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Java GL2GL3.glUniformMatrix4fv方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL2GL3.glUniformMatrix4fv方法的典型用法代码示例。如果您正苦于以下问题:Java GL2GL3.glUniformMatrix4fv方法的具体用法?Java GL2GL3.glUniformMatrix4fv怎么用?Java GL2GL3.glUniformMatrix4fv使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.jogamp.opengl.GL2GL3的用法示例。


在下文中一共展示了GL2GL3.glUniformMatrix4fv方法的12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: initUniforms

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void initUniforms(Renderer renderer, Mat4d modelViewMat, Mat4d projMat, Mat4d viewMat, Mat4d normalMat) {
	GL2GL3 gl = renderer.getGL();

	lightsDirScratch[0].mult4(viewMat, lightsDir[0]);
	lightsDirScratch[1].mult4(viewMat, lightsDir[1]);

	lightsDirFloats[0] = (float)lightsDirScratch[0].x;
	lightsDirFloats[1] = (float)lightsDirScratch[0].y;
	lightsDirFloats[2] = (float)lightsDirScratch[0].z;

	lightsDirFloats[3] = (float)lightsDirScratch[1].x;
	lightsDirFloats[4] = (float)lightsDirScratch[1].y;
	lightsDirFloats[5] = (float)lightsDirScratch[1].z;

	for (int i = 0; i < usedShaders.length; ++i) {
		int shaderID = usedShaders[i];
		ShaderInfo si = sInfos[shaderID];

		gl.glUseProgram(si.meshProgHandle);

		gl.glUniformMatrix4fv(si.modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
		gl.glUniformMatrix4fv(si.projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);
		gl.glUniformMatrix4fv(si.normalMatVar, 1, false, RenderUtils.MarshalMat4d(normalMat), 0);

		gl.glUniform3fv(si.lightDirVar, 2, lightsDirFloats, 0);
		gl.glUniform1fv(si.lightIntVar, 2, lightsInt, 0);
		gl.glUniform1i(si.numLightsVar, numLights);

		gl.glUniform1f(si.cVar, Camera.C);
		gl.glUniform1f(si.fcVar, Camera.FC);

	}
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:34,代码来源:MeshProto.java

示例2: render

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public void render(int contextID, Renderer renderer, Camera cam) {

		if (textureURI == null) {
			return;
		}

		if (!isLoaded) {
			loadGPUAssets(renderer);
		}
		if (!VAOMap.containsKey(contextID)) {
			setupVAO(contextID, renderer);
		}

		GL2GL3 gl = renderer.getGL();

		int textureID = renderer.getTexCache().getTexID(gl, textureURI, false, false, false);
		if (textureID == TexCache.LOADING_TEX_ID) {
			// Sky box is not ready yet, get it next time
			return;
		}

		int vao = VAOMap.get(contextID);
		gl.glBindVertexArray(vao);

		gl.glUseProgram(progHandle);

		gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(cam.getProjMat4d()), 0);

		Mat4d invViewMat = new Mat4d();
		invViewMat.setRot4(cam.getTransformRef().getRotRef());
		gl.glUniformMatrix4fv(invViewMatVar, 1, false, RenderUtils.MarshalMat4d(invViewMat), 0);

		gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
		gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, textureID);
		// Disable mipmaps for skyboxes as the discontinuity screws them up
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_LINEAR );

		gl.glUniform1i(texVar, 0);

		gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, 6);

		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_LINEAR_MIPMAP_LINEAR );

		gl.glBindVertexArray(0);

	}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:47,代码来源:Skybox.java

示例3: renderImp

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderImp(int contextID, Renderer renderer, Camera cam, Ray pickRay) {

		if (!staticInit) {
			initStaticBuffers(renderer);
		}

		GL2GL3 gl = renderer.getGL();

		int textureID = _texLoader.getTexID(renderer);

		if (textureID == TexCache.LOADING_TEX_ID) {
			return; // This texture is not ready yet
		}

		if (!VAOMap.containsKey(contextID)) {
			setupVAO(contextID, renderer);
		}

		int vao = VAOMap.get(contextID);
		gl.glBindVertexArray(vao);


