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Java Matrix3类代码示例

本文整理汇总了Java中com.ra4king.opengl.util.math.Matrix3的典型用法代码示例。如果您正苦于以下问题:Java Matrix3类的具体用法?Java Matrix3怎么用?Java Matrix3使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


Matrix3类属于com.ra4king.opengl.util.math包,在下文中一共展示了Matrix3类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: drawSphere

import com.ra4king.opengl.util.math.Matrix3; //导入依赖的package包/类
private void drawSphere(MatrixStack modelMatrix, Vector3 position, float radius, MaterialNames material, boolean drawImpostor) {
	glBindBufferRange(GL_UNIFORM_BUFFER, materialBlockIndex, materialUniformBuffer, material.ordinal() * materialBlockOffset, MaterialBlock.SIZE);
	
	if(drawImpostor) {
		litImpPrograms[currentImpostor.ordinal()].program.begin();
		glUniform3(litImpPrograms[currentImpostor.ordinal()].cameraSpherePosUniform, modelMatrix.getTop().mult(new Vector4(position, 1)).toBuffer());
		glUniform1f(litImpPrograms[currentImpostor.ordinal()].sphereRadiusUniform, radius);
		
		glBindVertexArray(impostorVAO);
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
		glBindVertexArray(0);
		
		litImpPrograms[currentImpostor.ordinal()].program.end();
	}
	else {
		modelMatrix.pushMatrix();
		modelMatrix.getTop().translate(position);
		modelMatrix.getTop().scale(radius * 2);
		
		litMeshProgram.program.begin();
		glUniformMatrix4(litMeshProgram.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
		glUniformMatrix3(litMeshProgram.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).inverse().transpose().toBuffer());
		sphereMesh.render("lit");
		litMeshProgram.program.end();
		
		modelMatrix.popMatrix();
	}
	
	glBindBufferBase(GL_UNIFORM_BUFFER, materialBlockIndex, 0);
}
 
开发者ID:ra4king,项目名称:LWJGL-OpenGL-Tutorials,代码行数:31,代码来源:Example13_1.java

示例2: drawObject

import com.ra4king.opengl.util.math.Matrix3; //导入依赖的package包/类
public void drawObject(Mesh mesh, ProgramData prog, int materialBlockIndex, int materialIndex, MatrixStack modelMatrix) {
	glBindBufferRange(GL_UNIFORM_BUFFER, materialBlockIndex, materialUniformBuffer, materialIndex * sizeMaterialBlock, MaterialBlock.SIZE);
	
	prog.program.begin();
	glUniformMatrix4(prog.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
	glUniformMatrix3(prog.normalModelTocameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).inverse().transpose().toBuffer());
	mesh.render();
	prog.program.end();
	
	glBindBufferBase(GL_UNIFORM_BUFFER, materialBlockIndex, 0);
}
 
开发者ID:ra4king,项目名称:LWJGL-OpenGL-Tutorials,代码行数:12,代码来源:Scene.java

示例3: render

import com.ra4king.opengl.util.math.Matrix3; //导入依赖的package包/类
@Override
public void render() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	MatrixStack modelMatrix = new MatrixStack();
	modelMatrix.setTop(viewPole.calcMatrix());
	
	buildLights(modelMatrix.getTop());
	
	nodes.get(0).setOrient(Utils.angleAxisDeg(360 * timer.getAlpha(), new Vector3(0, 1, 0)));
	nodes.get(3).setOrient(spinBarOrient.copy().mult(Utils.angleAxisDeg(360 * timer.getAlpha(), new Vector3(0, 0, 1))));
	
	Vector2 displaySize = new Vector2(getWidth() / 2, getHeight());
	
