Changeset 2806 for GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
- Timestamp:
- 06/29/08 02:31:58 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r2803 r2806 163 163 camera = new Camera(winWidth, winHeight, fov); 164 164 camera->SetNear(nearDist); 165 165 166 166 visCamera = new Camera(winWidth, winHeight, fov); 167 167 168 visCamera->SetNear(0.0f); 168 169 visCamera->Yaw(.5 * M_PI); … … 233 234 } 234 235 236 camera->SetFar(0.7f * Magnitude(bvh->GetBox().Diagonal())); 237 235 238 bvh->SetCamera(camera); 236 239 237 240 ResetTraverser(); 238 241 239 //camera->SetDirection(Vector3(0.961829f, 0.273652f, 0.0f));240 242 camera->Pitch(-M_PI * 0.5); 241 243 camera->SetPosition(Vector3(483.398f, 242.364f, 186.078f)); … … 992 994 glColor4f(0.0,0.0,0.0,0.5); 993 995 994 glRecti(winWidth, 0, winWidth - winWidth / 4, winHeight / 3);996 glRecti(winWidth, 0, winWidth - winWidth / 3, winHeight / 3); 995 997 glDisable(GL_BLEND); 996 998 End2D(); … … 1002 1004 const float yoffs = box.Size().y * 0.5f; 1003 1005 1004 Vector3 vizpos = Vector3(box.Center().x, box.Center().y, box.Max().z); 1006 Vector3 pos = camera->GetPosition(); 1007 1008 Vector3 vizpos = Vector3(box.Min().x, box.Min().y + 700, box.Min().z + box.Size().z * 50); 1009 1005 1010 visCamera->SetPosition(vizpos); 1006 1011 1007 glViewport(winWidth - winWidth / 4, winHeight - winHeight / 3, winWidth / 4, winHeight / 3);1012 glViewport(winWidth - winWidth / 3, winHeight - winHeight / 3, winWidth / 3, winHeight / 3); 1008 1013 1009 1014 glMatrixMode(GL_PROJECTION); 1010 1015 glLoadIdentity(); 1011 1016 1012 glOrtho(-xoffs, xoffs, - yoffs, yoffs, 0.0f, box.Size().z);1017 glOrtho(-xoffs, xoffs, -xoffs, xoffs, 0.0f, box.Size().z * 100.0f); 1013 1018 1014 1019 glMatrixMode(GL_MODELVIEW); 1015 1020 1016 1021 visCamera->SetupCameraView(); 1017 1022 1023 Matrix4x4 rotZ = RotationZMatrix(-camera->GetPitch()); 1024 glMultMatrixf((float *)rotZ.x); 1025 1026 glTranslatef(-pos.x, -pos.y, -pos.z); 1027 1028 1018 1029 GLfloat position[] = {0.8f, 1.0f, 1.5f, 0.0f}; 1019 1030 glLightfv(GL_LIGHT0, GL_POSITION, position); … … 1024 1035 glClear(GL_DEPTH_BUFFER_BIT); 1025 1036 1037 1026 1038 //////////// 1027 1039 //-- visualization of the occlusion culling … … 1029 1041 visualization->Render(); 1030 1042 1043 // reset vp 1031 1044 glViewport(0, 0, winWidth, winHeight); 1032 1045 }
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