本文整理汇总了C++中ndk_helper::GLContext::GetScreenHeight方法的典型用法代码示例。如果您正苦于以下问题:C++ GLContext::GetScreenHeight方法的具体用法?C++ GLContext::GetScreenHeight怎么用?C++ GLContext::GetScreenHeight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ndk_helper::GLContext
的用法示例。
在下文中一共展示了GLContext::GetScreenHeight方法的4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: InitDisplay
/**
* Initialize an EGL context for the current display.
*/
int Engine::InitDisplay()
{
if( !initialized_resources_ )
{
gl_context_->Init( app_->window );
LoadResources();
initialized_resources_ = true;
}
else
{
// initialize OpenGL ES and EGL
if( EGL_SUCCESS != gl_context_->Resume( app_->window ) )
{
UnloadResources();
LoadResources();
}
}
ShowUI();
// Initialize GL state.
glEnable( GL_CULL_FACE );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
//Note that screen size might have been changed
glViewport( 0, 0, gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight() );
renderer_.UpdateViewport();
tap_camera_.SetFlip( 1.f, -1.f, -1.f );
tap_camera_.SetPinchTransformFactor( 10.f, 10.f, 8.f );
return 0;
}
示例2: InitDisplay
// Initialize an EGL context for the current display.
int Engine::InitDisplay(const int32_t cmd) {
if (!initialized_resources_) {
gl_context_->Init(app_->window);
InitUI();
gl_context_->SetSwapInterval(0); // Set interval of 0 for a benchmark
LoadResources();
initialized_resources_ = true;
} else {
// initialize OpenGL ES and EGL
if (EGL_SUCCESS != gl_context_->Resume(app_->window)) {
UnloadResources();
LoadResources();
}
jui_helper::JUIWindow::GetInstance()->Resume(app_->activity, cmd);
}
ShowUI();
// Initialize GL state.
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Note that screen size might have been changed
glViewport(0, 0, gl_context_->GetScreenWidth(),
gl_context_->GetScreenHeight());
renderer_.UpdateViewport();
tap_camera_.SetFlip(1.f, -1.f, -1.f);
tap_camera_.SetPinchTransformFactor(2.f, 2.f, 8.f);
return 0;
}
示例3: InitDisplay
/**
* Initialize an EGL context for the current display.
*/
int Engine::InitDisplay(android_app* app) {
if (!initialized_resources_) {
gl_context_->Init(app_->window);
LoadResources();
initialized_resources_ = true;
} else if(app->window != gl_context_->GetANativeWindow()) {
// Re-initialize ANativeWindow.
// On some devices, ANativeWindow is re-created when the app is resumed
assert(gl_context_->GetANativeWindow());
UnloadResources();
gl_context_->Invalidate();
app_ = app;
gl_context_->Init(app->window);
LoadResources();
initialized_resources_ = true;
} else {
// initialize OpenGL ES and EGL
if (EGL_SUCCESS == gl_context_->Resume(app_->window)) {
UnloadResources();
LoadResources();
} else {
assert(0);
}
}
ShowUI();
// Initialize GL state.
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Note that screen size might have been changed
glViewport(0, 0, gl_context_->GetScreenWidth(),
gl_context_->GetScreenHeight());
renderer_.UpdateViewport();
tap_camera_.SetFlip(1.f, -1.f, -1.f);
tap_camera_.SetPinchTransformFactor(2.f, 2.f, 8.f);
return 0;
}
示例4: TransformPosition
void Engine::TransformPosition(ndk_helper::Vec2& vec) {
vec = ndk_helper::Vec2(2.0f, 2.0f) * vec /
ndk_helper::Vec2(gl_context_->GetScreenWidth(),
gl_context_->GetScreenHeight()) -
ndk_helper::Vec2(1.f, 1.f);
}