
  vector<GLuint> indices{
      // *********************************
      // Add index information here - 3 per triangle, 6 per face, 12 triangles
      // Front

      // Back

      // Right

      // Left

      // Top

      // Bottom

      // *********************************
  };
  // Add to the geometry
  geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
  geom.add_buffer(colours, BUFFER_INDEXES::COLOUR_BUFFER);
  // ****************************
  // Add index buffer to geometry
  // ****************************
  geom.add_index_buffer(indices);

  // Load in shaders
  eff.add_shader("shaders/basic.vert", GL_VERTEX_SHADER);
  eff.add_shader("shaders/basic.frag", GL_FRAGMENT_SHADER);
  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(10.0f, 10.0f, 10.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
  return true;
}
开发者ID:dooglz,项目名称:set08116,代码行数:55,代码来源:22_Indexed_Cube.cpp

示例11: load_content

bool load_content() {
  // Construct geometry object
  geometry geom;
  // Create triangle data
  // Positions
  vector<vec3> positions{vec3(0.0f, 1.0f, 0.0f), vec3(-1.0f, -1.0f, 0.0f), vec3(1.0f, -1.0f, 0.0f)};
 
  // *********************************
  // Define texture coordinates for triangle
  vector<vec2> UVs{ vec2(0.0f, 1.0f),
	  vec2(-1.0f, -1.0f),
	  vec2(1.0f, -1.0f) };
  


  // *********************************
  // Add to the geometry
  geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
  // *********************************
  // Add texture coordinate buffer to geometry
  geom.add_buffer(positions, BUFFER_INDEXES::TEXTURE_COORDS_0);
  // *********************************

  // Create mesh object
  m = mesh(geom);
  m2 = mesh(geom);
  m2.get_transform().translate(vec3(5.0f, 1.0f, 1.0f));
  // Load in texture shaders here
  eff.add_shader("27_Texturing_Shader/simple_texture.vert", GL_VERTEX_SHADER);
  eff.add_shader("27_Texturing_Shader/simple_texture.frag", GL_FRAGMENT_SHADER);
  // *********************************
  // Build effect
  eff.build();
  // Load texture "textures/sign.jpg"
  tex = texture("textures/sign.jpg");
  tex2 = texture("textures/stonygrass.jpg");
  // *********************************

  // Set camera properties
  cam.set_position(vec3(10.0f, 10.0f, 10.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

  return true;
}
开发者ID:rossco292,项目名称:set08116,代码行数:46,代码来源:27_Texturing_Shader.cpp

示例12: load_content

bool load_content() {
  // Create plane mesh
  meshes["plane"] = mesh(geometry_builder::create_plane());

  // Create scene
  meshes["box"] = mesh(geometry_builder::create_box());
  meshes["tetra"] = mesh(geometry_builder::create_tetrahedron());
  meshes["pyramid"] = mesh(geometry_builder::create_pyramid());
  meshes["disk"] = mesh(geometry_builder::create_disk(20));
  meshes["cylinder"] = mesh(geometry_builder::create_cylinder(20, 20));
  meshes["sphere"] = mesh(geometry_builder::create_sphere(20, 20));
  meshes["torus"] = mesh(geometry_builder::create_torus(20, 20, 1.0f, 5.0f));

  // Transform objects
  meshes["box"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["box"].get_transform().translate(vec3(-10.0f, 2.5f, -30.0f));
  meshes["tetra"].get_transform().scale = vec3(4.0f, 4.0f, 4.0f);
  meshes["tetra"].get_transform().translate(vec3(-30.0f, 10.0f, -10.0f));
  meshes["pyramid"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["pyramid"].get_transform().translate(vec3(-10.0f, 7.5f, -30.0f));
  meshes["disk"].get_transform().scale = vec3(3.0f, 1.0f, 3.0f);
  meshes["disk"].get_transform().translate(vec3(-10.0f, 11.5f, -30.0f));
  meshes["disk"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));
  meshes["cylinder"].get_transform().scale = vec3(5.0f, 5.0f, 5.0f);
  meshes["cylinder"].get_transform().translate(vec3(-25.0f, 2.5f, -25.0f));
  meshes["sphere"].get_transform().scale = vec3(2.5f, 2.5f, 2.5f);
  meshes["sphere"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
  meshes["torus"].get_transform().translate(vec3(-25.0f, 10.0f, -25.0f));
  meshes["torus"].get_transform().rotate(vec3(half_pi<float>(), 0.0f, 0.0f));

