Example #1
0
void Application::setPerspectiveView(int x, int y, int width, int height, 
                                scalar fovy, scalar zNear, scalar zFar)
{
    // set viewport & perspective projection
    setViewport(x, y, width, height);
    setPerspectiveProjection(fovy, zNear, zFar);
}
Example #2
0
//--------------------------------------------------------------------
// Tato funkce je volana pri kazdem prekresleni okna
//--------------------------------------------------------------------
void onDisplay(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// vymazani barvoveho bufferu i pameti hloubky
	setPerspectiveProjection();                 // nastaveni perspektivni kamery
	glTranslatef(0.0f, 0.0f, zoomnew);             // priblizeni ci vzdaleni objektu podle +/-
	glRotatef(ynew, 1.0f, 0.0f, 0.0f);          // rotace objektu podle pohybu kurzoru mysi
	glRotatef(xnew, 0.0f, 1.0f, 0.0f);
	glRotatef(znew, 0.0f, 0.0f, 1.0f);
	glClearColor(0.0, 0.0, 0.0, 0.0);           // nastaveni mazaci barvy na cernou
	glColor3f(0.0f, 1.0f, 0.0f);                // nastaveni barvy pro kresleni
	drawObjectNormal();                         // objekt vykresleny se zapnutou mlhou
	glFlush();                                  // provedeni a vykresleni vsech zmen
	glutSwapBuffers();                          // a prohozeni predniho a zadniho bufferu
}
Example #3
0
// Default constructor
Camera::Camera() :
    xAxis(1, 0, 0), yAxis(0, 1, 0), zAxis(0, 0, 1), position(0, 0, 1) {
    updateView();
    setPerspectiveProjection(-1, 1, -1, 1, .1, 100);
}
Example #4
0
Camera::Camera(	float fov /* = quarter_pi<float>() */, float aspect /* = 16/9.f */, 
				float near /* = 0.1f */, float far /* = 100 */) {
	setPerspectiveProjection(fov,aspect,near,far);
}
Example #5
0
void Application::setPerspectiveView(scalar fovy, scalar zNear, scalar zFar)
{
    // set viewport fullscreen, then set perspective
    setViewport(0, 0, displayWidth_, displayHeight_);
    setPerspectiveProjection(fovy, zNear, zFar);
}