本文整理了Java中org.lwjglb.engine.graph.Mesh.render()
方法的一些代码示例,展示了Mesh.render()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Mesh.render()
方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Mesh
类名称:Mesh
方法名:render
暂无
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderTest(ShadowBuffer shadowMap) {
testShaderProgram.bind();
testShaderProgram.setUniform("texture_sampler[0]", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]);
quadMesh.render();
testShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderTest(ShadowBuffer shadowMap) {
testShaderProgram.bind();
testShaderProgram.setUniform("texture_sampler[0]", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]);
quadMesh.render();
testShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderTest(ShadowBuffer shadowMap) {
testShaderProgram.bind();
testShaderProgram.setUniform("texture_sampler[0]", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]);
quadMesh.render();
testShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void renderTest(ShadowBuffer shadowMap) {
testShaderProgram.bind();
testShaderProgram.setUniform("texture_sampler[0]", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]);
quadMesh.render();
testShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderSkyBox(Window window, Camera camera, Scene scene) {
skyBoxShaderProgram.bind();
skyBoxShaderProgram.setUniform("texture_sampler", 0);
Matrix4f projectionMatrix = transformation.getProjectionMatrix();
skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix);
SkyBox skyBox = scene.getSkyBox();
Matrix4f viewMatrix = transformation.getViewMatrix();
viewMatrix.m30(0);
viewMatrix.m31(0);
viewMatrix.m32(0);
Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(skyBox, viewMatrix);
skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getSkyBoxLight());
scene.getSkyBox().getMesh().render();
skyBoxShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderSkyBox(Window window, Camera camera, Scene scene) {
skyBoxShaderProgram.bind();
skyBoxShaderProgram.setUniform("texture_sampler", 0);
Matrix4f projectionMatrix = transformation.getProjectionMatrix();
skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix);
SkyBox skyBox = scene.getSkyBox();
Matrix4f viewMatrix = transformation.getViewMatrix();
viewMatrix.m30(0);
viewMatrix.m31(0);
viewMatrix.m32(0);
Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(skyBox, viewMatrix);
skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getAmbientLight());
scene.getSkyBox().getMesh().render();
skyBoxShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
if (hud != null) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrtho2DProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
if (hud != null) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrtho2DProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
if (hud != null) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrtho2DProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderSkyBox(Window window, Camera camera, Scene scene) {
skyBoxShaderProgram.bind();
skyBoxShaderProgram.setUniform("texture_sampler", 0);
Matrix4f projectionMatrix = transformation.getProjectionMatrix();
skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix);
SkyBox skyBox = scene.getSkyBox();
Matrix4f viewMatrix = transformation.getViewMatrix();
viewMatrix.m30(0);
viewMatrix.m31(0);
viewMatrix.m32(0);
Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(skyBox, viewMatrix);
skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getSkyBoxLight());
scene.getSkyBox().getMesh().render();
skyBoxShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderSkyBox(Window window, Camera camera, Scene scene) {
skyBoxShaderProgram.bind();
skyBoxShaderProgram.setUniform("texture_sampler", 0);
Matrix4f projectionMatrix = transformation.getProjectionMatrix();
skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix);
SkyBox skyBox = scene.getSkyBox();
Matrix4f viewMatrix = transformation.getViewMatrix();
viewMatrix.m30(0);
viewMatrix.m31(0);
viewMatrix.m32(0);
Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(skyBox, viewMatrix);
skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getSkyBoxLight());
scene.getSkyBox().getMesh().render();
skyBoxShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderSkyBox(Window window, Camera camera, Scene scene) {
skyBoxShaderProgram.bind();
skyBoxShaderProgram.setUniform("texture_sampler", 0);
// Update projection Matrix
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix);
SkyBox skyBox = scene.getSkyBox();
Matrix4f viewMatrix = transformation.getViewMatrix(camera);
viewMatrix.m30(0);
viewMatrix.m31(0);
viewMatrix.m32(0);
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(skyBox, viewMatrix);
skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getAmbientLight());
scene.getSkyBox().getMesh().render();
skyBoxShaderProgram.unbind();
}
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