コード例 #1
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;
}
コード例 #2
0
ファイル: MemExploreApp.cpp プロジェクト: imclab/memdescent
void MemExploreApp::draw()
{
  mTexture = gl::Texture(mDataPointer, GL_RGBA, mVolumeDim * mTilesDim, mVolumeDim * mTilesDim);
  mTexture.setWrap(GL_REPEAT, GL_REPEAT);
  mTexture.setMinFilter(GL_NEAREST);
  mTexture.setMagFilter(GL_NEAREST);
  
  float frustum[6];
  mCamera.getFrustum(&frustum[0], &frustum[1], &frustum[2], &frustum[3], &frustum[4], &frustum[5]);

  mFbo.bindFramebuffer();
  gl::setMatricesWindow(mFbo.getSize(), false);

  mProgram.bind();
  mProgram.uniform("uTexture", 0);
  mProgram.uniform("uVolumeDim", mVolumeDim);
  mProgram.uniform("uTilesDim", mTilesDim);
  mProgram.uniform("uTime", (float)getElapsedSeconds());
  mProgram.uniform("uEyePoint", mCamera.getEyePoint());
  mProgram.uniform("uXAxis", mCamera.getOrientation() * Vec3f::xAxis());
  mProgram.uniform("uYAxis", mCamera.getOrientation() * Vec3f::yAxis());
  mProgram.uniform("uViewDistance", mCamera.getAspectRatio() / abs(frustum[2] - frustum[0]) * mCamera.getNearClip());
  mProgram.uniform("uNegViewDir", -mCamera.getViewDirection().normalized());
  mProgram.uniform("uAspectRatio", mCamera.getAspectRatio());
  mTexture.enableAndBind();
  gl::drawSolidRect(mFbo.getBounds());
  mTexture.unbind();
  mProgram.unbind();
  
  mFbo.unbindFramebuffer();
  
  gl::setMatricesWindow(getWindowSize());
  gl::draw(mFbo.getTexture(), getWindowBounds());
}