org.lwjglb.engine.graph.Transformation.getOrtho2DProjectionMatrix()方法的使用及代码示例

x33g5p2x  于2022-01-30 转载在 其他  
字(10.2k)|赞(0)|评价(0)|浏览(80)

本文整理了Java中org.lwjglb.engine.graph.Transformation.getOrtho2DProjectionMatrix()方法的一些代码示例,展示了Transformation.getOrtho2DProjectionMatrix()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.getOrtho2DProjectionMatrix()方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Transformation
类名称:Transformation
方法名:getOrtho2DProjectionMatrix

Transformation.getOrtho2DProjectionMatrix介绍

暂无

代码示例

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 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.buildOrthoProjModelMatrix(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.buildOrthoProjModelMatrix(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.buildOrthoProjModelMatrix(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.buildOrthoProjModelMatrix(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.buildOrthoProjModelMatrix(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.buildOrthoProjModelMatrix(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();
  }
}

相关文章