本文整理了Java中org.lwjglb.engine.graph.Transformation.updateOrthoProjectionMatrix()
方法的一些代码示例,展示了Transformation.updateOrthoProjectionMatrix()
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。Transformation.updateOrthoProjectionMatrix()
方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Transformation
类名称:Transformation
方法名:updateOrthoProjectionMatrix
暂无
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
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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
// 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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
// 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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
// 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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
// 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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
// 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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, true, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, true, depthShaderProgram, null, lightViewMatrix);
// 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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
// 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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
// 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) {
if (scene.isRenderShadows()) {
// 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);
renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
// Unbind
depthShaderProgram.unbind();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
代码示例来源:origin: lwjglgamedev/lwjglbook
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);
代码示例来源:origin: lwjglgamedev/lwjglbook
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);
代码示例来源:origin: lwjglgamedev/lwjglbook
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);
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