	{
		glBindBuffer(GL_UNIFORM_BUFFER, projectionUniformBuffer);
		glBufferData(GL_UNIFORM_BUFFER, new Matrix4().clearToPerspectiveDeg(60, displaySize.x(), displaySize.y(), 1, 1000).toBuffer(), GL_STREAM_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}
	
	glViewport(0, 0, (int)displaySize.x(), (int)displaySize.y());
	scene.render(modelMatrix.getTop());
	
	if(drawCameraPos) {
		modelMatrix.pushMatrix();
		
		modelMatrix.getTop().clearToIdentity();
		modelMatrix.getTop().translate(new Vector3(0, 0, -viewPole.getView().radius));
		modelMatrix.getTop().scale(0.5f);
		
		glDisable(GL_DEPTH_TEST);
		glDepthMask(false);
		
		unlit.begin();
		
		glUniformMatrix4(unlitModelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
		glUniform4f(unlitObjectColorUniform, 0.25f, 0.25f, 0.25f, 1);
		
		sphereMesh.render("flat");
		
		glDepthMask(true);
		glEnable(GL_DEPTH_TEST);
		
		glUniform4f(unlitObjectColorUniform, 1, 1, 1, 1);
		sphereMesh.render("flat");
		
		unlit.end();
		
		modelMatrix.popMatrix();
	}
	
	{
		Matrix4 persMatrix = new Matrix4().clearToIdentity().set(new Matrix3(persViewPole.calcMatrix()));
		persMatrix.mult(new Matrix4().clearToPerspectiveDeg(60, displaySize.x(), displaySize.y(), 1, 1000));
		
		glBindBuffer(GL_UNIFORM_BUFFER, projectionUniformBuffer);
		glBufferData(GL_UNIFORM_BUFFER, persMatrix.toBuffer(), GL_STREAM_DRAW);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}
	
	if(!depthClampProj)
		glDisable(GL_DEPTH_CLAMP);
	glViewport((int)(displaySize.x() + (getWidth() % 2)), 0, (int)displaySize.x(), (int)displaySize.y());
	scene.render(modelMatrix.getTop());
	glEnable(GL_DEPTH_CLAMP);
}
 
开发者ID:ra4king,项目名称:LWJGL-OpenGL-Tutorials,代码行数:67,代码来源:Example17_1.java

示例4: render

import com.ra4king.opengl.util.math.Matrix3; //导入依赖的package包/类
@Override
public void render() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	MatrixStack modelMatrix = new MatrixStack();
	modelMatrix.setTop(viewPole.calcMatrix());
	
	Vector4 worldLightPos = calcLightPosition();
	Vector4 lightPosCameraSpace = modelMatrix.getTop().mult(worldLightPos);
	
	whiteDiffuseColor.program.begin();
	glUniform3(whiteDiffuseColor.lightPosUniform, lightPosCameraSpace.toBuffer());
	vertexDiffuseColor.program.begin();
	glUniform3(vertexDiffuseColor.lightPosUniform, lightPosCameraSpace.toBuffer());
	vertexDiffuseColor.program.end();
	
	whiteDiffuseColor.program.begin();
	glUniform4f(whiteDiffuseColor.lightIntensityUniform, 0.8f, 0.8f, 0.8f, 1);
	glUniform4f(whiteDiffuseColor.ambientIntensityUniform, 0.2f, 0.2f, 0.2f, 1);
	vertexDiffuseColor.program.begin();
	glUniform4f(vertexDiffuseColor.lightIntensityUniform, 0.8f, 0.8f, 0.8f, 1);
	glUniform4f(vertexDiffuseColor.ambientIntensityUniform, 0.2f, 0.2f, 0.2f, 1);
	vertexDiffuseColor.program.end();
	
	{
		modelMatrix.pushMatrix();
		
		{
			modelMatrix.pushMatrix();
			
			whiteDiffuseColor.program.begin();
			glUniformMatrix4(whiteDiffuseColor.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
			glUniformMatrix3(whiteDiffuseColor.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
			planeMesh.render();
			whiteDiffuseColor.program.end();
			
			modelMatrix.popMatrix();
		}
		
		{
			modelMatrix.pushMatrix();
			
			modelMatrix.getTop().mult(objectPole.calcMatrix());
			
			if(drawColoredCyl) {
				vertexDiffuseColor.program.begin();
				glUniformMatrix4(vertexDiffuseColor.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
				glUniformMatrix3(vertexDiffuseColor.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
				cylinderMesh.render("lit-color");
				vertexDiffuseColor.program.end();
			} else {
				whiteDiffuseColor.program.begin();
				glUniformMatrix4(whiteDiffuseColor.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
				glUniformMatrix3(whiteDiffuseColor.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
				cylinderMesh.render("lit");
				whiteDiffuseColor.program.end();
			}
			
