private static void setUpCamera() { cam = new EulerCamera( (float) Display.getWidth() / (float) Display.getHeight(), -2.19f, 1.36f, 11.45f); cam.setFieldOfView(70); cam.applyPerspectiveMatrix(); }
private static void checkInput() { cam.processMouse(1, 80, -80); cam.processKeyboard(16, 1, 1, 1); if (Mouse.isButtonDown(0)) { Mouse.setGrabbed(true); } else if (Mouse.isButtonDown(1)) { Mouse.setGrabbed(false); } }
private static void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); glUseProgram(currentShaderProgram); glLight( GL_LIGHT0, GL_POSITION, BufferTools.asFlippedFloatBuffer(camera.x(), camera.y(), camera.z(), 1)); glDrawArrays(GL_TRIANGLES, 0, model.faces.size() * 3); }
private static void checkInput() { timer.update(); camera.processMouse(1, 80, -80); camera.processKeyboard(16, 1, 1, 1); if (Mouse.isButtonDown(0)) Mouse.setGrabbed(true); else if (Mouse.isButtonDown(1)) Mouse.setGrabbed(false); while (Keyboard.next()) { if (Keyboard.isKeyDown(Keyboard.KEY_P)) { currentShaderProgram = perPixelShaderProgram; } else if (Keyboard.isKeyDown(Keyboard.KEY_V)) { currentShaderProgram = perVertexShaderProgram; } } }
private static void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); cam.applyTranslations(); glUseProgram(shaderProgram); glLight(GL_LIGHT0, GL_POSITION, asFloatBuffer(cam.x(), cam.y(), cam.z(), 1)); glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle); glVertexPointer(3, GL_FLOAT, 0, 0L); glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle); glNormalPointer(GL_FLOAT, 0, 0L); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glColor3f(0.4f, 0.27f, 0.17f); glMaterialf(GL_FRONT, GL_SHININESS, 10f); glDrawArrays(GL_TRIANGLES, 0, model.faces.size() * 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glUseProgram(0); }