		Mat4d modelViewMat = new Mat4d();

		cam.getViewMat4d(modelViewMat);
		modelViewMat.mult4(_trans.getMat4dRef());
		modelViewMat.scaleCols3(_scale);

		Mat4d normalMat = RenderUtils.getInverseWithScale(_trans, _scale);
		normalMat.transpose4();

		gl.glUseProgram(progHandle);

		gl.glUniformMatrix4fv(modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
		gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(cam.getProjMat4d()), 0);
		gl.glUniformMatrix4fv(normalMatVar, 1, false, RenderUtils.MarshalMat4d(normalMat), 0);
		gl.glUniformMatrix4fv(bindSpaceMatVar, 1, false, identMat, 0);
		gl.glUniformMatrix4fv(bindSpaceNorMatVar, 1, false, identMat, 0);

		gl.glUniform1f(cVar, Camera.C);
		gl.glUniform1f(fcVar, Camera.FC);

		gl.glUniform1i(numLightsVar, 1);
		gl.glUniform3fv(lightDirVar, 1, lightDir, 0);
		gl.glUniform1fv(lightIntVar, 1, lightInt, 0);

		gl.glUniform3f(ambientColorVar, 0.0f, 0.0f, 0.0f);
		gl.glUniform3f(specColorVar, 0.0f, 0.0f, 0.0f);
		gl.glUniform1f(shininessVar, 1.0f);

		gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
		gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, textureID);
		gl.glUniform1i(texVar, 0);
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, GL2GL3.GL_CLAMP_TO_EDGE);
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, GL2GL3.GL_CLAMP_TO_EDGE);

		// Draw
		gl.glDisable(GL2GL3.GL_CULL_FACE);
		gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, 6);
		gl.glEnable(GL2GL3.GL_CULL_FACE);

		gl.glBindVertexArray(0);

	}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:65,代码来源:TextureView.java

示例4: renderArmature

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void renderArmature(int contextID, Renderer renderer, Mat4d modelViewMat,
                                  Armature arm, ArrayList<Mat4d> pose, Color4d color, Camera cam) {

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();

	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color.toFloats(), 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	ArrayList<Armature.Bone> bones = arm.getAllBones();
	//Build up the list of bone vertices
	Vec4d[] vects = new Vec4d[bones.size() * 2];
	for (int i = 0; i < bones.size(); ++i) {
		Armature.Bone b = bones.get(i);

		Vec4d boneStart = new Vec4d(0, 0, 0, 1);
		boneStart.mult4(b.getMatrix(), boneStart);

		Vec4d boneEnd = new Vec4d(0, b.getLength(), 0, 1);
		boneEnd.mult4(b.getMatrix(), boneEnd);

		if (pose != null) {
			// Adjust the bone by the current pose
			Mat4d poseMat = pose.get(i);

			boneStart.mult4(poseMat, boneStart);
			boneEnd.mult4(poseMat, boneEnd);
		}

		vects[2*i + 0] = boneStart;
		vects[2*i + 1] = boneEnd;
	}

	// Now push it to the card
	FloatBuffer fb = FloatBuffer.allocate(vects.length * 3);
	for (Vec4d v : vects) {
		RenderUtils.putPointXYZ(fb, v);
	}
	fb.flip();

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDisable(GL2GL3.GL_DEPTH_TEST);
	gl.glDrawArrays(GL2GL3.GL_LINES, 0, fb.limit() / 3);
	gl.glEnable(GL2GL3.GL_DEPTH_TEST);

	gl.glLineWidth(1.0f);

	gl.glBindVertexArray(0);

