//------------------------------------------------------------------------------- // @ Game::Render() //------------------------------------------------------------------------------- // Render stuff //------------------------------------------------------------------------------- void Game::Render() { // set perspective matrix Perspective( IvRenderer::mRenderer->GetFOV(), (float)IvRenderer::mRenderer->GetWidth()/(float)IvRenderer::mRenderer->GetHeight(), IvRenderer::mRenderer->GetNearPlane(), IvRenderer::mRenderer->GetFarPlane() ); // set viewer IvSetDefaultViewer( -10.0f, 0.0f, 5.0f ); // draw axes IvDrawAxes(); // draw floor IvDrawFloor(); // draw some objects IvMatrix44 worldTransform; worldTransform.Translation( IvVector3( 0.0f, 0.0f, 1.0f ) ); IvSetWorldMatrix( worldTransform ); IvDrawCube(); worldTransform.Translation( IvVector3( 0.0f, 3.0f, 0.0f ) ); IvSetWorldMatrix( worldTransform ); IvDrawTeapot(); worldTransform.Translation( IvVector3( 0.0f, -2.5f, 1.0f ) ); IvSetWorldMatrix( worldTransform ); IvDrawSphere( 1.0f ); }
void Material::TranslateTextureMatrix(const IvVector3& p, int idx) { //mUseTextureMatrix = true; IvMatrix44 m; m.Translation(p); mTextureMatrices[idx] *= m; }
//------------------------------------------------------------------------------- // @ Game::Render() //------------------------------------------------------------------------------- // Render stuff //------------------------------------------------------------------------------- void Game::Render() { // set perspective matrix float aspect = (float)IvRenderer::mRenderer->GetWidth()/(float)IvRenderer::mRenderer->GetHeight(); if ( mUseOrthographic ) { Orthographic( -aspect*3.0f+mXCenter, aspect*3.0f+mXCenter, -3.0f+mYCenter, 3.0f+mYCenter, IvRenderer::mRenderer->GetNearPlane(), IvRenderer::mRenderer->GetFarPlane() ); } else { Frustum( -aspect*3.0f+mXCenter, aspect*3.0f+mXCenter, -3.0f+mYCenter, 3.0f+mYCenter, IvRenderer::mRenderer->GetNearPlane(), IvRenderer::mRenderer->GetFarPlane() ); } // set viewer ::IvSetDefaultViewer( 6.0f, 0.0f, 5.f ); // draw axes ::IvDrawAxes(); // draw floor ::IvDrawFloor(); // draw some objects IvMatrix44 worldTransform; worldTransform.Translation( IvVector3( 0.1f, 0.0f, 1.0f ) ); ::IvSetWorldMatrix( worldTransform ); ::IvDrawCube(); worldTransform.Translation( IvVector3( 0.1f, 3.0f, 0.0f ) ); ::IvSetWorldMatrix( worldTransform ); ::IvDrawTeapot(); worldTransform.Translation( IvVector3( 0.1f, -2.5f, 1.0f ) ); ::IvSetWorldMatrix( worldTransform ); ::IvDrawSphere( 1.0f ); }
//------------------------------------------------------------------------------- // @ Player::Render() //------------------------------------------------------------------------------- // Render stuff //------------------------------------------------------------------------------- void Player::Render() { mLinearInterp.Render(); // build 4x4 matrix IvMatrix44 transform; transform.Translation( mTranslate ); IvSetWorldMatrix( transform ); IvDrawTeapot(); }
//------------------------------------------------------------------------------- // @ Player::Render() //------------------------------------------------------------------------------- // Render stuff //------------------------------------------------------------------------------- void Player::Render() { // draw curve mCurve.Render(); // build 4x4 matrix IvMatrix44 transform; transform.Translation( mTranslate ); IvSetWorldMatrix( transform ); // draw the teapot IvDrawTeapot(); }