Package fcagnin.jglsdk.glutil

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


                glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                glUniform4f( unlit.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f );
                cubeMesh.render( "flat" );

                modelMatrix.pop();
            }

            modelMatrix.pop();
        }
    }
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                cubeMesh.render( "flat" );

                modelMatrix.pop();
            }

            modelMatrix.pop();
        }
    }

    @Override
    protected void reshape(int w, int h) {
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        {
            modelMatrix.push();

            scene.draw( modelMatrix, materialBlockIndex, lights.getTimerValue( "tetra" ) );

            modelMatrix.pop();
        }

        {
            modelMatrix.push();
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                Vec4 lightColor = lights.getSunlightIntensity();
                glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                scene.getSphereMesh().render( "flat" );

                modelMatrix.pop();
            }

            // Render the lights
            {
                for ( int light = 0; light < lights.getNumberOfPointLights(); light++ ) {
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                    Vec4 lightColor = lights.getPointLightIntensity( light );
                    glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                    scene.getCubeMesh().render( "flat" );

                    modelMatrix.pop();
                }
            }

            if ( drawCameraPos ) {
                modelMatrix.push();
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                glDepthMask( true );
                glEnable( GL_DEPTH_TEST );
                glUniform4f( unlit.objectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f );
                scene.getCubeMesh().render( "flat" );

                modelMatrix.pop();
            }

            modelMatrix.pop();
        }
    }
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                scene.getCubeMesh().render( "flat" );

                modelMatrix.pop();
            }

            modelMatrix.pop();
        }
    }

    @Override
    protected void reshape(int w, int h) {
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        {
            modelMatrix.push();

            scene.draw( modelMatrix, materialBlockIndex, lights.getTimerValue( "tetra" ) );

            modelMatrix.pop();
        }

        {
            modelMatrix.push();
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                Vec4 lightColor = lights.getSunlightIntensity();
                glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                scene.getSphereMesh().render( "flat" );

                modelMatrix.pop();
            }

            // Render the lights
            {
                for ( int light = 0; light < lights.getNumberOfPointLights(); light++ ) {
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                    Vec4 lightColor = lights.getPointLightIntensity( light );
                    glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                    scene.getCubeMesh().render( "flat" );

                    modelMatrix.pop();
                }
            }

            if ( drawCameraPos ) {
                modelMatrix.push();
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