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:opengl.test.object.CaroTable.java

@Override
protected void initUniformValues() {
    this.bind();/*w w  w .  j  a v a 2s  .c  om*/

    modelID = GL20.glGetUniformLocation(this.getProgramID(), "model");
    Matrix4F m = new Matrix4F();
    GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());

    viewID = GL20.glGetUniformLocation(this.getProgramID(), "view");
    Matrix4F v = new Matrix4F();
    GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer());

    projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection");
    Matrix4F p = new Matrix4F();
    GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer());

    //---------------------------
    int uniTex = GL20.glGetUniformLocation(this.getProgramID(), "texImage");
    GL20.glUniform1i(uniTex, 0);

    this.unbind();
}

From source file:opengl.test.object.endgame.endgame.java

@Override
protected void initUniformValues() {
    this.bind();//from   w  w  w. jav  a 2  s.co m

    modelID = GL20.glGetUniformLocation(this.getProgramID(), "model");
    Matrix4F m = new Matrix4F();
    GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());

    viewID = GL20.glGetUniformLocation(this.getProgramID(), "view");
    Matrix4F v = new Matrix4F();
    GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer());

    projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection");
    Matrix4F p = new Matrix4F();

    GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer());

    this.unbind();
}

From source file:opengl.test.object.lineCube.java

public void update(int x, int y) {
    this.bind();/*from w ww  .j  a v  a 2 s.c  om*/

    x_calc = 0;
    y_calc = 0;
    if (x == 0)
        y_calc = 0.3f;
    if (x == 1)
        y_calc = 0;
    if (x == 2)
        y_calc = -0.3f;
    if (y == 0)
        x_calc = -0.3f;
    if (y == 1)
        x_calc = 0f;
    if (y == 2)
        x_calc = 0.3f;

    Matrix4F m = Matrix4F.ratio(0.3f, 0.3f, 0.3f).nhanMaTran(Matrix4F.move(x_calc, y_calc, 0f))
            .nhanMaTran(Model);
    GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());

    this.unbind();
}

From source file:opengl.test.object.lineCube.java

@Override
protected void initUniformValues() {
    this.bind();/*from  ww  w  . jav a 2  s .c  o  m*/

    modelID = GL20.glGetUniformLocation(this.getProgramID(), "model");
    x_calc = 0;
    y_calc = 0;
    if (x == 0)
        y_calc = 0.3f;
    if (x == 1)
        y_calc = 0;
    if (x == 2)
        y_calc = -0.3f;
    if (y == 0)
        x_calc = -0.3f;
    if (y == 1)
        x_calc = 0f;
    if (y == 2)
        x_calc = 0.3f;

    Matrix4F m = Matrix4F.ratio(0.3f, 0.3f, 0.3f).nhanMaTran(Matrix4F.move(x_calc, y_calc, 0f))
            .nhanMaTran(Model);

    GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());

    viewID = GL20.glGetUniformLocation(this.getProgramID(), "view");
    Matrix4F v = new Matrix4F();
    GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer());

    projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection");
    Matrix4F p = new Matrix4F();
    GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer());

    this.unbind();
}

From source file:opengl.test.object.object.java

public void setModelMatrix(Matrix4F m) {
    this.bind();
    GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());
    this.unbind();
}

From source file:opengl.test.object.object.java

public final void setViewMatrix(Matrix4F v) {
    this.bind();/*from w  w  w  .  j  a  v a2  s  .  com*/
    GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer());
    this.unbind();
}

From source file:opengl.test.object.object.java

public final void setProjectionMatrix(Matrix4F v) {
    this.bind();/* w w  w  .j  a v a2 s. com*/
    GL20.glUniformMatrix4fv(this.projectionID, false, v.toFloatBuffer());
    this.unbind();
}

From source file:opengl.test.object.tree.testobject.leaf.java

private void initUniformValues() {
    this.bind();/* w  ww .j  av a  2 s  .co  m*/

    modelID = GL20.glGetUniformLocation(this.getProgramID(), "model");
    Matrix4F m = new Matrix4F();
    GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());

    viewID = GL20.glGetUniformLocation(this.getProgramID(), "view");
    Matrix4F v = new Matrix4F();
    GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer());

    projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection");
    Matrix4F p = new Matrix4F();

    GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer());

    this.unbind();
}

From source file:opengl.test.object.tree.testobject.leaf.java

public void setViewMatrix(Matrix4F v) {
    this.bind();
    GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer());
    this.unbind();
}

From source file:opengl.test.object.tree.testobject.leaf.java

public void setProjectionMatrix(Matrix4F v) {
    this.bind();// ww  w  .  j a  v  a2  s. co m
    GL20.glUniformMatrix4fv(this.projectionID, false, v.toFloatBuffer());
    this.unbind();
}