Esempio n. 1
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 public void orthof(float left, float right, float bottom, float top, float zNear, float zFar) {
   orthoproj[0] = left;
   orthoproj[1] = right;
   orthoproj[2] = bottom;
   orthoproj[3] = top;
   pvmat.glMatrixMode(GL2.GL_PROJECTION);
   pvmat.glLoadIdentity();
   pvmat.glOrthof(left, right, bottom, top, zNear, zFar);
   pvmat.update();
 }
Esempio n. 2
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 public void updateModelMatrix(GL2GL3 gl, Shader shader, PMVMatrix model) {
   model.update();
   //    if(gl.glGetUniformLocation(shader.getID(), "model") == -1)
   //      System.out.println("uniform model error");
   gl.glUniformMatrix4fv(
       gl.glGetUniformLocation(shader.getID(), "model"),
       1,
       false,
       model.glGetMatrixf(GL2.GL_MODELVIEW));
 }
Esempio n. 3
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  public void display(GLAutoDrawable drawable) {
    final GL2 gl = drawable.getGL().getGL2();
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
    mats.glMatrixMode(GL2.GL_MODELVIEW);
    mats.glLoadIdentity();
    mats.glTranslatef(0f, 0f, -2.0f);
    // t = t+0.5f;
    t = 40f;
    mats.glRotatef(t, 0f, 1f, 0f);
    mats.glMatrixMode(GL2.GL_PROJECTION);
    mats.glLoadIdentity();
    mats.glFrustumf(-1f, 1f, -1f, 1f, 1f, 100f);
    mats.update();
    gl.glUseProgram(shader.getID());
    gl.glUniformMatrix4fv(uniformMat, 3, false, mats.glGetPMvMviMatrixf());

    obj.display(gl, mats);
    gl.glFlush();
    gl.glUseProgram(0);
  }
Esempio n. 4
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  /**
   * Creates an instance of PMVMatrix.
   *
   * @param useBackingArray <code>true</code> for non direct NIO Buffers with guaranteed backing
   *     array, which allows faster access in Java computation.
   *     <p><code>false</code> for direct NIO buffers w/o a guaranteed backing array. In most Java
   *     implementations, direct NIO buffers have no backing array and hence the Java computation
   *     will be throttled down by direct IO get/put operations.
   *     <p>Depending on the application, ie. whether the Java computation or JNI invocation and
   *     hence native data transfer part is heavier, this flag shall be set to <code>true</code> or
   *     <code>false</code>.
   */
  public PMVMatrix(boolean useBackingArray) {
    this.usesBackingArray = useBackingArray;

    // I    Identity
    // T    Texture
    // P    Projection
    // Mv   ModelView
    // Mvi  Modelview-Inverse
    // Mvit Modelview-Inverse-Transpose
    if (useBackingArray) {
      matrixBufferArray = new float[6 * 16 + ProjectFloat.getRequiredFloatBufferSize()];
      matrixBuffer = null;
    } else {
      matrixBufferArray = null;
      matrixBuffer =
          Buffers.newDirectByteBuffer(
              (6 * 16 + ProjectFloat.getRequiredFloatBufferSize()) * Buffers.SIZEOF_FLOAT);
      matrixBuffer.mark();
    }

    matrixIdent = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 0 * 16, 1 * 16); //  I
    matrixTex = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 1 * 16, 1 * 16); //      T
    matrixPMvMvit =
        Buffers.slice2Float(
            matrixBuffer,
            matrixBufferArray,
            2 * 16,
            4 * 16); //          P  + Mv + Mvi + Mvit
    matrixPMvMvi =
        Buffers.slice2Float(
            matrixBuffer, matrixBufferArray, 2 * 16, 3 * 16); //          P  + Mv + Mvi
    matrixPMv =
        Buffers.slice2Float(matrixBuffer, matrixBufferArray, 2 * 16, 2 * 16); //          P  + Mv
    matrixP = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 2 * 16, 1 * 16); //          P
    matrixMv =
        Buffers.slice2Float(matrixBuffer, matrixBufferArray, 3 * 16, 1 * 16); //               Mv
    matrixMvi =
        Buffers.slice2Float(
            matrixBuffer, matrixBufferArray, 4 * 16, 1 * 16); //                    Mvi
    matrixMvit =
        Buffers.slice2Float(
            matrixBuffer, matrixBufferArray, 5 * 16, 1 * 16); //                          Mvit

    projectFloat = new ProjectFloat(matrixBuffer, matrixBufferArray, 6 * 16);

    if (null != matrixBuffer) {
      matrixBuffer.reset();
    }
    FloatUtil.makeIdentityf(matrixIdent);

    vec3f = new float[3];
    matrixMult = new float[16];
    matrixTrans = new float[16];
    matrixRot = new float[16];
    matrixScale = new float[16];
    matrixOrtho = new float[16];
    matrixFrustum = new float[16];
    FloatUtil.makeIdentityf(matrixTrans, 0);
    FloatUtil.makeIdentityf(matrixRot, 0);
    FloatUtil.makeIdentityf(matrixScale, 0);
    FloatUtil.makeIdentityf(matrixOrtho, 0);
    FloatUtil.makeZero(matrixFrustum, 0);

    matrixPStack = new ArrayList<float[]>();
    matrixMvStack = new ArrayList<float[]>();

    // default values and mode
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glMatrixMode(GL.GL_TEXTURE);
    glLoadIdentity();
    setDirty();
    update();
  }