Example #1
1
// Check that the inverse of a perspective view is correct.
func TestInverseVp(t *testing.T) {
	v := newCamera()
	v.at.Loc.SetS(10, 10, 10)
	v.at.Rot.SetAa(1, 0, 0, -lin.Rad(90))
	vm := VP(v.at, lin.NewQ(), &lin.M4{})
	ivm := ivp(v.at, &lin.Q{X: 1, Y: 0, Z: 0, W: 1}, lin.NewQ(), &lin.M4{})
	if !vm.Mult(vm, ivm).Aeq(lin.M4I) {
		t.Errorf("Matrix times inverse should be identity")
	}
}
Example #2
0
// newCamera creates a default point of view that is looking down
// the positive Z axis.
func newCamera() *camera {
	c := &camera{depth: true}
	c.vt = VP
	c.at = lin.NewT()
	c.vm = &lin.M4{}
	c.ivm = (&lin.M4{}).Set(lin.M4I)
	c.pm = &lin.M4{}
	c.ipm = &lin.M4{}
	c.q0 = &lin.Q{}
	c.xrot = lin.NewQ().SetAa(1, 0, 0, 0)
	c.yrot = lin.NewQ().SetAa(0, 1, 0, 0)
	c.v0 = &lin.V4{}
	c.ray = &lin.V3{}
	return c
}
Example #3
0
File: tr.go Project: skyview059/vu
// drawScene renders the 3D models consisting of one VAO
func (tag *trtag) drawScene() {
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
	tag.checkError("gl.Clear")
	gl.UseProgram(tag.shaders)
	tag.checkError("gl.UseProgram")
	gl.BindVertexArray(tag.vao)
	tag.checkError("gl.BindVertexArray")

	// Use a modelview matrix and quaternion to rotate the 3D object.
	tag.mvp64.SetQ(lin.NewQ().SetAa(0, 1, 0, lin.Rad(-tag.rotateAngle)))
	tag.mvp64.TranslateMT(0, 0, -4)
	tag.mvp.Set(tag.mvp64.Mult(tag.mvp64, tag.persp))
	gl.UniformMatrix4fv(tag.mvpRef, 1, false, tag.mvp.Pointer())
	if err := gl.GetError(); err != 0 {
		fmt.Printf("gl.UniformMatrix error %d\n", err)
	}
	gl.DrawElements(gl.TRIANGLES, int32(len(tag.faces)), gl.UNSIGNED_BYTE, 0)
	if err := gl.GetError(); err != 0 {
		fmt.Printf("gl.DrawElements error %d\n", err)
	}

	// cleanup
	gl.UseProgram(0)
	tag.checkError("gl.UseProgram-0")
	gl.BindVertexArray(0)
	tag.checkError("gl.BindVertexArray-0")

	// rotate based on time... not on how fast the computer runs.
	if time.Now().Sub(tag.lastTime).Seconds() > 0.01 {
		tag.rotateAngle += 1
		tag.lastTime = time.Now()
	}
}
Example #4
0
File: pov.go Project: toophy/vu
// newPov allocates and initialzes a point of view transform.
func newPov(eng *engine, eid uint64) *pov {
	p := &pov{eng: eng, eid: eid, visible: true}
	p.at = lin.NewT()
	p.scale = &lin.V3{X: 1, Y: 1, Z: 1}

	// allocate scratch variables.
	p.rot = lin.NewQ()
	p.mm = &lin.M4{}
	return p
}