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2025-07-14 11:34:38 +08:00

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C++

/*
* Copyright 2014 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "tango-gl/frustum.h"
namespace tango_gl {
static const float float_vertices[] = {
0.0f, 0.0f, 0.0f, -1.0f, 1.0f, -1.0f,
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f,
0.0f, 0.0f, 0.0f, -1.0f, -1.0f, -1.0f,
0.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f};
Frustum::Frustum() : Line(3.0f, GL_LINES) {
SetShader();
size_t size = sizeof(float_vertices) / sizeof(float);
for (size_t i = 0; i < size; i += 3) {
vec_vertices_.push_back(glm::vec3(float_vertices[i], float_vertices[i + 1],
float_vertices[i + 2]));
}
}
} // namespace tango_gl