Exemplo n.º 1
0
void Material::ScaleTextureMatrix(const IvVector3& scale, int idx)
{
	//mUseTextureMatrix = true;
	IvMatrix44 m;
	m.Scaling(scale);
	mTextureMatrices[idx] *= m;
}
Exemplo n.º 2
0
//-------------------------------------------------------------------------------
// @ Player::Render()
//-------------------------------------------------------------------------------
// Render stuff
//-------------------------------------------------------------------------------
void 
Player::Render()                                    
{   
    mLightPosUniform->SetValue(mLightPos[0], 0);
    mLightPosUniform->SetValue(mLightPos[1], 1);

    int i,j;
    for (j = -1; j <= 1; j++)
    {
        for (i = -1; i <= 1; i++)
        {
            // build 4x4 matrix
            IvMatrix44 transform;
            transform.Scaling(IvVector3(mRadius, mRadius, mRadius));
            transform(0, 3) = 5.0f * i;
            transform(2, 3) = 5.0f * j;

            mViewPosUniform->SetValue(IvVector3(0.0f, -10.0f, 0.0f), 0);

            IvSetWorldMatrix(transform);
            mShader->GetUniform("modelMatrix")->SetValue(transform, 0);

            // draw geometry
            IvDrawUnitSphere();
        }
    }

}   // End of Player::Render()
Exemplo n.º 3
0
//-------------------------------------------------------------------------------
// @ Player::Render()
//-------------------------------------------------------------------------------
// Render stuff
//-------------------------------------------------------------------------------
void 
Player::Render()                                    
{   
    // build 4x4 matrix
    IvMatrix44 transform;
    transform.Scaling(IvVector3(mRadius, mRadius, mRadius));

    int i,j;
    for (j = -1; j <= 1; j++)
    {
        for (i = -1; i <= 1; i++)
        {
            transform(0, 3) = 5.0f * i;
            transform(2, 3) = 5.0f * j;

            mShader->GetUniform("spotLightPosition")->SetValue(
                mLightPos, 0);
            mShader->GetUniform("spotLightDir")->SetValue(
                mLightDir, 0);

            ::IvSetWorldMatrix(transform);
            mShader->GetUniform("modelMatrix")->SetValue(transform, 0);

            // draw geometry
            IvDrawUnitSphere();
        }
    }
    
}   // End of Player::Render()