List of usage examples for org.lwjgl.opengl GL20 glUniformMatrix4fv
public static void glUniformMatrix4fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value)
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(); }