			modelMatrix.popMatrix();
		}
		
		if(drawLight) {
			modelMatrix.pushMatrix();
			
			modelMatrix.getTop().translate(new Vector3(worldLightPos)).scale(0.1f, 0.1f, 0.1f);
			
			unlit.program.begin();
			glUniformMatrix4(unlit.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
			glUniform4f(unlit.objectColorUniform, 0.8078f, 0.8706f, 0.9922f, 1);
			cubeMesh.render("flat");
			unlit.program.end();
			
			modelMatrix.popMatrix();
		}
		
		modelMatrix.popMatrix();
	}
}
 
开发者ID:ra4king,项目名称:LWJGL-OpenGL-Tutorials,代码行数:79,代码来源:Example10_1.java

示例5: render

import com.ra4king.opengl.util.math.Matrix3; //导入依赖的package包/类
@Override
public void render() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	MatrixStack modelMatrix = new MatrixStack();
	modelMatrix.setTop(viewPole.calcMatrix());
	
	Matrix4 worldToCamMatrix = modelMatrix.getTop();
	
	LightBlock lightData = new LightBlock(new Vector4(0.2f, 0.2f, 0.2f, 1), lightAttenuation);
	
	lightData.lights[0] = new PerLight(worldToCamMatrix.mult(new Vector4(0.707f, 0.707f, 0, 0)), new Vector4(0.6f, 0.6f, 0.6f, 1));
	lightData.lights[1] = new PerLight(worldToCamMatrix.mult(calcLightPosition()), new Vector4(0.4f, 0.4f, 0.4f, 1));
	
	glBindBuffer(GL_UNIFORM_BUFFER, lightUniformBuffer);
	glBufferSubData(GL_UNIFORM_BUFFER, 0, lightData.toBuffer());
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
	
	{
		glBindBufferRange(GL_UNIFORM_BUFFER, materialBlockIndex, materialUniformBuffer, MaterialNames.TERRAIN.ordinal() * materialBlockOffset, MaterialBlock.SIZE);
		
		litMeshProgram.program.begin();
		glUniformMatrix4(litMeshProgram.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
		glUniformMatrix3(litMeshProgram.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).inverse().transpose().toBuffer());
		planeMesh.render();
		litMeshProgram.program.end();
		
		glBindBufferBase(GL_UNIFORM_BUFFER, materialBlockIndex, 0);
	}
	
	drawSphere(modelMatrix, new Vector3(0, 10, 0), 4, MaterialNames.BLUE_SHINY, drawImpostor[0]);
	drawSphereOrbit(modelMatrix, new Vector3(0, 10, 0), new Vector3(0.6f, 0.8f, 0), 20, sphereTimer.getAlpha(), 2, MaterialNames.DULL_GREY, drawImpostor[1]);
	drawSphereOrbit(modelMatrix, new Vector3(-10, 1, 0), new Vector3(0, 1, 0), 10, sphereTimer.getAlpha(), 1, MaterialNames.BLACK_SHINY, drawImpostor[2]);
	drawSphereOrbit(modelMatrix, new Vector3(10, 1, 0), new Vector3(0, 1, 0), 10, sphereTimer.getAlpha() * 2, 1, MaterialNames.GOLD_METAL, drawImpostor[3]);
	
	if(drawLights) {
		modelMatrix.pushMatrix();
		
		modelMatrix.getTop().translate(new Vector3(calcLightPosition()));
		modelMatrix.getTop().scale(0.5f);
		
		unlit.program.begin();
		glUniformMatrix4(unlit.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
		glUniform4(unlit.objectColorUniform, new Vector4(1).toBuffer());
		cubeMesh.render("flat");
		unlit.program.end();
		
		modelMatrix.popMatrix();
	}
	
	if(drawCameraPos) {
		modelMatrix.pushMatrix();
		
		modelMatrix.getTop().clearToIdentity();
		modelMatrix.getTop().translate(0, 0, -viewPole.getView().radius);
		
		unlit.program.begin();
		
		glDisable(GL_DEPTH_TEST);
		glDepthMask(false);
		glUniformMatrix4(unlit.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
		glUniform4f(unlit.objectColorUniform, 0.25f, 0.25f, 0.25f, 1);
		cubeMesh.render("flat");
		
