コード例 #1
0
void PhysicallyBasedShadingApp::update()
{
	// animate the light
	if( mAnimateLight ){
		mLightPosition = vec3( cos( mTime * 0.5f ) * 8.0f, 8.0f + sin( mTime * 0.25f ) * 3.5f, sin( mTime * 0.5f ) * 8.0f );
		mTime += 0.025f;
	}
	
	// check for camera properties change
	CameraPersp cam = mMayaCam.getCamera();
	float sensorHeight = mSensorSize / getWindowAspectRatio();
	float fov = 180.0f / M_PI * 2.0f * math<float>::atan( 0.5f * sensorHeight / mFocalLength );
	
	if( mFocalLengthPreset != 0 && mFocalLengthPreset != mPrevFocalLengthPreset ){
		mFocalLength = sFocalPresetsValues[ mFocalLengthPreset ];
	}
	if( mSensorSizePreset != 0 && mSensorSizePreset != mPrevSensorSizePreset ){
		mSensorSize = sSensorPresetsValues[ mSensorSizePreset ];
	}
	if( mFStopPreset != 0 && mFStopPreset != mPrevFStopPreset ){
		mFStop = sFStopPresetsValues[ mFStopPreset ];
	}
	mPrevFocalLengthPreset	= mFocalLengthPreset;
	mPrevSensorSizePreset	= mSensorSizePreset;
	mPrevFStopPreset		= mFStopPreset;
	
	// update the fov if necessary
	if( cam.getFov() != fov ){
		cam.setFov( fov );
		mMayaCam.setCurrentCam( cam );
	}
}
コード例 #2
0
void MarionetteZooApp::update()
{
	mFps = getAverageFps();

	CameraPersp cam = mMayaCam.getCamera();
	if ( cam.getFov() != mCameraFov )
	{
		cam.setPerspective( mCameraFov, getWindowAspectRatio(), 0.1f, 1000.0f );
		mMayaCam.setCurrentCam( cam );
	}
	if( mCameraLock )
	{
		if( mCameraEyePoint != cam.getEyePoint() )
		{
			cam.setEyePoint( mCameraEyePoint );
			mMayaCam.setCurrentCam( cam );
		}
		if( mCameraCenterOfInterestPoint != cam.getCenterOfInterestPoint() )
		{
			cam.setCenterOfInterestPoint( mCameraCenterOfInterestPoint );
			mMayaCam.setCurrentCam( cam );
		}
	}
	else
	{
		mCameraEyePoint              = cam.getEyePoint();
		mCameraCenterOfInterestPoint = cam.getCenterOfInterestPoint();
	}

// 	mLight->setDirection( mLightDirection * Vec3f( 1.f, 1.f, -1.f ) );
// 	mLight->update( cam );

	mBulletWorld->update();
	mModelManager->update();
}
コード例 #3
0
void PTWeekend::draw()
{
    /*
     * BEGIN - each frame part
     */
    
    /* Enqueue kernel for execution */
    
    glm::vec3 origin,lower_left, hor, ver;
    
    float theta = camera.getFov() * M_PI / 180.0f;
    float half_height = tan(theta / 2.0f);
    float half_width = camera.getAspectRatio() * half_height;
    
    origin = camera.getEyePoint();
    glm::vec3 u, v, w;
    
    w = -glm::normalize(camera.getViewDirection()); //odd...
    u = glm::normalize(glm::cross(glm::vec3(0,1,0), w));
    v = glm::cross(w, u);
    
    lower_left = origin - half_width * u - half_height * v - w;
    hor = 2.0f * half_width * u;
    ver = 2.0f * half_height * v;
    
    pt_assert(cl_set_pinhole_cam_arg(origin, lower_left, hor, ver, cam_buffer, cmd_queue), "Could not fill camera buffer");
    
    clStatus = cmd_queue.enqueueAcquireGLObjects(&img_buffer, NULL, NULL);
    pt_assert(clStatus, "Could not acquire gl objects");
    
    cl::Event profiling_evt;
    
    
    
    clStatus = cmd_queue.enqueueNDRangeKernel(kernel,
                                              cl::NDRange(0,0),
                                              cl::NDRange(img_width, img_height),
                                              cl::NDRange(local_width,local_height),
                                              NULL,
                                              &profiling_evt);
    profiling_evt.wait();
    
    pt_assert(clStatus, "Could not enqueue the kernel");
    clStatus = cmd_queue.enqueueReleaseGLObjects(&img_buffer, NULL, NULL);
    pt_assert(clStatus, "Could not release gl objects");
    cmd_queue.finish();
    
    cl_ulong time_start = profiling_evt.getProfilingInfo<CL_PROFILING_COMMAND_START>();
    cl_ulong time_end = profiling_evt.getProfilingInfo<CL_PROFILING_COMMAND_END>();
    cl_ulong total_time = time_end - time_start;
    std::cout << "Total time: " << total_time * 0.001 * 0.001 << " ms \n";
    
    /*
     * END - each frame part
     */
    
    gl::draw(imgTex, Rectf(0, 0, getWindowWidth(), getWindowHeight()));
}
コード例 #4
0
ファイル: FrustumCullingApp.cpp プロジェクト: arturoc/Cinder
void FrustumCullingApp::update()
{
	mFrustumPlaneCached = false;
	mAngle -= ( mAngle - mAngleDest ) * 0.1f;
	mEye -= ( mEye - mEyeDest ) * 0.2f;
	
	mEyeNormal = Vec3f( sin( mAngle ), 0.0f, cos( mAngle ) ); 
	mCenter = mEye + mEyeNormal * 50.0f;
	
	mCam.setPerspective( 25.0f, getWindowAspectRatio(), 100.0f, 350.0f );
	mCam.lookAt( mEye, mCenter, mUp );
	calcNearAndFarClipCoordinates( mCam );
	
	
	
	if( mIsWatchingCam ){
		mREye.lerpEq( mDecay, Vec3f( mEye.x + cos( mCounter * 0.003f ) * 300.0f, 100.0f, mEye.y + sin( mCounter * 0.003f ) * 300.0f ) );
		mRCenter.lerpEq( mDecay, Vec3f( mEye + mEyeNormal * 250.0f ) );
		mFov -= ( mFov - 60.0f ) * mDecay;
		mNear -= ( mNear - 10.0f ) * mDecay;
		mFar -= ( mFar - 1500.0f ) * mDecay;
	} else {
		mREye.lerpEq( mDecay, mEye );
		mRCenter.lerpEq( mDecay, mCenter );
		mFov -= ( mFov - mCam.getFov() ) * mDecay;
		mNear -= ( mNear - mCam.getNearClip() ) * mDecay;
		mFar -= ( mFar - mCam.getFarClip() ) * mDecay;
	}
	

	mRenderCam.setPerspective( mFov, getWindowAspectRatio(), 10.0f, 1500.0f );
	mRenderCam.lookAt( mREye, mRCenter, mUp );
		
	gl::setMatrices( mRenderCam );

	
	
	mCounter += 1.0f;
}