Example usage for org.lwjgl.opengl GL20 glUniformMatrix4fv

List of usage examples for org.lwjgl.opengl GL20 glUniformMatrix4fv

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 glUniformMatrix4fv.

Prototype

public static void glUniformMatrix4fv(@NativeType("GLint") int location,
        @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) 

Source Link

Document

Array version of: #glUniformMatrix4fv UniformMatrix4fv

Usage

From source file:com.adavr.player.context.ShaderContext.java

License:Open Source License

@Override
public void updateMatrix(Matrix4f projectionMatrix, Matrix4f modelViewMatrix) {
    int location;
    Program.bind(program);/*from  w ww.  j  av  a  2  s . c om*/
    {
        location = program.getUniformLocation("projectionMatrix");
        GL20.glUniformMatrix4fv(location, false, Utils.toFloatBuffer(projectionMatrix));
        location = program.getUniformLocation("modelViewMatrix");
        GL20.glUniformMatrix4fv(location, false, Utils.toFloatBuffer(modelViewMatrix));
    }
    Program.unbind();
}

From source file:com.badlogic.gdx.backends.jglfw.JglfwGL20.java

License:Apache License

public void glUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value) {
    GL20.glUniformMatrix4fv(location, transpose, value);
}

From source file:com.badlogic.gdx.backends.lwjgl3.Lwjgl3GL20.java

License:Apache License

public void glUniformMatrix4fv(int location, int count, boolean transpose, float[] value, int offset) {
    GL20.glUniformMatrix4fv(location, transpose, toFloatBuffer(value, offset, count << 4));
}

From source file:com.grillecube.client.opengl.GLProgram.java

protected void loadUniformMatrix(int location, Matrix4f matrix) {
    matrix.store(this.matrixBuffer);
    this.matrixBuffer.flip();
    GL20.glUniformMatrix4fv(location, false, this.matrixBuffer);
}

From source file:com.grillecube.engine.opengl.object.GLProgram.java

protected void loadUniformMatrix(int location, Matrix4f matrix) {
    matrix.store(_matrix_buffer);
    _matrix_buffer.flip();
    GL20.glUniformMatrix4fv(location, false, _matrix_buffer);
}

From source file:com.opengrave.og.Util.java

License:Open Source License

public static void setUniformMat44(int pID, String string, FloatBuffer matrix44) {
    // System.out.println("Program "+pID);
    Util.checkErr();//from w ww.  j ava 2s. c  om
    int i = GL20.glGetUniformLocation(pID, string);
    Util.checkErr();
    if (i == -1) {
        // System.out.println("Cannot find uniform '"+string+"'");
        // Thread.dumpStack();
    } else {
        GL20.glUniformMatrix4fv(i, false, matrix44);
        Util.checkErr();
    }
}

From source file:cuchaz.jfxgl.prism.JFXGLContext.java

License:Open Source License

@Override
public void uniformMatrix4fv(int location, boolean transpose, float values[]) {
    GL20.glUniformMatrix4fv(location, transpose, values);
}

From source file:me.sunchiro.game.engine.gl.Graphic.java

License:Open Source License

private synchronized void render() {
    GL11.glClearColor(bgColor.x, bgColor.y, bgColor.z, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL20.glUseProgram(shader.getPID());//  w  w w  .  j  a va  2s  .  c o m
    //

    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL30.glBindVertexArray(vaoId);

    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid));
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
    long offset = 0;
    int shift = 0;
    GL11.glAlphaFunc(GL11.GL_GREATER, 0.4f);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    for (Drawable object : objects) {
        Matrix4f finalMVP = new Matrix4f(mvpMat);
        Matrix4f modelMat = new Matrix4f();
        Matrix4f scaler = new Matrix4f();
        scaler.scale(object.scale * allScale);
        modelMat.translate(object.translation);
        modelMat.rotateXYZ(object.rotation.x, object.rotation.y, object.rotation.z);
        finalMVP.mul(modelMat);
        finalMVP.mul(scaler);
        finalMVP.get(0, matBuff);
        if (object.isChar) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid_charmap));
        }
        GL20.glUniformMatrix4fv(shader.getMVPLocation(), false, matBuff);
        GL20.glUniform1i(shader.getInverseLocation(), object.inverseAlpha ? 1 : 0);
        if (object.isVisible())
            GL32.glDrawElementsBaseVertex(GL11.GL_TRIANGLES, object.getIndices().length, GL11.GL_UNSIGNED_BYTE,
                    offset, shift);

        offset += object.getIndices().length;
        shift += object.getVertex().length;
        if (object.isChar) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid));
        }
    }
    render2d(offset, shift);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL30.glBindVertexArray(0);
    //
    GL20.glUseProgram(0);
    glfwSwapBuffers(window);
    glfwPollEvents();

}

From source file:me.sunchiro.game.engine.gl.Graphic.java

License:Open Source License

private void render2d(long offset, int shift) {
    cam.getOrthoMVP().get(0, matBuff);/*from  w  ww.  ja v a2  s . c  o m*/
    GL20.glUniformMatrix4fv(shader.getMVPLocation(), false, matBuff);

    for (Drawable object : orthoObjects) {
        if (object.isChar) {
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, texManager.getTexture(tid_charmap));
        }
        GL20.glUniform1i(shader.getInverseLocation(), object.inverseAlpha ? 1 : 0);
        if (object.isVisible())
            GL32.glDrawElementsBaseVertex(GL11.GL_TRIANGLES, object.getIndices().length, GL11.GL_UNSIGNED_BYTE,
                    offset, shift);
        offset += object.getIndices().length;
        shift += object.getVertex().length;
    }
    // static utility function
}

From source file:net.smert.frameworkgl.opengl.helpers.ShaderUniformHelper.java

License:Apache License

public void setUniformMatrix4(int uniformID, boolean transpose, FloatBuffer matrix) {
    GL20.glUniformMatrix4fv(uniformID, transpose, matrix);
}