@Override public void display() { gl.glClear(GL4.GL_COLOR_BUFFER_BIT | GL4.GL_DEPTH_BUFFER_BIT); // Initialize with the identity matrix ... modelMatrix.loadIdentity(); // Create the view matrix. viewMatrix.loadIdentity(); viewMatrix.lookAt(0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // The calculations are done in camera / view space. // So pass the view matrix, which is a rigid body transform. normalMatrix.extract(viewMatrix); // MV = V * M (M is identity) modelViewMatrix.multiply(viewMatrix, modelMatrix); modelViewMatrix.bind(); normalMatrix.bind(); light.setDirOrPos(Matrix4.multiplyVector3(viewMatrix.getMatrix(), light.getDirOrPos())); light.bind(); material.bind(); model.bind(); model.draw(GL4.GL_TRIANGLES); gl.glFlush(); }
@Override public void init() { shaderProgram.init(gl); shaderProgram.bind(); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glEnable(GL.GL_CULL_FACE); projectionMatrix.init(gl, shaderProgram.getUniformLocation("u_projectionMatrix")); modelViewMatrix.init(gl, shaderProgram.getUniformLocation("u_modelViewMatrix")); normalMatrix.init(gl, shaderProgram.getUniformLocation("u_normalMatrix")); light.init( gl, shaderProgram.getUniformLocation("u_light.direction"), shaderProgram.getUniformLocation("u_light.ambientColor"), shaderProgram.getUniformLocation("u_light.diffuseColor"), shaderProgram.getUniformLocation("u_light.specularColor")); material.init( gl, shaderProgram.getUniformLocation("u_material.ambientColor"), shaderProgram.getUniformLocation("u_material.diffuseColor"), shaderProgram.getUniformLocation("u_material.specularColor"), shaderProgram.getUniformLocation("u_material.specularExponent")); model.init( gl, shaderProgram.getAttribLocation("a_position"), shaderProgram.getAttribLocation("a_normal")); }