}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:73,代码来源:DebugUtils.java

示例5: renderAABB

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void renderAABB(int contextID, Renderer renderer,
                              AABB aabb, Color4d color, Camera cam) {

	if (aabb.isEmpty()) {
		return;
	}

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();
	Mat4d modelViewMat = new Mat4d();
	cam.getViewMat4d(modelViewMat);

	Mat4d aabbCenterMat = new Mat4d();
	aabbCenterMat.setTranslate3(aabb.center);
	modelViewMat.mult4(aabbCenterMat);
	modelViewMat.scaleCols3(aabb.radius);

	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color.toFloats(), 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _aabbVertBuffer);
	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glDrawArrays(GL2GL3.GL_LINES, 0, 12 * 2);

	gl.glBindVertexArray(0);

}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:45,代码来源:DebugUtils.java

示例6: render

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
@Override
public void render(int contextID, Renderer renderer, Camera cam, Ray pickRay) {
	GL2GL3 gl = renderer.getGL();

	if (!VAOMap.containsKey(contextID)) {
		setupVAO(contextID, renderer);
	}

	int vao = VAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	// Render the string
	Shader s = renderer.getShader(Renderer.ShaderHandle.FONT);

	s.useShader(gl);
	int prog = s.getProgramHandle();

	// Setup uniforms for this object
	Mat4d modelViewProjMat = new Mat4d();
	cam.getViewMat4d(modelViewProjMat);
	modelViewProjMat.mult4(_trans);

	Mat4d projMat = cam.getProjMat4d();
	modelViewProjMat.mult4(projMat, modelViewProjMat);

	int modelViewProjMatVar = gl.glGetUniformLocation(prog, "modelViewProjMat");
	gl.glUniformMatrix4fv(modelViewProjMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewProjMat), 0);

	int colorVar = gl.glGetUniformLocation(prog, "color");
	gl.glUniform4fv(colorVar, 1, _color, 0);

	int cVar = gl.glGetUniformLocation(prog, "C");
	gl.glUniform1f(cVar, Camera.C);

	int fcVar = gl.glGetUniformLocation(prog, "FC");
	gl.glUniform1f(fcVar, Camera.FC);

	int advanceVar = gl.glGetUniformLocation(prog, "advance");

	int posVar = gl.glGetAttribLocation(prog, "position");
	gl.glEnableVertexAttribArray(posVar);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _font.getGLBuffer(gl));
	gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);


	// Send out one draw call per character
	float advance = 0;

	gl.glDisable(GL2GL3.GL_CULL_FACE);

	for (int i = 0; i < _contents.length; ++i) {

		gl.glUniform1f(advanceVar, advance);

		gl.glDrawArrays(GL2GL3.GL_TRIANGLES, starts[i], numVerts[i]);

		advance += advances[i];
	}
	gl.glEnable(GL2GL3.GL_CULL_FACE);

	// Cleanup
	gl.glDisableVertexAttribArray(posVar);
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:66,代码来源:TessString.java

示例7: update

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
@Override
void update(/*@Nonnull*/ final GL2GL3 gl) {
    Check.notNull(gl, "GL cannot be null");
    gl.glUniformMatrix4fv(location, 1, transpose, value, 0);
}
 
开发者ID:jedwards1211,项目名称:breakout,代码行数:6,代码来源:Mat4Uniform.java

示例8: renderImp

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderImp(int contextID, Renderer renderer,
                       Camera cam, Ray pickRay, GL2GL3 gl, float[] renderColour) {


	if (!_VAOMap.containsKey(contextID)) {
		setupVAO(contextID, renderer);
	}

	int vao = _VAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_progHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();
	Mat4d modelViewMat = new Mat4d();
	cam.getViewMat4d(modelViewMat);

	modelViewMat.mult4(trans.getMat4dRef());


	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	gl.glUniform4fv(_colorVar, 1, renderColour, 0);

	if (isOutline) {
		renderOutline(gl);
	} else {
		renderFill(gl);
	}

	gl.glBindVertexArray(0);

