Package fcagnin.jglsdk.glutil

Examples of fcagnin.jglsdk.glutil.MatrixStack.applyMatrix()


        final Mat4 worldToCamMat = Glm.lookAt( new Vec3( hOffset, 1.0f, -64.0f ),
                new Vec3( hOffset, -5.0f + vOffset, -44.0f ), new Vec3( 0.0f, 1.0f, 0.0f ) );

        MatrixStack modelMatrix = new MatrixStack();
        modelMatrix.applyMatrix( worldToCamMat );

        final ProgramData prog = drawGammaProgram ? progGamma : progNoGamma;

        glUseProgram( prog.theProgram );
        glUniformMatrix4( prog.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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        glClearColor( bgColor.x, bgColor.y, bgColor.z, bgColor.w );
        glClearDepth( 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

        MatrixStack modelMatrix = new MatrixStack();
        modelMatrix.applyMatrix( viewPole.calcMatrix() );

        LightBlock lightData = lightEnv.getLightBlock( viewPole.calcMatrix() );

        glBindBuffer( GL_UNIFORM_BUFFER, lightUniformBuffer );
        glBufferData( GL_UNIFORM_BUFFER, lightData.fillAndFlipBuffer( lightBlockBuffer ), GL_STREAM_DRAW );
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            // Render the Cylinder
            {
                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

                if ( scaleCyl ) {
                    modelMatrix.scale( 1.0f, 1.0f, 0.2f );
                }
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            // Render the Cylinder
            {
                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

                if ( drawColoredCyl ) {
                    glUseProgram( vertexDiffuse.theProgram );
                    glUniformMatrix4( vertexDiffuse.modelToCameraMatrixUnif, false,
                            modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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            // Render the Cylinder
            {
                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

                if ( drawColoredCyl ) {
                    glUseProgram( vertexDiffuseColor.theProgram );
                    glUniformMatrix4( vertexDiffuseColor.modelToCameraMatrixUnif, false,
                            modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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