Esempio n. 1
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//Construct the camera;
Camera3D::Camera3D(BlackHole *bh, double *position, double *look, int coord, int cameratype, int pixh, int pixv, double fovh, double fovv, double zoomh1, double zoomh2, double zoomv1, double zoomv2)
{
    directions[1]  = 1.0;
    directions[2]  = 0.0;
    directions[3]  = 0.0;
    directions[4]  = 0.0;
    directions[5]  = 0.0;
    directions[6]  = 1.0;
    directions[7]  = 0.0;
    directions[8]  = 0.0;
    directions[9]  = 0.0;
    directions[10] = 0.0;
    directions[11] = 1.0;
    directions[12] = 0.0;
    directions[13] = 0.0;
    directions[14] = 0.0;
    directions[15] = 0.0;
    directions[16] = 1.0;

    blackhole = bh;
    this->fovh = fovh;
    this->fovv = fovv;
    this->zoomh1 = zoomh1;
    this->zoomh2 = zoomh2;
    this->zoomv1 = zoomv1;
    this->zoomv2 = zoomv2;
    this->pixh = pixh;
    this->pixv = pixv;

    GenerateCamera(position, look, coord, cameratype);
}
Esempio n. 2
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const Matrix4f Pipeline::UsePCW(){
  GeneratePerspective();
  GenerateCamera();
  GenerateWorld();
  if(m_PCWdirty){
    m_PCWModel = m_matrixPerspective * m_matrixCamera * m_matrixWorld;
    glUniformMatrix4fv(m_PipelineModelLocation, 1, GL_TRUE, m_PCWModel.m_data[0]);
    SetUniformWorld();
    SetUniformCameraPosition();
  }
  return m_PCWModel;
}
Esempio n. 3
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const Matrix4f Pipeline::UsePC(){
  GeneratePerspective();
  GenerateCamera();
  return m_matrixPerspective * m_matrixCamera;
}
Esempio n. 4
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const Matrix4f Pipeline::UseCW(){
  GenerateCamera();
  GenerateWorld();
  return m_matrixCamera * m_matrixWorld;
}