}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:39,代码来源:Polygon.java

示例9: renderBox

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void renderBox(int contextID, Renderer renderer,
           Transform modelTrans, Vec4d scale, Color4d color, Camera cam) {

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();
	Mat4d modelViewMat = new Mat4d();
	cam.getViewMat4d(modelViewMat);

	modelViewMat.mult4(modelTrans.getMat4dRef());
	modelViewMat.scaleCols3(scale);

	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color.toFloats(), 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _boxVertBuffer);
	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glDrawArrays(GL2GL3.GL_LINES, 0, 4 * 2);

	gl.glBindVertexArray(0);
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:38,代码来源:DebugUtils.java

示例10: renderSubLine

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderSubLine(SubLine sub, int contextID, Renderer renderer,
                           Mat4d modelMat, Mat4d modelViewMat, Mat4d subInstTrans, Camera cam) {

	Mat4d subModelViewMat = new Mat4d();
	Mat4d subModelMat = new Mat4d();

	subModelMat.mult4(modelMat, subInstTrans);

	AABB instBounds = sub._hull.getAABB(subModelMat);
	if (!cam.collides(instBounds)) {
		return;
	}

	subModelViewMat.mult4(modelViewMat, subInstTrans);


	GL2GL3 gl = renderer.getGL();

	if (!sub.vaoMap.containsKey(contextID)) {
		setupVAOForSubLine(contextID, sub, renderer);
	}

	int vao = sub.vaoMap.get(contextID);
	gl.glBindVertexArray(vao);

	int prog = sub._progHandle;
	gl.glUseProgram(prog);

	Mat4d projMat = cam.getProjMat4d();

	gl.glUniformMatrix4fv(sub._modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(subModelViewMat), 0);
	gl.glUniformMatrix4fv(sub._projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(sub._colorVar, 1, sub._diffuseColor.toFloats(), 0);

	gl.glUniform1f(sub._cVar, Camera.C);
	gl.glUniform1f(sub._fcVar, Camera.FC);

	gl.glLineWidth(1);

	// Actually draw it
	gl.glDrawArrays(GL2GL3.GL_LINES, 0, sub._numVerts);

	gl.glBindVertexArray(0);

}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:47,代码来源:MeshProto.java

示例11: renderLine

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
/**
 * Render a number of lines segments from the points provided
 * @param vaoMap
 * @param renderer
 * @param lineSegments - pairs of discontinuous line start and end points
 * @param color
 * @param cam
 */
public static void renderLine(int contextID, Renderer renderer,
           FloatBuffer lineSegments, float[] color, double lineWidth, Camera cam) {

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();
	Mat4d modelViewMat = new Mat4d();
	cam.getViewMat4d(modelViewMat);


	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color, 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	if (!gl.isGLcore())
		gl.glLineWidth((float)lineWidth);
	else
		gl.glLineWidth(1.0f);

	// Build up a float buffer to pass to GL

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, lineSegments.limit() * 4, lineSegments, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDrawArrays(GL2GL3.GL_LINES, 0, lineSegments.limit() / 3);

	gl.glLineWidth(1.0f);

	gl.glBindVertexArray(0);
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:57,代码来源:DebugUtils.java

示例12: renderPoints

import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
/**
 * Render a list of points
 * @param vaoMap
 * @param renderer
 * @param points
 * @param color
 * @param pointWidth
 * @param cam
 */
public static void renderPoints(int contextID, Renderer renderer,
           FloatBuffer points, float[] color, double pointWidth, Camera cam) {

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();
	Mat4d modelViewMat = new Mat4d();
	cam.getViewMat4d(modelViewMat);


	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color, 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	gl.glPointSize((float)pointWidth);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, points.limit() * 4, points, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDrawArrays(GL2GL3.GL_POINTS, 0, points.limit() / 3);

	gl.glPointSize(1.0f);

	gl.glBindVertexArray(0);
}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:53,代码来源:DebugUtils.java


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