		glDepthMask(true);
		glEnable(GL_DEPTH_TEST);
		glUniform4f(unlit.objectColorUniform, 1, 1, 1, 1);
		cubeMesh.render("flat");
		
		unlit.program.end();
	}
}
 
开发者ID:ra4king,项目名称:LWJGL-OpenGL-Tutorials,代码行数:73,代码来源:Example13_1.java

示例6: render

import com.ra4king.opengl.util.math.Matrix3; //导入依赖的package包/类
@Override
public void render() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	MatrixStack modelMatrix = new MatrixStack();
	modelMatrix.setTop(viewPole.calcMatrix());
	
	Vector4 lightDirCameraSpace = modelMatrix.getTop().mult(lightDirection);
	
	ProgramData whiteDiffuse = showAmbient ? whiteAmbDiffuseColor : whiteDiffuseColor;
	ProgramData vertexDiffuse = showAmbient ? vertexAmbDiffuseColor : vertexDiffuseColor;
	
	if(showAmbient) {
		whiteDiffuse.program.begin();
		glUniform4f(whiteDiffuse.lightIntensityUniform, 0.8f, 0.8f, 0.8f, 1);
		glUniform4f(whiteDiffuse.ambientIntensityUniform, 0.2f, 0.2f, 0.2f, 1);
		vertexDiffuse.program.begin();
		glUniform4f(vertexDiffuse.lightIntensityUniform, 0.8f, 0.8f, 0.8f, 1);
		glUniform4f(vertexDiffuse.ambientIntensityUniform, 0.2f, 0.2f, 0.2f, 1);
		vertexDiffuse.program.end();
	} else {
		whiteDiffuse.program.begin();
		glUniform4f(whiteDiffuse.lightIntensityUniform, 1, 1, 1, 1);
		vertexDiffuse.program.begin();
		glUniform4f(vertexDiffuse.lightIntensityUniform, 1, 1, 1, 1);
		vertexDiffuse.program.end();
	}
	
	whiteDiffuse.program.begin();
	glUniform3(whiteDiffuse.dirTolightUniform, lightDirCameraSpace.toBuffer());
	vertexDiffuse.program.begin();
	glUniform3(vertexDiffuse.dirTolightUniform, lightDirCameraSpace.toBuffer());
	vertexDiffuse.program.end();
	
	{
		modelMatrix.pushMatrix();
		
		{
			modelMatrix.pushMatrix();
			
			whiteDiffuse.program.begin();
			glUniformMatrix4(whiteDiffuse.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
			glUniformMatrix3(whiteDiffuse.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
			planeMesh.render();
			whiteDiffuse.program.end();
			
			modelMatrix.popMatrix();
		}
		
		{
			modelMatrix.pushMatrix();
			
			modelMatrix.getTop().mult(objectPole.calcMatrix());
			
			if(drawColoredCyl) {
				vertexDiffuse.program.begin();
				glUniformMatrix4(vertexDiffuse.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
				glUniformMatrix3(vertexDiffuse.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
				cylinderMesh.render("lit-color");
				vertexDiffuse.program.end();
			} else {
				whiteDiffuse.program.begin();
				glUniformMatrix4(whiteDiffuse.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
				glUniformMatrix3(whiteDiffuse.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
				cylinderMesh.render("lit");
				whiteDiffuse.program.end();
			}
			
			modelMatrix.popMatrix();
		}
		
		modelMatrix.popMatrix();
	}
}
 
开发者ID:ra4king,项目名称:LWJGL-OpenGL-Tutorials,代码行数:75,代码来源:Example9_3.java

示例7: render

import com.ra4king.opengl.util.math.Matrix3; //导入依赖的package包/类
@Override
public void render() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	MatrixStack modelMatrix = new MatrixStack();
	modelMatrix.setTop(viewPole.calcMatrix());
	
	Vector4 lightDirCameraSpace = modelMatrix.getTop().mult(lightDirection);
	
	whiteDiffuseColor.program.begin();
	glUniform3(whiteDiffuseColor.dirTolightUniform, lightDirCameraSpace.toBuffer());
	vertexDiffuseColor.program.begin();
	glUniform3(vertexDiffuseColor.dirTolightUniform, lightDirCameraSpace.toBuffer());
	vertexDiffuseColor.program.end();
	
