org.lwjglb.engine.graph.Mesh.renderList()方法的使用及代码示例

x33g5p2x  于2022-01-25 转载在 其他  
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本文整理了Java中org.lwjglb.engine.graph.Mesh.renderList()方法的一些代码示例,展示了Mesh.renderList()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.renderList()方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Mesh
类名称:Mesh
方法名:renderList

Mesh.renderList介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene, Transformation transformation) {
  depthShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      depthShaderProgram.setUniform("modelNonInstancedMatrix", modelMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentFrame();
        depthShaderProgram.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene, Transformation transformation) {
  depthShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      depthShaderProgram.setUniform("modelNonInstancedMatrix", modelMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentFrame();
        depthShaderProgram.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene, Transformation transformation) {
  depthShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      depthShaderProgram.setUniform("modelNonInstancedMatrix", modelMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentAnimation().getCurrentFrame();
        depthShaderProgram.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene, Transformation transformation) {
  depthShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      depthShaderProgram.setUniform("modelNonInstancedMatrix", modelMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentAnimation().getCurrentFrame();
        depthShaderProgram.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  // Setup view port to match the texture size
  glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
  glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
  glClear(GL_DEPTH_BUFFER_BIT);
  depthShaderProgram.bind();
  DirectionalLight light = scene.getSceneLight().getDirectionalLight();
  Vector3f lightDirection = light.getDirection();
  float lightAngleX = (float)Math.toDegrees(Math.acos(lightDirection.z));
  float lightAngleY = (float)Math.toDegrees(Math.asin(lightDirection.x));
  float lightAngleZ = 0;
  Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
  DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
  Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
  depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelLightViewMatrix = transformation.buildModelViewMatrix(gameItem, lightViewMatrix);
      depthShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);
    }
    );
  }
  // Unbind
  depthShaderProgram.unbind();
  glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  // Setup view port to match the texture size
  glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
  glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
  glClear(GL_DEPTH_BUFFER_BIT);
  depthShaderProgram.bind();
  DirectionalLight light = scene.getSceneLight().getDirectionalLight();
  Vector3f lightDirection = light.getDirection();
  float lightAngleX = (float)Math.toDegrees(Math.acos(lightDirection.z));
  float lightAngleY = (float)Math.toDegrees(Math.asin(lightDirection.x));
  float lightAngleZ = 0;
  Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
  DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
  Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
  depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelLightViewMatrix = transformation.buildModelViewMatrix(gameItem, lightViewMatrix);
      depthShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);
    }
    );
  }
  // Unbind
  depthShaderProgram.unbind();
  glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  // Setup view port to match the texture size
  glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
  glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
  glClear(GL_DEPTH_BUFFER_BIT);
  depthShaderProgram.bind();
  DirectionalLight light = scene.getSceneLight().getDirectionalLight();
  Vector3f lightDirection = light.getDirection();
  float lightAngleX = (float)Math.toDegrees(Math.acos(lightDirection.z));
  float lightAngleY = (float)Math.toDegrees(Math.asin(lightDirection.x));
  float lightAngleZ = 0;
  Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
  DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
  Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
  depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelLightViewMatrix = transformation.buildModelViewMatrix(gameItem, lightViewMatrix);
      depthShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);
    }
    );
  }
  // Unbind
  depthShaderProgram.unbind();
  glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("texture_sampler", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(gameItem, viewMatrix);
      sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    }
    );
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("texture_sampler", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(gameItem, viewMatrix);
      sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    }
    );
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  // Setup view port to match the texture size
  glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
  glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
  glClear(GL_DEPTH_BUFFER_BIT);
  depthShaderProgram.bind();
  DirectionalLight light = scene.getSceneLight().getDirectionalLight();
  Vector3f lightDirection = light.getDirection();
  float lightAngleX = (float)Math.toDegrees(Math.acos(lightDirection.z));
  float lightAngleY = (float)Math.toDegrees(Math.asin(lightDirection.x));
  float lightAngleZ = 0;
  Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
  DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
  Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
  depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelLightViewMatrix = transformation.buildModelViewMatrix(gameItem, lightViewMatrix);
      depthShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);
