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C++ Matrix::getValues方法代码示例

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


在下文中一共展示了Matrix::getValues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: updateSpecialParameter

static 
void updateSpecialParameter(
    OSG::SHLChunk::GetUniformLocProc  getUniformLocation,
    OSG::DrawEnv                     *action, 
    GLuint                            program           )
{
#if 0
    if(action->getCamera() == NULL || action->getViewport() == NULL)
    {
        FWARNING(("updateSpecialParameter : Can't update OSGSpecialParameter"
                  "parameter, camera or viewport is NULL!\n"));
        return;
    }

    // uploads the camera orientation.
    OSG::Matrix m;
    action->getCamera()->getViewing(m,
                                action->getViewport()->getPixelWidth(),
                                action->getViewport()->getPixelHeight());
    m.invert();
    m[3].setValues(0, 0, 0, 1);

    //std::cout << "uploading matrix " << m << std::endl;

    // get "glUniformMatrix4fvARB" function pointer
    OSGGLUNIFORMMATRIXFVARBPROC uniformMatrix4fv = 
        reinterpret_cast<OSGGLUNIFORMMATRIXFVARBPROC>(
            action->getWindow()->getFunction(
                OSG::SHLChunk::getFuncUniformMatrix4fv()));

    GLint location = getUniformLocation(program, "OSGSpecialParameter");

    if(location != -1)
        uniformMatrix4fv(location, 1, GL_FALSE, m.getValues());
#endif
}
开发者ID:DaveHarrison,项目名称:OpenSGDevMaster,代码行数:36,代码来源:testSHLLights_compat.cpp

示例2: updateStateUniforms

void CgFXPassChunk::updateStateUniforms(DrawEnv  *pEnv)
{
    CgFXMaterial *pMat = _sfMaterial.getValue();

    OSG_ASSERT(pMat != NULL);

          CGeffect     pEffect        = pMat->getEffect        ();
          UInt32       uiStateVars    = pMat->getStateVariables();
    const std::string *vStateVarNames = pMat->getStateVarNames ();

          UInt32       uiMask         = 0x0001;


    OSG_ASSERT(pEffect != NULL);

    Matrix mObj2World = pEnv->getObjectToWorld();

    std::string szTmp;

    for(UInt32 i = 0; i < CgFXMaterial::NumStateVars; ++i)
    {
        if(uiStateVars == 0x0000)
            break;
        
        switch(uiStateVars & uiMask)
        {
            case CgFXMaterial::CgProjectionMask:
            {
                CGparameter pMatrixParam = 
                    cgGetNamedEffectParameter(
                        pEffect, 
                        vStateVarNames[
                            CgFXMaterial::CgProjection].c_str());

                CgFXMaterial::checkForCgError("cgGetNamedEffectParameter", 
                                              NULL);

                OSG_ASSERT(pMatrixParam != NULL);

                cgGLSetMatrixParameterfc(
                    pMatrixParam,
                    pEnv->_openGLState.getProjection().getValues());

                CgFXMaterial::checkForCgError("cgGLSetMatrixParameterfc", NULL);
            }
            break;

            case CgFXMaterial::CgModelViewProjectionMask:
            {
                CGparameter pMatrixParam = 
                    cgGetNamedEffectParameter(
                        pEffect, 
                        vStateVarNames[
                            CgFXMaterial::CgModelViewProjection].c_str());

                CgFXMaterial::checkForCgError("cgGetNamedEffectParameter", 
                                              NULL);

                OSG_ASSERT(pMatrixParam != NULL);

                Matrix mWorld2Scrn = pEnv->getWorldToScreen();

                mWorld2Scrn.mult(mObj2World);                

                cgGLSetMatrixParameterfc(pMatrixParam,
                                         mWorld2Scrn.getValues());

                CgFXMaterial::checkForCgError("cgGLSetMatrixParameterfc", 
                                              NULL);
            }
            break;