	{
		modelMatrix.pushMatrix();
		
		{
			modelMatrix.pushMatrix();
			
			whiteDiffuseColor.program.begin();
			glUniformMatrix4(whiteDiffuseColor.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
			glUniformMatrix3(whiteDiffuseColor.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
			glUniform4f(whiteDiffuseColor.lightIntensityUniform, 1, 1, 1, 1);
			planeMesh.render();
			whiteDiffuseColor.program.end();
			
			modelMatrix.popMatrix();
		}
		
		{
			modelMatrix.pushMatrix();
			
			modelMatrix.getTop().mult(objectPole.calcMatrix());
			
			if(drawColoredCyl) {
				vertexDiffuseColor.program.begin();
				glUniformMatrix4(vertexDiffuseColor.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
				glUniformMatrix3(vertexDiffuseColor.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
				glUniform4f(vertexDiffuseColor.lightIntensityUniform, 1, 1, 1, 1);
				cylinderMesh.render("lit-color");
				vertexDiffuseColor.program.end();
			} else {
				whiteDiffuseColor.program.begin();
				glUniformMatrix4(whiteDiffuseColor.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
				glUniformMatrix3(whiteDiffuseColor.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
				glUniform4f(whiteDiffuseColor.lightIntensityUniform, 1, 1, 1, 1);
				cylinderMesh.render("lit");
				whiteDiffuseColor.program.end();
			}
			
			modelMatrix.popMatrix();
		}
		
		modelMatrix.popMatrix();
	}
}
 
开发者ID:ra4king,项目名称:LWJGL-OpenGL-Tutorials,代码行数:59,代码来源:Example9_1.java

示例8: render

import com.ra4king.opengl.util.math.Matrix3; //导入依赖的package包/类
@Override
public void render() {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	MatrixStack modelMatrix = new MatrixStack();
	modelMatrix.setTop(viewPole.calcMatrix());
	
	Vector4 lightDirCameraSpace = modelMatrix.getTop().mult(lightDirection);
	
	whiteDiffuseColor.program.begin();
	glUniform3(whiteDiffuseColor.dirTolightUniform, lightDirCameraSpace.toBuffer());
	vertexDiffuseColor.program.begin();
	glUniform3(vertexDiffuseColor.dirTolightUniform, lightDirCameraSpace.toBuffer());
	vertexDiffuseColor.program.end();
	
	{
		modelMatrix.pushMatrix();
		
		{
			modelMatrix.pushMatrix();
			
			whiteDiffuseColor.program.begin();
			glUniformMatrix4(whiteDiffuseColor.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
			glUniformMatrix3(whiteDiffuseColor.normalModelToCameraMatrixUniform, false, new Matrix3(modelMatrix.getTop()).toBuffer());
			glUniform4f(whiteDiffuseColor.lightIntensityUniform, 1, 1, 1, 1);
			planeMesh.render();
			whiteDiffuseColor.program.end();
			
			modelMatrix.popMatrix();
		}
		
		{
			modelMatrix.pushMatrix();
			
			modelMatrix.getTop().mult(objectPole.calcMatrix());
			
			if(scaleCyl)
				modelMatrix.getTop().scale(1, 1, 0.2f);
			
			vertexDiffuseColor.program.begin();
			glUniformMatrix4(vertexDiffuseColor.modelToCameraMatrixUniform, false, modelMatrix.getTop().toBuffer());
			Matrix3 normMatrix = new Matrix3(modelMatrix.getTop());
			if(doInvTranspose)
				normMatrix.inverse().transpose();
			glUniformMatrix3(vertexDiffuseColor.normalModelToCameraMatrixUniform, false, normMatrix.toBuffer());
			glUniform4f(vertexDiffuseColor.lightIntensityUniform, 1, 1, 1, 1);
			cylinderMesh.render("lit-color");
			vertexDiffuseColor.program.end();
			
			modelMatrix.popMatrix();
		}
		
		modelMatrix.popMatrix();
	}
}
 
开发者ID:ra4king,项目名称:LWJGL-OpenGL-Tutorials,代码行数:56,代码来源:Example9_2.java


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