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 );
                }

                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );
View Full Code Here


            // Render the light
            if ( drawLightSource ) {
                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 );
View Full Code Here

                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

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

                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );
View Full Code Here

            // 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 );
View Full Code Here

        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 );
View Full Code Here

        if ( drawLookatPoint ) {
            glDisable( GL_DEPTH_TEST );

            modelMatrix.push();
            modelMatrix.translate( camTarget );
            modelMatrix.scale( 1.0f, 1.0f, 1.0f );

            glUseProgram( objectColor.theProgram );
            glUniformMatrix4( objectColor.modelToWorldMatrixUnif, false,
                    modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
            cubeColorMesh.render();
View Full Code Here

                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

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

                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );
View Full Code Here

            // Render the light
            if ( drawLightSource ) {
                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 );
View Full Code Here

                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

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

                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );
View Full Code Here

            // Render the light
            if ( drawLightSource ) {
                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 );
View Full Code Here

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