本文整理汇总了C++中target_camera类的典型用法代码示例。如果您正苦于以下问题:C++ target_camera类的具体用法?C++ target_camera怎么用?C++ target_camera使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了target_camera类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: render
bool render() {
// Render meshes
for (auto &e : meshes) {
auto m = e.second;
// Bind effect
renderer::bind(eff);
// Create MVP matrix
auto M = m.get_transform().get_transform_matrix();
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
1, // Number of values - 1 mat4
GL_FALSE, // Transpose the matrix?
value_ptr(MVP)); // Pointer to matrix data
// *********************************
// Set N matrix uniform - remember - 3x3 matrix
glUniformMatrix3fv(eff.get_uniform_location("N"), 1, GL_FALSE, value_ptr(m.get_transform().get_transform_matrix()));
// Set material colour - all objects red
glUniform4fv(eff.get_uniform_location("material_colour"), 1, value_ptr(vec4(1.0f, 0.0f, 0.0f, 1.0f)));
// Set light colour- (1.0, 1.0, 1.0, 1.0)
glUniform4fv(eff.get_uniform_location("light_colour"), 1, value_ptr(vec4(1.0f, 1.0f, 1.0f, 1.0f)));
// Set light direction - (1.0, 1.0, -1.0)
glUniform3fv(eff.get_uniform_location("light_dir"), 1, value_ptr(vec3(1.0f, 1.0f, -1.0f)));
// *********************************
// Render mesh
renderer::render(m);
}
return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:34,代码来源:44_Diffuse_Light_2.cpp
示例2: 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3: 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4: render
bool render() {
// Bind effect
renderer::bind(eff);
// Create MVP matrix
auto M = m.get_transform().get_transform_matrix();
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
1, // Number of values - 1 mat4
GL_FALSE, // Transpose the matrix?
value_ptr(MVP)); // Pointer to matrix data
// *********************************
// Bind texture to renderer
renderer::bind(tex, 1);
// Set the texture value for the shader here
glUniform1i(eff.get_uniform_location(" tex"), 0);
// *********************************
// Render the mesh
renderer::render(m);
return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:26,代码来源:28_Repeat_Textures.cpp
示例5: render
bool render()
{
// Bind effect
renderer::bind(eff);
// Create MVP matrix
auto M = m.get_transform().get_transform_matrix();
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(
eff.get_uniform_location("MVP"),
1,
GL_FALSE,
value_ptr(MVP));
// Bind and set texture
renderer::bind(tex, 0);
glUniform1i(eff.get_uniform_location("tex"), 0);
// Render mesh
renderer::render(m);
return true;
}
开发者ID:Zoeoeh,项目名称:Coursework-ComputerGraphics,代码行数:25,代码来源:main.cpp
示例6: 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7: render
bool render() {
// Bind effect
renderer::bind(eff);
// Create MVP matrix
auto M = m.get_transform().get_transform_matrix();
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
1, // Number of values - 1 mat4
GL_FALSE, // Transpose the matrix?
value_ptr(MVP)); // Pointer to matrix data
// *********************************
// Set the dissolve_factor uniform value
// Bind the two textures - use different index for each
// Set the uniform values for textures - use correct index
// *********************************
// Set UV_scroll uniform, adds cool movent (Protip: This is a super easy way to do fire effects;))
glUniform2fv(eff.get_uniform_location("UV_SCROLL"), 1, value_ptr(uv_scroll));
// Render the mesh
renderer::render(m);
return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:34,代码来源:33_Dissolve.cpp
示例8: 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9: render
bool render() {
// Render meshes
for (auto &e : meshes) {
auto m = e.second;
// Bind effect
renderer::bind(eff);
// Create MVP matrix
auto M = m.get_transform().get_transform_matrix();
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
// *********************************
// Set material colour - all objects red
glUniform4fv(eff.get_uniform_location("material_colour"), 1, value_ptr(vec4(1.0f, 0.0f, 0.0f, 1.0f)));
// Set ambient intensity - (0.3, 0.3, 0.3, 1.0)
glUniform4fv(eff.get_uniform_location("ambient_intensity"), 1, value_ptr(vec4(0.3f, 0.3f, 0.3f, 1.0)));
// *********************************
// Render mesh
renderer::render(m);
}
return true;
}
开发者ID:DelbyPicnic,项目名称:set08116,代码行数:26,代码来源:42_Simple_Ambient_Light.cpp
示例10: render
bool render() {
// *********************************
// Set render target to frame buffer
renderer::set_render_target(frame);
// Clear frame
renderer::clear();
// *********************************
// Render meshes
for (auto &e : meshes) {
auto m = e.second;
// Bind effect
renderer::bind(eff);
// Create MVP matrix
auto M = m.get_transform().get_transform_matrix();
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
// Create MV matrix
auto MV = V * M;
// Set MV matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MV"), 1, GL_FALSE, value_ptr(MV));
// Set M matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("M"), 1, GL_FALSE, value_ptr(M));
