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

x33g5p2x  于2022-01-30 转载在 其他  
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本文整理了Java中org.lwjglb.engine.graph.Transformation.buildModelLightViewMatrix()方法的一些代码示例,展示了Transformation.buildModelLightViewMatrix()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.buildModelLightViewMatrix()方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Transformation
类名称:Transformation
方法名:buildModelLightViewMatrix

Transformation.buildModelLightViewMatrix介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderChunkInstanced(List<GameItem> gameItems, boolean depthMap, Transformation transformation, Matrix4f viewMatrix, Matrix4f lightViewMatrix) {
    this.modelViewBuffer.clear();
    this.modelLightViewBuffer.clear();

    int i = 0;

    for (GameItem gameItem : gameItems) {
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      if (!depthMap) {
        Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(modelMatrix, viewMatrix);
        modelViewMatrix.get(MATRIX_SIZE_FLOATS * i, modelViewBuffer);
      }
      Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
      modelLightViewMatrix.get(MATRIX_SIZE_FLOATS * i, this.modelLightViewBuffer);
      i++;
    }

    glBindBuffer(GL_ARRAY_BUFFER, modelViewVBO);
    glBufferData(GL_ARRAY_BUFFER, modelViewBuffer, GL_DYNAMIC_DRAW);

    glBindBuffer(GL_ARRAY_BUFFER, modelLightViewVBO);
    glBufferData(GL_ARRAY_BUFFER, modelLightViewBuffer, GL_DYNAMIC_DRAW);

    glDrawElementsInstanced(
        GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0, gameItems.size());

    glBindBuffer(GL_ARRAY_BUFFER, 0);
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void renderNonInstancedMeshes(Scene scene, boolean depthMap, ShaderProgram shader, Matrix4f viewMatrix, Matrix4f lightViewMatrix) {
  sceneShaderProgram.setUniform("isInstanced", 0);
  // Render each mesh with the associated game Items
  Map<Mesh, List<GameItem>> mapMeshes = scene.getGameMeshes();
  for (Mesh mesh : mapMeshes.keySet()) {
    if (!depthMap) {
      shader.setUniform("material", mesh.getMaterial());
      glActiveTexture(GL_TEXTURE2);
      glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getId());
    }
    mesh.renderList(mapMeshes.get(mesh), (GameItem gameItem) -> {
      Matrix4f modelMatrix = transformation.buildModelMatrix(gameItem);
      if (!depthMap) {
        Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(modelMatrix, viewMatrix);
        sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
      }
      Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
      sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);
      if (gameItem instanceof AnimGameItem) {
        AnimGameItem animGameItem = (AnimGameItem) gameItem;
        AnimatedFrame frame = animGameItem.getCurrentFrame();
        shader.setUniform("jointsMatrix", frame.getJointMatrices());
      }
    }
    );
  }
}

代码示例来源:origin: lwjglgamedev/lwjglbook

Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
modelLightViewMatrix.get(INSTANCE_SIZE_FLOATS * i + MATRIX_SIZE_FLOATS, this.instanceDataBuffer);

代码示例来源:origin: lwjglgamedev/lwjglbook

Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
modelLightViewMatrix.get(INSTANCE_SIZE_FLOATS * i + MATRIX_SIZE_FLOATS, this.instanceDataBuffer);

代码示例来源:origin: lwjglgamedev/lwjglbook

Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
modelLightViewMatrix.get(INSTANCE_SIZE_FLOATS * i + MATRIX_SIZE_FLOATS, this.instanceDataBuffer);

代码示例来源:origin: lwjglgamedev/lwjglbook

Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
modelLightViewMatrix.get(INSTANCE_SIZE_FLOATS * i + MATRIX_SIZE_FLOATS, this.instanceDataBuffer);

代码示例来源:origin: lwjglgamedev/lwjglbook

sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);

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

sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

sceneShaderProgram.setUniform("modelViewNonInstancedMatrix", modelViewMatrix);
Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(modelMatrix, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewNonInstancedMatrix", modelLightViewMatrix);

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

Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(gameItem, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(gameItem, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);

代码示例来源:origin: lwjglgamedev/lwjglbook

Matrix4f modelLightViewMatrix = transformation.buildModelLightViewMatrix(gameItem, lightViewMatrix);
sceneShaderProgram.setUniform("modelLightViewMatrix", modelLightViewMatrix);

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