Package fcagnin.jglsdk.glutil

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


            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()];

            glUseProgram( prog.theProgram );
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            normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

            ProgramData prog = programs[shaderMode.ordinal()];

            glUseProgram( prog.theProgram );
            glUniformMatrix4( prog.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
            glUniformMatrix3( prog.normalModelToCameraMatrixUnif, false, normMatrix.fillAndFlipBuffer( mat3Buffer ) );

            glActiveTexture( GL_TEXTURE0 + gaussTexUnit );
            glBindTexture( GL_TEXTURE_2D, gaussTextures[currTexture] );
            glBindSampler( gaussTexUnit, textureSampler );
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            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 );
            glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
            cubeMesh.render( "flat" );
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            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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                new Vec3( hOffset, -5.0f + vOffset, -44.0f ), new Vec3( 0.0f, 1.0f, 0.0f ) );

        modelMatrix.applyMatrix( worldToCamMat );

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

        glActiveTexture( GL_TEXTURE0 + colorTexUnit );
        glBindTexture( GL_TEXTURE_2D, useMipmapTexture ? mipmapTestTexture : checkerTexture );
        glBindSampler( colorTexUnit, samplers[currSampler] );
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            modelMatrix.scale( 0.25f );

            glDisable( GL_DEPTH_TEST );
            glDepthMask( false );
            glUseProgram( unlit.theProgram );
            glUniformMatrix4( unlit.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
            glUniform4f( unlit.objectColorUnif, 0.25f, 0.25f, 0.25f, 1.0f );
            cubeMesh.render( "flat" );
            glDepthMask( true );
            glEnable( GL_DEPTH_TEST );
            glUniform4f( unlit.objectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f );
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    protected void reshape(int w, int h) {
        MatrixStack persMatrix = new MatrixStack();
        persMatrix.perspective( 90.0f, (w / (float) h), zNear, zFar );

        ProjectionBlock projData = new ProjectionBlock();
        projData.cameraToClipMatrix = persMatrix.top();

        glBindBuffer( GL_UNIFORM_BUFFER, projectionUniformBuffer );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, projData.fillAndFlipBuffer( mat4Buffer ) );
        glBindBuffer( GL_UNIFORM_BUFFER, 0 );
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    protected void reshape(int w, int h) {
        MatrixStack persMatrix = new MatrixStack();
        persMatrix.perspective( 45.0f, (w / (float) h), zNear, zFar );

        ProjectionBlock projData = new ProjectionBlock();
        projData.cameraToClipMatrix = persMatrix.top();

        glBindBuffer( GL_UNIFORM_BUFFER, projectionUniformBuffer );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, projData.fillAndFlipBuffer( mat4Buffer ) );
        glBindBuffer( GL_UNIFORM_BUFFER, 0 );
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        MatrixStack modelMatrix = new MatrixStack();
        modelMatrix.setMatrix( viewPole.calcMatrix() );

        final Vec4 worldLightPos = calcLightPosition();

        Vec4 lightPosCameraSpace = Mat4.mul( modelMatrix.top(), worldLightPos );

        glUseProgram( whiteDiffuseColor.theProgram );
        glUniform3( whiteDiffuseColor.lightPosUnif, lightPosCameraSpace.fillAndFlipBuffer( vec4Buffer ) );
        glUseProgram( vertexDiffuseColor.theProgram );
        glUniform3( vertexDiffuseColor.lightPosUnif, lightPosCameraSpace.fillAndFlipBuffer( vec4Buffer ) );
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            {
                modelMatrix.push();

                glUseProgram( whiteDiffuseColor.theProgram );
                glUniformMatrix4( whiteDiffuseColor.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                glUniformMatrix3( whiteDiffuseColor.normalModelToCameraMatrixUnif, false,
                        normMatrix.fillAndFlipBuffer( mat3Buffer ) );
                planeMesh.render();
                glUseProgram( 0 );
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