本文整理了Java中org.lwjglb.engine.graph.Transformation.getOrthoProjectionMatrix()
方法的一些代码示例,展示了Transformation.getOrthoProjectionMatrix()
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.getOrthoProjectionMatrix()
方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Transformation
类名称:Transformation
方法名:getOrthoProjectionMatrix
暂无
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.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);
// Render each mesh with the associated game Items
Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
for (Mesh mesh : mapMeshes.keySet()) {
sceneShaderProgram.setUniform("material", mesh.getMaterial());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getId());
mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(gameItem, viewMatrix);
sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(gameItem, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);
}
);
}
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);
// Render each mesh with the associated game Items
Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
for (Mesh mesh : mapMeshes.keySet()) {
sceneShaderProgram.setUniform("material", mesh.getMaterial());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getId());
mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(gameItem, viewMatrix);
sceneShaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(gameItem, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);
}
);
}
sceneShaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
private void renderHud(Window window, IHud hud) {
if (hud != null) {
hudShaderProgram.bind();
Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0);
for (GameItem gameItem : hud.getGameItems()) {
Mesh mesh = gameItem.getMesh();
// Set ortohtaphic and model matrix for this HUD item
Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho);
hudShaderProgram.setUniform("projModelMatrix", projModelMatrix);
hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour());
hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0);
// Render the mesh for this HUD item
mesh.render();
}
hudShaderProgram.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();
}
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();
}
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