  // Load texture
  tex = texture("textures/checker.png");

  // Load in shaders
  eff.add_shader("27_Texturing_Shader/simple_texture.vert", GL_VERTEX_SHADER);
  eff.add_shader("27_Texturing_Shader/simple_texture.frag", GL_FRAGMENT_SHADER);

  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(50.0f, 10.0f, 50.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
开发者ID:rossco292,项目名称:set08116,代码行数:46,代码来源:37_Target_Camera.cpp

示例13: load_content

bool load_content() {
  // Construct geometry object
  geometry geom;
  // Required buffers
  vector<vec3> positions;
  vector<vec3> normals;
  // Define the initial tetrahedron - 4 points
  vector<vec3> v{vec3(0.0f, 0.0f, 1.0f), vec3(0.0f, 0.942809f, -0.333333f), vec3(-0.816497f, -0.471405f, -0.333333f),
                 vec3(0.816497f, -0.471405f, 0.333333f)};
  // Divide the triangles
  divide_triangle({v[0], v[1], v[2]}, subdivisions, positions);
  divide_triangle({v[3], v[2], v[1]}, subdivisions, positions);
  divide_triangle({v[0], v[3], v[1]}, subdivisions, positions);
  divide_triangle({v[0], v[2], v[3]}, subdivisions, positions);
  // Copy positions (already normalized) into normals buffer
  normals.insert(normals.end(), positions.begin(), positions.end());
  // Add buffers to geometry
  geom.add_buffer(positions, BUFFER_INDEXES::POSITION_BUFFER);
  geom.add_buffer(normals, BUFFER_INDEXES::NORMAL_BUFFER);

  // Create mesh object
  m = mesh(geom);

  // Load in simple cell shader
  eff.add_shader("34_Simple_Cell_Shading/simple_cell.vert", GL_VERTEX_SHADER);
  eff.add_shader("34_Simple_Cell_Shading/simple_cell.frag", GL_FRAGMENT_SHADER);

  // Build effect
  eff.build();

  // Colour scale from red to black
  vector<vec4> colour_data{vec4(0.12f, 0.0f, 0.0f, 1.0f), vec4(0.25f, 0.0f, 0.0f, 1.0f), vec4(0.5f, 0.0f, 0.0f, 1.0f),
                           vec4(1.0f, 0.0f, 0.0f, 1.0f)};
  // Create 1D 4x1 texture from colour_data
  tex = texture(colour_data, 4, 1, false, false);

  // Set camera properties
  cam.set_position(vec3(10.0f, 10.0f, 10.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);

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

示例14: load_content

bool load_content() {
  // Set to points type
  geom.set_type(GL_POINTS);
  // Create sierpinski gasket
  create_sierpinski(geom);

  // Load in shaders
  eff.add_shader("shaders/basic.vert", GL_VERTEX_SHADER);
  eff.add_shader("shaders/basic.frag", GL_FRAGMENT_SHADER);
  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(2.0f, 2.0f, 2.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));
  auto aspect = static_cast<float>(renderer::get_screen_width()) / static_cast<float>(renderer::get_screen_height());
  cam.set_projection(quarter_pi<float>(), aspect, 2.414f, 1000.0f);
  return true;
}
开发者ID:DelbyPicnic,项目名称:set08116,代码行数:19,代码来源:18_Point_Based_Sierpinski.cpp

示例15: load_content

bool load_content() {
  // *********************************
  // Load in model, models/teapot.obj
	 mesh m(geometry("models/teapot.obj"));
  // Load in texture, textures/checker.png
	tex = texture("textures/checker.png");
  // *********************************

  // Load in shaders
  eff.add_shader("27_Texturing_Shader/simple_texture.vert", GL_VERTEX_SHADER);
  eff.add_shader("27_Texturing_Shader/simple_texture.frag", GL_FRAGMENT_SHADER);
  // Build effect
  eff.build();

  // Set camera properties
  cam.set_position(vec3(200.0f, 200.0f, 200.0f));
  cam.set_target(vec3(0.0f, 0.0f, 0.0f));

  cam.set_projection(quarter_pi<float>(), renderer::get_screen_aspect(), 0.1f, 1000.0f);
  return true;
}
开发者ID:Damilkybarkid,项目名称:set08116,代码行数:21,代码来源:36_Loading_Models.cpp


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