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
暂无
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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