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

x33g5p2x  于2022-01-30 转载在 其他  
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本文整理了Java中org.lwjglb.engine.graph.Transformation.getModelViewMatrix()方法的一些代码示例,展示了Transformation.getModelViewMatrix()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.getModelViewMatrix()方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Transformation
类名称:Transformation
方法名:getModelViewMatrix

Transformation.getModelViewMatrix介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, GameItem[] gameItems,
    SceneLight sceneLight) {
  sceneShaderProgram.bind();
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  // Update view Matrix
  Matrix4f viewMatrix = transformation.getViewMatrix(camera);
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("texture_sampler", 0);
  // Render each gameItem
  for (GameItem gameItem : gameItems) {
    Mesh mesh = gameItem.getMesh();
    // Set model view matrix for this item
    Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
    sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    // Render the mesh for this game item
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.render();
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, GameItem[] gameItems,
    SceneLight sceneLight) {
  sceneShaderProgram.bind();
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  // Update view Matrix
  Matrix4f viewMatrix = transformation.getViewMatrix(camera);
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("texture_sampler", 0);
  // Render each gameItem
  for (GameItem gameItem : gameItems) {
    Mesh mesh = gameItem.getMesh();
    // Set model view matrix for this item
    Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
    sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    // Render the mesh for this game item
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.render();
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, GameItem[] gameItems,
    SceneLight sceneLight) {
  sceneShaderProgram.bind();
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  // Update view Matrix
  Matrix4f viewMatrix = transformation.getViewMatrix(camera);
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("texture_sampler", 0);
  // Render each gameItem
  for (GameItem gameItem : gameItems) {
    Mesh mesh = gameItem.getMesh();
    // Set model view matrix for this item
    Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
    sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    // Render the mesh for this game item
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.render();
  }
  sceneShaderProgram.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();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, GameItem[] gameItems) {
  clear();
  
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  shaderProgram.bind();
  
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  shaderProgram.setUniform("projectionMatrix", projectionMatrix);
  // Update view Matrix
  Matrix4f viewMatrix = transformation.getViewMatrix(camera);
  
  shaderProgram.setUniform("texture_sampler", 0);
  // Render each gameItem
  for(GameItem gameItem : gameItems) {
    // Set model view matrix for this item
    Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
    shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    // Render the mes for this game item
    gameItem.getMesh().render();
  }
  shaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  // Update view Matrix
  Matrix4f viewMatrix = transformation.getViewMatrix(camera);
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("texture_sampler", 0);
  // Render each gameItem
  GameItem[] gameItems = scene.getGameItems();
  for (GameItem gameItem : gameItems) {
    Mesh mesh = gameItem.getMesh();
    // Set model view matrix for this item
    Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
    sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    // Render the mesh for this game item
    sceneShaderProgram.setUniform("material", mesh.getMaterial());
    mesh.render();
  }
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, GameItem[] gameItems, Vector3f ambientLight,
    PointLight[] pointLightList, SpotLight[] spotLightList, DirectionalLight directionalLight) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  shaderProgram.bind();
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  shaderProgram.setUniform("projectionMatrix", projectionMatrix);
  // Update view Matrix
  Matrix4f viewMatrix = transformation.getViewMatrix(camera);
  // Update Light Uniforms
  renderLights(viewMatrix, ambientLight, pointLightList, spotLightList, directionalLight);
  shaderProgram.setUniform("texture_sampler", 0);
  // Render each gameItem
  for (GameItem gameItem : gameItems) {
    Mesh mesh = gameItem.getMesh();
    // Set model view matrix for this item
    Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
    shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    // Render the mesh for this game item
    shaderProgram.setUniform("material", mesh.getMaterial());
    mesh.render();
  }
  shaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, GameItem[] gameItems) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  shaderProgram.bind();
  
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  shaderProgram.setUniform("projectionMatrix", projectionMatrix);
  // Update view Matrix
  Matrix4f viewMatrix = transformation.getViewMatrix(camera);
  
  shaderProgram.setUniform("texture_sampler", 0);
  // Render each gameItem
  for(GameItem gameItem : gameItems) {
    Mesh mesh = gameItem.getMesh();
    // Set model view matrix for this item
    Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
    shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
    // Render the mesh for this game item
    shaderProgram.setUniform("colour", mesh.getColour());
    shaderProgram.setUniform("useColour", mesh.isTextured() ? 0 : 1);
    mesh.render();
  }
  shaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

Mesh mesh = gameItem.getMesh();
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

Mesh mesh = gameItem.getMesh();
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

Mesh mesh = gameItem.getMesh();
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);

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