Package fcagnin.jglsdk.glutil

Examples of fcagnin.jglsdk.glutil.MatrixStack.top()


                modelMatrix.push();
                modelMatrix.scale( 100.0f, 1.0f, 100.0f );

                glUseProgram( uniformColor.theProgram );
                glUniformMatrix4( uniformColor.modelToWorldMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                glUniform4f( uniformColor.baseColorUnif, 0.302f, 0.416f, 0.0589f, 1.0f );
                planeMesh.render();
                glUseProgram( 0 );

                modelMatrix.pop();
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        MatrixStack modelMatrix = new MatrixStack();
        modelMatrix.setMatrix( viewPole.calcMatrix() );

        final Vec4 worldLightPos = calcLightPosition();

        Vec4 lightPosCameraSpace = Mat4.mul( modelMatrix.top(), worldLightPos );

        ProgramData whiteProgram;
        ProgramData vertColorProgram;

        if ( useFragmentLighting ) {
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            {
                modelMatrix.push();

                glUseProgram( whiteProgram.theProgram );
                glUniformMatrix4( whiteProgram.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                Mat4 invTransform = Glm.inverse( modelMatrix.top() );
                Vec4 lightPosModelSpace = Mat4.mul( invTransform, lightPosCameraSpace );
                glUniform3( whiteProgram.modelSpaceLightPosUnif, lightPosModelSpace.fillAndFlipBuffer( vec4Buffer ) );
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                glUseProgram( whiteProgram.theProgram );
                glUniformMatrix4( whiteProgram.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                Mat4 invTransform = Glm.inverse( modelMatrix.top() );
                Vec4 lightPosModelSpace = Mat4.mul( invTransform, lightPosCameraSpace );
                glUniform3( whiteProgram.modelSpaceLightPosUnif, lightPosModelSpace.fillAndFlipBuffer( vec4Buffer ) );

                planeMesh.render();
                glUseProgram( 0 );
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                Mat4 identity = new Mat4( 1.0f );

                glUseProgram( objectColor.theProgram );
                glUniformMatrix4( objectColor.modelToWorldMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                glUniformMatrix4( objectColor.worldToCameraMatrixUnif, false,
                        identity.fillAndFlipBuffer( mat4Buffer ) );
                cubeColorMesh.render();
                glUseProgram( 0 );
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                if ( scaleCyl ) {
                    modelMatrix.scale( 1.0f, 1.0f, 0.2f );
                }

                Mat4 invTransform = Glm.inverse( modelMatrix.top() );
                Vec4 lightPosModelSpace = Mat4.mul( invTransform, lightPosCameraSpace );

                if ( drawColoredCyl ) {
                    glUseProgram( vertColorProgram.theProgram );
                    glUniformMatrix4( vertColorProgram.modelToCameraMatrixUnif, false,
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                Vec4 lightPosModelSpace = Mat4.mul( invTransform, lightPosCameraSpace );

                if ( drawColoredCyl ) {
                    glUseProgram( vertColorProgram.theProgram );
                    glUniformMatrix4( vertColorProgram.modelToCameraMatrixUnif, false,
                            modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                    glUniform3( vertColorProgram.modelSpaceLightPosUnif,
                            lightPosModelSpace.fillAndFlipBuffer( vec4Buffer ) );

                    cylinderMesh.render( "lit-color" );
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                    cylinderMesh.render( "lit-color" );
                } else {
                    glUseProgram( whiteProgram.theProgram );
                    glUniformMatrix4( whiteProgram.modelToCameraMatrixUnif, false,
                            modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                    glUniform3( whiteProgram.modelSpaceLightPosUnif,
                            lightPosModelSpace.fillAndFlipBuffer( vec4Buffer ) );

                    cylinderMesh.render( "lit" );
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        MatrixStack persMatrix = new MatrixStack();
        persMatrix.perspective( 45.0f, (w / (float) h), zNear, zFar );

        glUseProgram( uniformColor.theProgram );
        glUniformMatrix4( uniformColor.cameraToClipMatrixUnif, false,
                persMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
        glUseProgram( objectColor.theProgram );
        glUniformMatrix4( objectColor.cameraToClipMatrixUnif, false,
                persMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
        glUseProgram( uniformColorTint.theProgram );
        glUniformMatrix4( uniformColorTint.cameraToClipMatrixUnif, false,
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        glUseProgram( uniformColor.theProgram );
        glUniformMatrix4( uniformColor.cameraToClipMatrixUnif, false,
                persMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
        glUseProgram( objectColor.theProgram );
        glUniformMatrix4( objectColor.cameraToClipMatrixUnif, false,
                persMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
        glUseProgram( uniformColorTint.theProgram );
        glUniformMatrix4( uniformColorTint.cameraToClipMatrixUnif, false,
                persMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
        glUseProgram( 0 );
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