Package fcagnin.jglsdk.glutil

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


                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

                if ( scaleCyl ) {
                    modelMatrix.scale( 1.0f, 1.0f, 0.2f );
                }

                Mat4 invTransform = Glm.inverse( modelMatrix.top() );
                Vec4 lightPosModelSpace = Mat4.mul( invTransform, lightPosCameraSpace );
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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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        currMatrix.rotateZ( gimbalAngles.angleZ );
        drawGimbal( currMatrix, GimbalAxis.Z_AXIS, new Vec4( 1.0f, 0.3f, 0.3f, 1.0f ) );

        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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        {
            MatrixStack lightProjStack = new MatrixStack();
            // Texture-space transform
            lightProjStack.translate( 0.5f, 0.5f, 0.0f );
            lightProjStack.scale( 0.5f, 0.5f, 1.0f );

            // Project. Z-range is irrelevant.
            lightProjStack.perspective( lightFOVs[currFOVIndex], 1.0f, 1.0f, 100.0f );

            // Transform from main camera space to light camera space.
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        if ( drawLights ) {
            modelMatrix.push();

            modelMatrix.translate( new Vec3( calcLightPosition() ) );
            modelMatrix.scale( 0.5f );

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

            Vec4 lightColor = new Vec4( 1.0f );
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            glBindBufferRange( GL_UNIFORM_BUFFER, materialBlockIndex, materialUniformBuffer, 0, MaterialBlock.SIZE );

            modelMatrix.push();

            modelMatrix.applyMatrix( objtPole.calcMatrix() );
            modelMatrix.scale( 2.0f );

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

            ProgramData prog = useTexture ? litTextureProg : litShaderProg;
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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 ) );
View Full Code Here

        if ( drawLights ) {
            modelMatrix.push();

            modelMatrix.translate( new Vec3( calcLightPosition() ) );
            modelMatrix.scale( 0.5f );

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

            Vec4 lightColor = new Vec4( 1.0f );
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