org.lwjglb.engine.graph.Transformation.getWorldMatrix()方法的使用及代码示例

x33g5p2x  于2022-01-30 转载在 其他  
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本文整理了Java中org.lwjglb.engine.graph.Transformation.getWorldMatrix()方法的一些代码示例,展示了Transformation.getWorldMatrix()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Transformation.getWorldMatrix()方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Transformation
类名称:Transformation
方法名:getWorldMatrix

Transformation.getWorldMatrix介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, GameItem[] gameItems) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  shaderProgram.bind();
  
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  shaderProgram.setUniform("projectionMatrix", projectionMatrix);
  
  // Render each gameItem
  for(GameItem gameItem : gameItems) {
    // Set world matrix for this item
    Matrix4f worldMatrix = transformation.getWorldMatrix(
        gameItem.getPosition(),
        gameItem.getRotation(),
        gameItem.getScale());
    shaderProgram.setUniform("worldMatrix", worldMatrix);
    // Render the mes for this game item
    gameItem.getMesh().render();
  }
  shaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, GameItem[] gameItems) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  shaderProgram.bind();
  
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  shaderProgram.setUniform("projectionMatrix", projectionMatrix);
  
  // Render each gameItem
  for(GameItem gameItem : gameItems) {
    // Set world matrix for this item
    Matrix4f worldMatrix = transformation.getWorldMatrix(
        gameItem.getPosition(),
        gameItem.getRotation(),
        gameItem.getScale());
    shaderProgram.setUniform("worldMatrix", worldMatrix);
    // Render the mes for this game item
    gameItem.getMesh().render();
  }
  shaderProgram.unbind();
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, GameItem[] gameItems) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  shaderProgram.bind();
  
  // Update projection Matrix
  Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  shaderProgram.setUniform("projectionMatrix", projectionMatrix);
  
  shaderProgram.setUniform("texture_sampler", 0);
  // Render each gameItem
  for(GameItem gameItem : gameItems) {
    // Set world matrix for this item
    Matrix4f worldMatrix = transformation.getWorldMatrix(
        gameItem.getPosition(),
        gameItem.getRotation(),
        gameItem.getScale());
    shaderProgram.setUniform("worldMatrix", worldMatrix);
    // Render the mes for this game item
    gameItem.getMesh().render();
  }
  shaderProgram.unbind();
}

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