Package fcagnin.jglsdk.glutil

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


                if ( scaleCyl ) {
                    modelMatrix.scale( 1.0f, 1.0f, 0.2f );
                }

                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

                ProgramData prog = drawColoredCyl ? colorProg : whiteProg;
                glUseProgram( prog.theProgram );
                glUniformMatrix4( prog.modelToCameraMatrixUnif, false,
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                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

                ProgramData prog = drawColoredCyl ? colorProg : whiteProg;
                glUseProgram( prog.theProgram );
                glUniformMatrix4( prog.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                glUniformMatrix3( prog.normalModelToCameraMatrixUnif, false,
                        normMatrix.fillAndFlipBuffer( mat3Buffer ) );

                if ( drawColoredCyl ) {
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        MatrixStack modelMatrix = new MatrixStack();
        modelMatrix.setMatrix( viewPole.calcMatrix() );

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

        glUseProgram( fragWhiteDiffuseColor.theProgram );
        glUniform4f( fragWhiteDiffuseColor.lightIntensityUnif, 0.8f, 0.8f, 0.8f, 1.0f );
        glUniform4f( fragWhiteDiffuseColor.ambientIntensityUnif, 0.2f, 0.2f, 0.2f, 1.0f );
        glUniform3( fragWhiteDiffuseColor.cameraSpaceLightPosUnif,
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            // Render the ground plane.
            {
                modelMatrix.push();

                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

                glUseProgram( fragWhiteDiffuseColor.theProgram );
                glUniformMatrix4( fragWhiteDiffuseColor.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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                modelMatrix.translate( worldLightPos.x, worldLightPos.y, worldLightPos.z );
                modelMatrix.scale( 0.1f, 0.1f, 0.1f );

                glUseProgram( unlit.theProgram );
                glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                glUniform4f( unlit.objectColorUnif, 0.8078f, 0.8706f, 0.9922f, 1.0f );
                cubeMesh.render( "flat" );

                modelMatrix.pop();
            }
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                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

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

                glUniformMatrix3( fragWhiteDiffuseColor.normalModelToCameraMatrixUnif, false,
                        normMatrix.fillAndFlipBuffer( mat3Buffer ) );
                planeMesh.render();
                glUseProgram( 0 );
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    protected void reshape(int w, int h) {
        MatrixStack persMatrix = new MatrixStack();
        persMatrix.perspective( 45.0f, (w / (float) h), zNear, zFar );

        ProjectionBlock projData = new ProjectionBlock();
        projData.cameraToClipMatrix = persMatrix.top();

        glBindBuffer( GL_UNIFORM_BUFFER, projectionUniformBuffer );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, projData.fillAndFlipBuffer( mat4Buffer ) );
        glBindBuffer( GL_UNIFORM_BUFFER, 0 );
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                if ( scaleCyl ) {
                    modelMatrix.scale( 1.0f, 1.0f, 0.2f );
                }

                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

                if ( drawColoredCyl ) {
                    glUseProgram( fragVertexDiffuseColor.theProgram );
                    glUniformMatrix4( fragVertexDiffuseColor.modelToCameraMatrixUnif, false,
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                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

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

                    glUniformMatrix3( fragVertexDiffuseColor.normalModelToCameraMatrixUnif, false,
                            normMatrix.fillAndFlipBuffer( mat3Buffer ) );
                    cylinderMesh.render( "lit-color" );
                } else {
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                            normMatrix.fillAndFlipBuffer( mat3Buffer ) );
                    cylinderMesh.render( "lit-color" );
                } else {
                    glUseProgram( fragWhiteDiffuseColor.theProgram );
                    glUniformMatrix4( fragWhiteDiffuseColor.modelToCameraMatrixUnif, false,
                            modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                    glUniformMatrix3( fragWhiteDiffuseColor.normalModelToCameraMatrixUnif, false,
                            normMatrix.fillAndFlipBuffer( mat3Buffer ) );
                    cylinderMesh.render( "lit" );
                }
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