本文整理汇总了C++中osg::State::applyModelViewMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ State::applyModelViewMatrix方法的具体用法?C++ State::applyModelViewMatrix怎么用?C++ State::applyModelViewMatrix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osg::State
的用法示例。
在下文中一共展示了State::applyModelViewMatrix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: apply
virtual void apply(osg::State& state) const
{
osg::Matrix modelViewMatrix = state.getModelViewMatrix();
state.applyModelViewMatrix(state.getInitialViewMatrix());
for (unsigned int i=0; i<mLights.size(); ++i)
{
mLights[i]->setLightNum(i+mIndex);
mLights[i]->apply(state);
}
state.applyModelViewMatrix(modelViewMatrix);
}
示例2:
void Text3D::renderPerGlyph(osg::State & state) const
{
osg::Matrix original_modelview = state.getModelViewMatrix();
// ** for each line, do ...
TextRenderInfo::const_iterator itLine, endLine = _textRenderInfo.end();
for (itLine = _textRenderInfo.begin(); itLine!=endLine; ++itLine)
{
// ** for each glyph in the line, do ...
LineRenderInfo::const_iterator it, end = itLine->end();
for (it = itLine->begin(); it!=end; ++it)
{
osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix(original_modelview);
matrix->preMultTranslate(osg::Vec3d(it->_position.x(), it->_position.y(), it->_position.z()));
state.applyModelViewMatrix(matrix.get());
// ** apply the vertex array
state.setVertexPointer(it->_glyph->getVertexArray());
// ** render the front face of the glyph
state.Normal(0.0f,0.0f,1.0f);
osg::Geometry::PrimitiveSetList & pslFront = it->_glyph->getFrontPrimitiveSetList();
for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslFront.begin(), end = pslFront.end(); itr!=end; ++itr)
{
(*itr)->draw(state, false);
}
// ** render the wall face of the glyph
state.setNormalPointer(it->_glyph->getNormalArray());
osg::Geometry::PrimitiveSetList & pslWall = it->_glyph->getWallPrimitiveSetList();
for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslWall.begin(), end=pslWall.end(); itr!=end; ++itr)
{
(*itr)->draw(state, false);
}
state.disableNormalPointer();
// ** render the back face of the glyph
state.Normal(0.0f,0.0f,-1.0f);
osg::Geometry::PrimitiveSetList & pslBack = it->_glyph->getBackPrimitiveSetList();
for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslBack.begin(), end=pslBack.end(); itr!=end; ++itr)
{
(*itr)->draw(state, false);
}
}
}
}
示例3: draw
void PositionalStateContainer::draw(osg::State& state,RenderLeaf*& previous, const osg::Matrix* postMultMatrix)
{
if (previous)
{
StateGraph::moveToRootStateGraph(state,previous->_parent);
state.apply();
previous = NULL;
}
// apply the light list.
for(AttrMatrixList::iterator litr=_attrList.begin();
litr!=_attrList.end();
++litr)
{
if (postMultMatrix)
{
if ((*litr).second.valid())
state.applyModelViewMatrix(new osg::RefMatrix( (*((*litr).second)) * (*postMultMatrix)));
else
state.applyModelViewMatrix(new osg::RefMatrix( *postMultMatrix));
}
else
{
state.applyModelViewMatrix((*litr).second.get());
}
// apply the light source.
litr->first->apply(state);
// tell state about.
state.haveAppliedAttribute(litr->first.get());
// set this state as a global default
state.setGlobalDefaultAttribute(litr->first.get());
}
for(TexUnitAttrMatrixListMap::iterator titr=_texAttrListMap.begin();
titr!=_texAttrListMap.end();
++titr)
{
state.setActiveTextureUnit(titr->first);
AttrMatrixList attrList = titr->second;
for(AttrMatrixList::iterator litr=attrList.begin();
litr!=attrList.end();
++litr)
{
if (postMultMatrix)
{
if ((*litr).second.valid())
state.applyModelViewMatrix(new osg::RefMatrix( (*((*litr).second)) * (*postMultMatrix)));
else
state.applyModelViewMatrix(new osg::RefMatrix( *postMultMatrix));
}
else
{
state.applyModelViewMatrix((*litr).second.get());
}
// apply the light source.
litr->first->apply(state);
// tell state about.
state.haveAppliedTextureAttribute(titr->first, litr->first.get());
// set this state as a global default
state.setGlobalDefaultTextureAttribute(titr->first, litr->first.get());
}
}
}