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

x33g5p2x  于2022-01-29 转载在 其他  
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本文整理了Java中org.lwjglb.engine.graph.Renderer.renderParticles方法的一些代码示例,展示了Renderer.renderParticles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。Renderer.renderParticles方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Renderer
类名称:Renderer
方法名:renderParticles

Renderer.renderParticles介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene) {
  clear();
  frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
  frustumFilter.filter(scene.getGameMeshes());
  frustumFilter.filter(scene.getGameInstancedMeshes());
  
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene) {
  clear();
  if (window.getOptions().frustumCulling) {
    frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
    frustumFilter.filter(scene.getGameMeshes());
    frustumFilter.filter(scene.getGameInstancedMeshes());
  }
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) {
  clear();
  if (window.getOptions().frustumCulling) {
    frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
    frustumFilter.filter(scene.getGameMeshes());
    frustumFilter.filter(scene.getGameInstancedMeshes());
  }
  // Render depth map before view ports has been set up
  if (scene.isRenderShadows() && sceneChanged) {
    shadowRenderer.render(window, scene, camera, transformation, this);
  }
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) {
  clear();
  if (window.getOptions().frustumCulling) {
    frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
    frustumFilter.filter(scene.getGameMeshes());
    frustumFilter.filter(scene.getGameInstancedMeshes());
  }
  // Render depth map before view ports has been set up
  if (scene.isRenderShadows() && sceneChanged) {
    shadowRenderer.render(window, scene, camera, transformation, this);
  }
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  //renderAxes(camera);
  //renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) {
  clear();
  if (window.getOptions().frustumCulling) {
    frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
    frustumFilter.filter(scene.getGameMeshes());
    frustumFilter.filter(scene.getGameInstancedMeshes());
  }
  // Render depth map before view ports has been set up
  if (scene.isRenderShadows() && sceneChanged) {
    shadowRenderer.render(window, scene, camera, transformation, this);
  }
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) {
  clear();
  if (window.getOptions().frustumCulling) {
    frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
    frustumFilter.filter(scene.getGameMeshes());
    frustumFilter.filter(scene.getGameInstancedMeshes());
  }
  // Render depth map before view ports has been set up
  if (scene.isRenderShadows() && sceneChanged) {
    shadowRenderer.render(window, scene, camera, transformation, this);
  }
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderGeometry(window, camera, scene);
  initLightRendering();
  renderPointLights(window, camera, scene);
  renderDirectionalLight(window, camera, scene);
  endLightRendering();
  renderFog(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
}

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