            // -------------
            // Model | World
            // -------------
            case CgFXMaterial::CgModelMask:
            {
                CGparameter pMatrixParam = 
                    cgGetNamedEffectParameter(
                        pEffect, 
                        vStateVarNames[
                            CgFXMaterial::CgModel].c_str());

                CgFXMaterial::checkForCgError("cgGetNamedEffectParameter", 
                                              NULL);

                OSG_ASSERT(pMatrixParam != NULL);

                cgGLSetMatrixParameterfc(pMatrixParam,
                                         mObj2World.getValues());

                CgFXMaterial::checkForCgError("cgGLSetMatrixParameterfc", 
                                              NULL);
            }
            break;

            case CgFXMaterial::CgModelIMask:
            {
                 CGparameter pMatrixParam = 
//.........这里部分代码省略.........
开发者ID:Himbeertoni,项目名称:OpenSGDevMaster,代码行数:101,代码来源:OSGCgFXPassChunk.cpp

示例3: updateStateUniforms

void CgFXPassChunk::updateStateUniforms(DrawEnv  *pEnv)
{
    CgFXMaterial *pMat = _sfMaterial.getValue();

    OSG_ASSERT(pMat != NULL);

          CGeffect     pEffect        = pMat->getEffect        ();
          UInt32       uiStateVars    = pMat->getStateVariables();
    const std::string *vStateVarNames = pMat->getStateVarNames ();

          UInt32       uiMask         = 0x0001;


    OSG_ASSERT(pEffect != NULL);

    Matrix mObj2World = pEnv->getObjectToWorld();

    std::string szTmp;

    for(UInt32 i = 0; i < CgFXMaterial::NumStateVars; ++i)
    {
        if(uiStateVars == 0x0000)
            break;
        
        switch(uiStateVars & uiMask)
        {
            case CgFXMaterial::CgProjectionMask:
            {
                CGparameter pMatrixParam = 
                    cgGetNamedEffectParameter(
                        pEffect, 
                        vStateVarNames[
                            CgFXMaterial::CgProjection].c_str());

                OSG_ASSERT(pMatrixParam != NULL);

                cgGLSetMatrixParameterfc(
                    pMatrixParam,
                    pEnv->_openGLState.getProjection().getValues());
            }
            break;

            case CgFXMaterial::CgModelViewProjectionMask:
            {
                CGparameter pMatrixParam = 
                    cgGetNamedEffectParameter(
                        pEffect, 
                        vStateVarNames[
                            CgFXMaterial::CgModelViewProjection].c_str());

                OSG_ASSERT(pMatrixParam != NULL);

                Matrix mWorld2Scrn = pEnv->getWorldToScreen();

                mWorld2Scrn.mult(mObj2World);                

                cgGLSetMatrixParameterfc(pMatrixParam,
                                         mWorld2Scrn.getValues());
            }
            break;


            // -------------
            // Model | World
            // -------------
            case CgFXMaterial::CgModelMask:
            {
                CGparameter pMatrixParam = 
                    cgGetNamedEffectParameter(
                        pEffect, 
                        vStateVarNames[
                            CgFXMaterial::CgModel].c_str());

                OSG_ASSERT(pMatrixParam != NULL);

                cgGLSetMatrixParameterfc(pMatrixParam,
                                         mObj2World.getValues());
            }
            break;
            case CgFXMaterial::CgModelIMask:
            {
                 CGparameter pMatrixParam = 
                    cgGetNamedEffectParameter(
                        pEffect, 
                        vStateVarNames[
                            CgFXMaterial::CgModelI].c_str());

                OSG_ASSERT(pMatrixParam != NULL);

                Matrix mModelI = mObj2World;

                mModelI.invert();

                cgGLSetMatrixParameterfc(pMatrixParam,
                                         mModelI.getValues());
           }
            break;
            case CgFXMaterial::CgModelITMask:
            {
                 CGparameter pMatrixParam = 
//.........这里部分代码省略.........
开发者ID:DaveHarrison,项目名称:OpenSGDevMaster,代码行数:101,代码来源:OSGCgFXPassChunk.cpp


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