org.lwjglb.engine.graph.Renderer.renderInstancedMeshes()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.renderInstancedMeshes方法的一些代码示例,展示了Renderer.renderInstancedMeshes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.renderInstancedMeshes方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Renderer
类名称:Renderer
方法名:renderInstancedMeshes

Renderer.renderInstancedMeshes介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, true, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, true, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderDepthMap(Window window, Camera camera, Scene scene) {
  if (scene.isRenderShadows()) {
    // Setup view port to match the texture size
    glBindFramebuffer(GL_FRAMEBUFFER, shadowMap.getDepthMapFBO());
    glViewport(0, 0, ShadowMap.SHADOW_MAP_WIDTH, ShadowMap.SHADOW_MAP_HEIGHT);
    glClear(GL_DEPTH_BUFFER_BIT);
    depthShaderProgram.bind();
    DirectionalLight light = scene.getSceneLight().getDirectionalLight();
    Vector3f lightDirection = light.getDirection();
    float lightAngleX = (float) Math.toDegrees(Math.acos(lightDirection.z));
    float lightAngleY = (float) Math.toDegrees(Math.asin(lightDirection.x));
    float lightAngleZ = 0;
    Matrix4f lightViewMatrix = transformation.updateLightViewMatrix(new Vector3f(lightDirection).mul(light.getShadowPosMult()), new Vector3f(lightAngleX, lightAngleY, lightAngleZ));
    DirectionalLight.OrthoCoords orthCoords = light.getOrthoCoords();
    Matrix4f orthoProjMatrix = transformation.updateOrthoProjectionMatrix(orthCoords.left, orthCoords.right, orthCoords.bottom, orthCoords.top, orthCoords.near, orthCoords.far);
    depthShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
    renderNonInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    renderInstancedMeshes(scene, depthShaderProgram, null, lightViewMatrix);
    // Unbind
    depthShaderProgram.unbind();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f viewMatrix = camera.getViewMatrix();
  Matrix4f projectionMatrix = window.getProjectionMatrix();
  sceneShaderProgram.setUniform("viewMatrix", viewMatrix);
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  List<ShadowCascade> shadowCascades = shadowRenderer.getShadowCascades();
  for (int i = 0; i < ShadowRenderer.NUM_CASCADES; i++) {
    ShadowCascade shadowCascade = shadowCascades.get(i);
    sceneShaderProgram.setUniform("orthoProjectionMatrix", shadowCascade.getOrthoProjMatrix(), i);
    sceneShaderProgram.setUniform("cascadeFarPlanes", ShadowRenderer.CASCADE_SPLITS[i], i);
    sceneShaderProgram.setUniform("lightViewMatrix", shadowCascade.getLightViewMatrix(), i);
  }
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  int start = 2;
  for (int i = 0; i < ShadowRenderer.NUM_CASCADES; i++) {
    sceneShaderProgram.setUniform("shadowMap_" + i, start + i);
  }
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene);
  renderInstancedMeshes(scene, viewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f viewMatrix = camera.getViewMatrix();
  Matrix4f projectionMatrix = window.getProjectionMatrix();
  sceneShaderProgram.setUniform("viewMatrix", viewMatrix);
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  List<ShadowCascade> shadowCascades = shadowRenderer.getShadowCascades();
  for (int i = 0; i < ShadowRenderer.NUM_CASCADES; i++) {
    ShadowCascade shadowCascade = shadowCascades.get(i);
    sceneShaderProgram.setUniform("orthoProjectionMatrix", shadowCascade.getOrthoProjMatrix(), i);
    sceneShaderProgram.setUniform("cascadeFarPlanes", ShadowRenderer.CASCADE_SPLITS[i], i);
    sceneShaderProgram.setUniform("lightViewMatrix", shadowCascade.getLightViewMatrix(), i);
  }
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  int start = 2;
  for (int i = 0; i < ShadowRenderer.NUM_CASCADES; i++) {
    sceneShaderProgram.setUniform("shadowMap_" + i, start + i);
  }
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene);
  renderInstancedMeshes(scene, viewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = camera.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = window.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = camera.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, false, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, false, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = window.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = camera.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = transformation.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = transformation.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = window.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = camera.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void renderScene(Window window, Camera camera, Scene scene) {
  sceneShaderProgram.bind();
  Matrix4f projectionMatrix = window.getProjectionMatrix();
  sceneShaderProgram.setUniform("projectionMatrix", projectionMatrix);
  Matrix4f orthoProjMatrix = transformation.getOrthoProjectionMatrix();
  sceneShaderProgram.setUniform("orthoProjectionMatrix", orthoProjMatrix);
  Matrix4f lightViewMatrix = transformation.getLightViewMatrix();
  Matrix4f viewMatrix = camera.getViewMatrix();
  SceneLight sceneLight = scene.getSceneLight();
  renderLights(viewMatrix, sceneLight);
  sceneShaderProgram.setUniform("fog", scene.getFog());
  sceneShaderProgram.setUniform("texture_sampler", 0);
  sceneShaderProgram.setUniform("normalMap", 1);
  sceneShaderProgram.setUniform("shadowMap", 2);
  sceneShaderProgram.setUniform("renderShadow", scene.isRenderShadows() ? 1 : 0);
  renderNonInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  renderInstancedMeshes(scene, sceneShaderProgram, viewMatrix, lightViewMatrix);
  sceneShaderProgram.unbind();
}

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