本文整理了Java中org.lwjglb.engine.graph.Transformation.getWorldMatrix()
方法的一些代码示例,展示了Transformation.getWorldMatrix()
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.getWorldMatrix()
方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Transformation
类名称:Transformation
方法名:getWorldMatrix
暂无
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, 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);
// Render each gameItem
for(GameItem gameItem : gameItems) {
// Set world matrix for this item
Matrix4f worldMatrix = transformation.getWorldMatrix(
gameItem.getPosition(),
gameItem.getRotation(),
gameItem.getScale());
shaderProgram.setUniform("worldMatrix", worldMatrix);
// Render the mes for this game item
gameItem.getMesh().render();
}
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, 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);
// Render each gameItem
for(GameItem gameItem : gameItems) {
// Set world matrix for this item
Matrix4f worldMatrix = transformation.getWorldMatrix(
gameItem.getPosition(),
gameItem.getRotation(),
gameItem.getScale());
shaderProgram.setUniform("worldMatrix", worldMatrix);
// Render the mes for this game item
gameItem.getMesh().render();
}
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, 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);
shaderProgram.setUniform("texture_sampler", 0);
// Render each gameItem
for(GameItem gameItem : gameItems) {
// Set world matrix for this item
Matrix4f worldMatrix = transformation.getWorldMatrix(
gameItem.getPosition(),
gameItem.getRotation(),
gameItem.getScale());
shaderProgram.setUniform("worldMatrix", worldMatrix);
// Render the mes for this game item
gameItem.getMesh().render();
}
shaderProgram.unbind();
}
内容来源于网络,如有侵权,请联系作者删除!