// Set N matrix uniform
glUniformMatrix3fv(eff.get_uniform_location("N"), 1, GL_FALSE, value_ptr(m.get_transform().get_normal_matrix()));
// Bind material
renderer::bind(m.get_material(), "mat");
// Bind light
renderer::bind(light, "light");
// Bind texture
renderer::bind(tex, 0);
// Set tex uniform
glUniform1i(eff.get_uniform_location("tex"), 0);
// Set eye position
glUniform3fv(eff.get_uniform_location("eye_pos"), 1, value_ptr(cam.get_position()));
// Render mesh
renderer::render(m);
}
// *********************************
// Set render target back to the screen
renderer::set_render_target();
// Bind Tex effect
renderer::bind(tex_eff);
// MVP is now the identity matrix
auto MVP = glm::mat4();
// Set MVP matrix uniform
glUniformMatrix4fv(tex_eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
// Bind texture from frame buffer
renderer::bind(frame.get_frame(), 0);
// Set the tex uniform
glUniform1i(tex_eff.get_uniform_location("tex"), 0);
// Render the screen quad
renderer::render(screen_quad);
// *********************************
return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:60,代码来源:71_Greyscale.cpp
示例11: render
bool render() {
// Render meshes
for (auto &e : meshes) {
auto m = e.second;
// Bind effect
renderer::bind(eff);
// Create MVP matrix
auto M = m.get_transform().get_transform_matrix();
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
// *********************************
// Set M matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("M"), 1, GL_FALSE, value_ptr(m.get_transform().get_transform_matrix()));
// Set N matrix uniform - remember - 3x3 matrix
glUniformMatrix3fv(eff.get_uniform_location("N"), 1, GL_FALSE, value_ptr(m.get_transform().get_normal_matrix()));
// Set material colour - specular material is white
glUniform4fv(eff.get_uniform_location("material_colour"), 1, value_ptr(vec4(1.0f, 1.0f, 1.0f, 1.0f)));
// Set shininess - Use 50.0f
glUniform1f(eff.get_uniform_location("shininess"), 50.0f);
// Set light colour - (1.0, 1.0, 1.0, 1.0)
glUniform4fv(eff.get_uniform_location("light_colour"), 1, value_ptr(vec4(1.0f, 1.0f, 1.0f, 1.0f)));
// Set light direction- (1.0, 1.0, -1.0)
glUniform3fv(eff.get_uniform_location("light_dir"), 1, value_ptr(vec3(1.0f, 1.0f, -1.0f)));
// Set eye position - Get this from active camera
glUniform3fv(eff.get_uniform_location("eye_pos"), 1, value_ptr(vec3(cam.get_position())));
// *********************************
// Render mesh
renderer::render(m);
}
return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:35,代码来源:45_Specular_Light.cpp
示例12: 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13: 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14: 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15: render
bool render() {
// Bind effect
renderer::bind(eff);
// Create MVP matrix
mat4 M = eulerAngleXZ(theta, rho);
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
// Render geometry
renderer::render(geom);
return true;
}
开发者ID:dooglz,项目名称:set08116,代码行数:14,代码来源:22_Indexed_Cube.cpp
示例16: 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17: render
bool render() {
// Bind effect
renderer::bind(eff);
// Create MVP matrix
mat4 M(1.0f);
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), 1, GL_FALSE, value_ptr(MVP));
// *********************************
// Render the mesh here
renderer::render(m);
// *********************************
return true;
}
开发者ID:40167459,项目名称:set08116,代码行数:16,代码来源:24_Meshes.cpp
示例18: update
bool update(float delta_time) {
// Accumulate time
total_time += delta_time;
// Update the scale - base on sin wave
s = 1.0f + sinf(total_time);
// Multiply by 5
s *= 5.0f;
// Increment theta - half a rotation per second
theta += pi<float>() * delta_time;
// Check if key is pressed
if (glfwGetKey(renderer::get_window(), GLFW_KEY_UP)) {
pos += vec3(0.0f, 0.0f, -5.0f) * delta_time;
}
if (glfwGetKey(renderer::get_window(), GLFW_KEY_DOWN)) {
pos += vec3(0.0f, 0.0f, 5.0f) * delta_time;
}
if (glfwGetKey(renderer::get_window(), GLFW_KEY_LEFT)) {
pos += vec3(-5.0f, 0.0f, 0.0f) * delta_time;
}
if (glfwGetKey(renderer::get_window(), GLFW_KEY_RIGHT)) {
pos += vec3(5.0f, 0.0f, 0.0f) * delta_time;
}
// Update the camera
cam.update(delta_time);
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19: render
bool render() {
// Bind effect
renderer::bind(eff);
// Create MVP matrix
mat4 M(1.0f);
auto V = cam.get_view();
auto P = cam.get_projection();
auto MVP = P * V * M;
// Set MVP matrix uniform
glUniformMatrix4fv(eff.get_uniform_location("MVP"), // Location of uniform
1, // Number of values - 1 mat4
GL_FALSE, // Transpose the matrix?
value_ptr(MVP)); // Pointer to matrix data
// Render geometry
renderer::render(geom);
return true;
}
开发者ID:Eloh666,项目名称:Computer-Graphics,代码行数:17,代码来源:03_Quads.cpp
示例20: 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
注:本文中的target_camera类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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