    }
    );
  }
  // Unbind
  depthShaderProgram.unbind();
  glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("texture_sampler", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(gameItem, viewMatrix);
      sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    }
    );
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(gameItem, viewMatrix);
      sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    }
    );
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(gameItem, viewMatrix);
      sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    }
    );
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene, boolean depthMap, ShaderProgram shader, Matrix4f viewMatrix, Matrix4f lightViewMatrix) {
  sceneShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    if (!depthMap) {
      shader.setUniform("material", mesh.getMaterial());
      glActiveTexture(GL_TEXTURE2);
      glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getId());
    }
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      if (!depthMap) {
        Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(modelMatrix, viewMatrix);
        sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
      }
      Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
      sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentFrame();
        shader.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene) {
  gBufferShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    gBufferShaderProgram.setUniform("material", mesh.getMaterial());
    Texture text = mesh.getMaterial().getTexture();
    if (text != null) {
      gBufferShaderProgram.setUniform("numCols", text.getNumCols());
      gBufferShaderProgram.setUniform("numRows", text.getNumRows());
    }
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      gBufferShaderProgram.setUniform("selectedNonInstanced", gameItem.isSelected() ? 1.0f : 0.0f);
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      gBufferShaderProgram.setUniform("modelNonInstancedMatrix", modelMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentAnimation().getCurrentFrame();
        gBufferShaderProgram.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene) {
  sceneShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    Texture text = mesh.getMaterial().getTexture();
    if (text != null) {
      sceneShaderProgram.setUniform("numCols", text.getNumCols());
      sceneShaderProgram.setUniform("numRows", text.getNumRows());
    }
    shadowRenderer.bindTextures(GL_TEXTURE2);
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      sceneShaderProgram.setUniform("selectedNonInstanced", gameItem.isSelected() ? 1.0f : 0.0f);
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      sceneShaderProgram.setUniform("modelNonInstancedMatrix", modelMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentFrame();
        sceneShaderProgram.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene) {
  sceneShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    Texture text = mesh.getMaterial().getTexture();
    if (text != null) {
      sceneShaderProgram.setUniform("numCols", text.getNumCols());
      sceneShaderProgram.setUniform("numRows", text.getNumRows());
    }
    shadowRenderer.bindTextures(GL_TEXTURE2);
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      sceneShaderProgram.setUniform("selectedNonInstanced", gameItem.isSelected() ? 1.0f : 0.0f);
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      sceneShaderProgram.setUniform("modelNonInstancedMatrix", modelMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentFrame();
        sceneShaderProgram.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene) {
  sceneShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    Texture text = mesh.getMaterial().getTexture();
    if (text != null) {
      sceneShaderProgram.setUniform("numCols", text.getNumCols());
      sceneShaderProgram.setUniform("numRows", text.getNumRows());
    }
    shadowRenderer.bindTextures(GL_TEXTURE2);
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      sceneShaderProgram.setUniform("selectedNonInstanced", gameItem.isSelected() ? 1.0f : 0.0f);
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      sceneShaderProgram.setUniform("modelNonInstancedMatrix", modelMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentAnimation().getCurrentFrame();
        sceneShaderProgram.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getId());
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(gameItem, viewMatrix);
      sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
      Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(gameItem, lightViewMatrix);
      sceneShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);
    }
    );
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderParticles(Window window, Camera camera, Scene scene) {
  particlesShaderProgram.bind();
  particlesShaderProgram.setUniform("texture_sampler", 0);
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  particlesShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f viewMatrix = transformation.getViewMatrix();
  IParticleEmitter[] emitters = scene.getParticleEmitters();
  int numEmitters = emitters != null ? emitters.length : 0;
  glDepthMask(false);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  for (int i = 0; i < numEmitters; i++) {
    IParticleEmitter emitter = emitters[i];
    Mesh mesh = emitter.getBaseParticle().getMesh();
    mesh.renderList((emitter.getParticles()), (GameItem gameItem) -> {
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      viewMatrix.transpose3x3(modelMatrix);
      Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(modelMatrix, viewMatrix);
      modelViewMatrix.scale(gameItem.getScale());
      particlesShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    }
    );
  }
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glDepthMask(true);
  particlesShaderProgram.unbind();
}

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