Package fcagnin.jglsdk.glutil

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


        glUseProgram( theProgram );

        {
            currMatrix.push();
            currMatrix.scale( 100.0f, 1.0f, 100.0f );

            glUniform4f( baseColorUnif, 0.2f, 0.5f, 0.2f, 1.0f );
            glUniformMatrix4( modelToCameraMatrixUnif, false, currMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

            plane.render();
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        currMatrix.translate( 0.0f, 0.0f, -200.0f );
        currMatrix.applyMatrix( Glm.matCast( orientation ) );

        glUseProgram( theProgram );

        currMatrix.scale( 3.0f, 3.0f, 3.0f );
        currMatrix.rotateX( -90.0f );

        // Set the base color for this object.
        glUniform4f( baseColorUnif, 1.0f, 1.0f, 1.0f, 1.0f );
        glUniformMatrix4( modelToCameraMatrixUnif, false, currMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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        currMatrix.translate( 0.0f, 0.0f, -200.0f );
        currMatrix.applyMatrix( Glm.matCast( orient.getOrient() ) );

        glUseProgram( theProgram );

        currMatrix.scale( 3.0f, 3.0f, 3.0f );
        currMatrix.rotateX( -90.0f );

        // Set the base color for this object.
        glUniform4f( baseColorUnif, 1.0f, 1.0f, 1.0f, 1.0f );
        glUniformMatrix4( modelToCameraMatrixUnif, false, currMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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                    currMaterial * materialOffset, MaterialBlock.SIZE );

            modelMatrix.push();

            modelMatrix.applyMatrix( objtPole.calcMatrix() );
            modelMatrix.scale( useInfinity ? 2.0f : 4.0f );

            Mat3 normMatrix = new Mat3( modelMatrix.top() );
            normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

            ProgramData prog = programs[shaderMode.ordinal()];
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        if ( drawLights ) {
            modelMatrix.push();

            modelMatrix.translate( new Vec3( calcLightPosition() ) );
            modelMatrix.scale( 0.25f );

            glUseProgram( unlit.theProgram );
            glUniformMatrix4( unlit.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

            Vec4 lightColor = new Vec4( 1.0f );
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            cubeMesh.render( "flat" );

            modelMatrix.pop();

            modelMatrix.translate( globalLightDirection.scale( 100.0f ) );
            modelMatrix.scale( 5.0f );

            glUniformMatrix4( unlit.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
            cubeMesh.render( "flat" );

            glUseProgram( 0 );
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        if ( drawCameraPos ) {
            modelMatrix.push();

            modelMatrix.setIdentity();
            modelMatrix.translate( new Vec3( 0.0f, 0.0f, -viewPole.getView().radius ) );
            modelMatrix.scale( 0.25f );

            glDisable( GL_DEPTH_TEST );
            glDepthMask( false );
            glUseProgram( unlit.theProgram );
            glUniformMatrix4( unlit.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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            // Render the light
            if ( drawLight ) {
                modelMatrix.push();

                modelMatrix.translate( worldLightPos.x, worldLightPos.y, worldLightPos.z );
                modelMatrix.scale( 0.1f, 0.1f, 0.1f );

                glUseProgram( unlit.theProgram );
                glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                glUniform4f( unlit.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f );
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            MatrixStack modelMatrix = new MatrixStack();

            // Render the ground plane.
            {
                modelMatrix.push();
                modelMatrix.scale( 100.0f, 1.0f, 100.0f );

                glUseProgram( uniformColor.theProgram );
                glUniformMatrix4( uniformColor.modelToWorldMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                glUniform4f( uniformColor.baseColorUnif, 0.302f, 0.416f, 0.0589f, 1.0f );
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                glDisable( GL_DEPTH_TEST );

                modelMatrix.push();
                Vec3 cameraAimVec = Vec3.sub( camTarget, camPos );
                modelMatrix.translate( 0.0f, 0.0f, -Glm.length( cameraAimVec ) );
                modelMatrix.scale( 1.0f, 1.0f, 1.0f );

                Mat4 identity = new Mat4( 1.0f );

                glUseProgram( objectColor.theProgram );
                glUniformMatrix4( objectColor.modelToWorldMatrixUnif, false,
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