private void setTransformation(Matrix4f transformation) { // Compute the modelview matrix by multiplying the camera matrix and // the transformation matrix of the object Matrix4f modelview = new Matrix4f(sceneManager.getCamera().getCameraMatrix()); modelview.mul(transformation); // Set modelview and projection matrices in shader gl.glUniformMatrix4fv( gl.glGetUniformLocation(activeShaderID, "modelview"), 1, false, transformationToFloat16(modelview), 0); gl.glUniformMatrix4fv( gl.glGetUniformLocation(activeShaderID, "projection"), 1, false, transformationToFloat16(sceneManager.getFrustum().getProjectionMatrix()), 0); int id = gl.glGetUniformLocation(activeShaderID, "camera"); if (id != -1) { Vector3f cop = sceneManager.getCamera().getCenterOfProjection(); gl.glUniform4f(id, cop.x, cop.y, cop.z, 0); } // } else // System.out.println("Could not get location of uniform variable camera"); }
/** * Set up a material for rendering. Activate its shader, and pass the material properties, * textures, and light sources to the shader. * * @param m the material to be set up for rendering */ private void setMaterial(Material m) { // Set up the shader for the material, if it has one if (m != null && m.shader != null) { // Identifier for shader variables int id; // Activate the shader useShader(m.shader); // Activate the diffuse texture, if the material has one if (m.diffuseMap != null) { // OpenGL calls to activate the texture gl.glActiveTexture(GL3.GL_TEXTURE0); // Work with texture unit 0 gl.glEnable(GL3.GL_TEXTURE_2D); gl.glBindTexture(GL3.GL_TEXTURE_2D, ((GLTexture) m.diffuseMap).getId()); gl.glTexParameteri(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_MAG_FILTER, GL3.GL_LINEAR); gl.glTexParameteri(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_MIN_FILTER, GL3.GL_LINEAR); // We assume the texture in the shader is called "myTexture" id = gl.glGetUniformLocation(activeShaderID, "myTexture"); gl.glUniform1i( id, 0); // The variable in the shader needs to be set to the desired texture unit, i.e., 0 } // Pass a default light source to shader String lightString = "lightDirection[" + 0 + "]"; id = gl.glGetUniformLocation(activeShaderID, lightString); if (id != -1) gl.glUniform4f(id, 0, 0, 1, 0.f); // Set light direction else System.out.print("Could not get location of uniform variable " + lightString + "\n"); int nLights = 1; // Iterate over all light sources in scene manager (overwriting the default light source) Iterator<Light> iter = sceneManager.lightIterator(); Light l; if (iter != null) { nLights = 0; while (iter.hasNext() && nLights < 8) { l = iter.next(); // Pass light direction to shader, we assume the shader stores it in an array // "lightDirection[]" lightString = "lightDirection[" + nLights + "]"; id = gl.glGetUniformLocation(activeShaderID, lightString); if (id != -1) gl.glUniform4f( id, l.direction.x, l.direction.y, l.direction.z, 0.f); // Set light direction else System.out.print("Could not get location of uniform variable " + lightString + "\n"); nLights++; } // Pass number of lights to shader, we assume this is in a variable "nLights" in the shader id = gl.glGetUniformLocation(activeShaderID, "nLights"); if (id != -1) gl.glUniform1i(id, nLights); // Set number of lightrs // Only for debugging // else // System.out.print("Could not get location of uniform variable nLights\n"); } } }