Package fcagnin.jglsdk.glutil

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


                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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    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();

        UnProjectionBlock unprojData = new UnProjectionBlock();
        unprojData.clipToCameraMatrix = Glm.inverse( persMatrix.top() );
        unprojData.windowSize = new Vec2( w, h );
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        MatrixStack camMatrix = new MatrixStack();
        camMatrix.setMatrix( calcLookAtMatrix( camPos, camTarget, new Vec3( 0.0f, 1.0f, 0.0f ) ) );

        glBindBuffer( GL_UNIFORM_BUFFER, globalMatricesUBO );
        glBufferSubData( GL_UNIFORM_BUFFER, Mat4.SIZE, camMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
        glBindBuffer( GL_UNIFORM_BUFFER, 0 );

        MatrixStack modelMatrix = new MatrixStack();

        // Render the ground plane.
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        ProjectionBlock projData = new ProjectionBlock();
        projData.cameraToClipMatrix = persMatrix.top();

        UnProjectionBlock unprojData = new UnProjectionBlock();
        unprojData.clipToCameraMatrix = Glm.inverse( persMatrix.top() );
        unprojData.windowSize = new Vec2( w, h );

        glBindBuffer( GL_UNIFORM_BUFFER, projectionUniformBuffer );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, projData.fillAndFlipBuffer( mat4Buffer ) );
        glBindBuffer( GL_UNIFORM_BUFFER, g_unprojectionUniformBuffer );
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            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();
        final Vec4 lightPosCameraSpace = Mat4.mul( modelMatrix.top(), worldLightPos );

        ProgramData whiteProg = programs[lightModel.ordinal()].whiteProg;
        ProgramData colorProg = programs[lightModel.ordinal()].colorProg;

        glUseProgram( whiteProg.theProgram );
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            // Render the ground plane.
            {
                modelMatrix.push();

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

                glUseProgram( whiteProg.theProgram );
                glUniformMatrix4( whiteProg.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
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                Mat3 normMatrix = new Mat3( modelMatrix.top() );
                normMatrix = Glm.transpose( Glm.inverse( normMatrix ) );

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

                glUniformMatrix3( whiteProg.normalModelToCameraMatrixUnif, false,
                        normMatrix.fillAndFlipBuffer( mat3Buffer ) );
                planeMesh.render();
                glUseProgram( 0 );
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            modelMatrix.translate( camTarget );
            modelMatrix.scale( 1.0f, 1.0f, 1.0f );

            glUseProgram( objectColor.theProgram );
            glUniformMatrix4( objectColor.modelToWorldMatrixUnif, false,
                    modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
            cubeColorMesh.render();
            glUseProgram( 0 );

            modelMatrix.pop();
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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 ) );

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