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C# Matrix4.ClearTranslation方法代码示例

本文整理汇总了C#中Matrix4.ClearTranslation方法的典型用法代码示例。如果您正苦于以下问题:C# Matrix4.ClearTranslation方法的具体用法?C# Matrix4.ClearTranslation怎么用?C# Matrix4.ClearTranslation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Matrix4的用法示例。


在下文中一共展示了Matrix4.ClearTranslation方法的2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: uploadParameters

        private void uploadParameters(WorldObject worldObject, Matrix4 viewMatrix, Matrix4 projectionMatrix, Matrix4 depthViewProjectionMatrix, Vector3 lightDirection)
        {
            // Matrices for Shader
            Matrix4 mv = worldObject.modelMatrix * viewMatrix;
            Matrix4 mvp = mv * projectionMatrix;
            Matrix4 mNormal = Utility.getNormalMatrix(mv);

            GL.UniformMatrix4(mvpLocation, false, ref mvp);
            GL.UniformMatrix4(viewModelLocation, false, ref mv);
            GL.UniformMatrix4(normalMatrixLocation, false, ref mNormal);

            // Set Light Direction
            GL.Uniform3(lightDirectionLocation, Vector3.Transform(lightDirection, viewMatrix.ClearTranslation()));

            // Compute the MVP matrix from the light's point of view (and add a bias)
            Matrix4 depthMVP = worldObject.modelMatrix * depthViewProjectionMatrix * biasMatrix;

            GL.UniformMatrix4(depthBiasMVPLocation, false, ref depthMVP);
            GL.Uniform1(shadowMapLocation, 0);
            GL.Uniform1(textureLocation, 1);

            GL.Uniform1(useStratifiedPoissonSamplingLocation, useStratifiedPoissonSampling);
            if(worldObject.mesh.isTextured == true)
                GL.Uniform1(useModelTextureLocation, 1f);
            else GL.Uniform1(useModelTextureLocation, 0f);

            // Phong
            GL.Uniform3(diffuseLocation, worldObject.diffuse);
            GL.Uniform3(ambientLocation, worldObject. ambient);
            GL.Uniform3(specularLocation, worldObject.specular);
            GL.Uniform1(shininessLocation, worldObject.shininess);
        }
开发者ID:Aehrraid,项目名称:komorebi,代码行数:32,代码来源:ShadowMappingShader.cs

示例2: Setup3D

		/// <summary>
		/// Setting up 3D matrices<para/>
		/// Подготовка матриц проекции
		/// </summary>
		public static void Setup3D() {

			// Rebuild modelview
			// Пересчёт матрицы расположения
			if (needModelRebuild) {
				modelMatrix =
					Matrix4.CreateRotationZ(-angles.Z * 0.0174f) * 
					Matrix4.CreateRotationX(-angles.X * 0.0174f) * 
					Matrix4.CreateRotationY(-angles.Y * 0.0174f) * 
					Matrix4.CreateTranslation(position.X, position.Y, -position.Z);
				modelInvMatrix = modelMatrix.Inverted();
				skyMatrix = modelInvMatrix.ClearTranslation();
				needModelRebuild = false;
			}

			// Rebuild projection
			// Пересчёт матрицы проекции
			if (needViewRebuild) {
				projMatrix =
					Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 3f / zoom, size.X/size.Y, CameraNear, farClip);
				needViewRebuild = false;
			}

			// Clearing depth
			// Очистка глубины
			GL.Clear(ClearBufferMask.DepthBufferBit);

			// Update frustum
			// Обновление пирамиды отсечения
			Frustum.Update(projMatrix, modelInvMatrix);
		}
开发者ID:clashbyte,项目名称:openvice,代码行数:35,代码来源:CameraManager.cs


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