public void renderTest(ShadowBuffer shadowMap) { testShaderProgram.bind(); testShaderProgram.setUniform("texture_sampler[0]", 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]); quadMesh.render(); testShaderProgram.unbind(); }
public void renderTest(ShadowBuffer shadowMap) { testShaderProgram.bind(); testShaderProgram.setUniform("texture_sampler[0]", 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]); quadMesh.render(); testShaderProgram.unbind(); }
public void renderTest(ShadowBuffer shadowMap) { testShaderProgram.bind(); testShaderProgram.setUniform("texture_sampler[0]", 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]); quadMesh.render(); testShaderProgram.unbind(); }
public void renderTest(ShadowBuffer shadowMap) { testShaderProgram.bind(); testShaderProgram.setUniform("texture_sampler[0]", 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, shadowMap.getDepthMapTexture().getIds()[0]); quadMesh.render(); testShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); }
private void renderSkyBox(Window window, Camera camera, Scene scene) { skyBoxShaderProgram.bind(); skyBoxShaderProgram.setUniform("texture_sampler", 0); Matrix4f projectionMatrix = transformation.getProjectionMatrix(); skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix); SkyBox skyBox = scene.getSkyBox(); Matrix4f viewMatrix = transformation.getViewMatrix(); viewMatrix.m30(0); viewMatrix.m31(0); viewMatrix.m32(0); Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(skyBox, viewMatrix); skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix); skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getSkyBoxLight()); scene.getSkyBox().getMesh().render(); skyBoxShaderProgram.unbind(); }
private void renderSkyBox(Window window, Camera camera, Scene scene) { skyBoxShaderProgram.bind(); skyBoxShaderProgram.setUniform("texture_sampler", 0); Matrix4f projectionMatrix = transformation.getProjectionMatrix(); skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix); SkyBox skyBox = scene.getSkyBox(); Matrix4f viewMatrix = transformation.getViewMatrix(); viewMatrix.m30(0); viewMatrix.m31(0); viewMatrix.m32(0); Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(skyBox, viewMatrix); skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix); skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getAmbientLight()); scene.getSkyBox().getMesh().render(); skyBoxShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.getOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrthoProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); }
private void renderHud(Window window, IHud hud) { if (hud != null) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrtho2DProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); } }
private void renderHud(Window window, IHud hud) { if (hud != null) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrtho2DProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); } }
private void renderHud(Window window, IHud hud) { if (hud != null) { hudShaderProgram.bind(); Matrix4f ortho = transformation.getOrtho2DProjectionMatrix(0, window.getWidth(), window.getHeight(), 0); for (GameItem gameItem : hud.getGameItems()) { Mesh mesh = gameItem.getMesh(); // Set ortohtaphic and model matrix for this HUD item Matrix4f projModelMatrix = transformation.buildOrtoProjModelMatrix(gameItem, ortho); hudShaderProgram.setUniform("projModelMatrix", projModelMatrix); hudShaderProgram.setUniform("colour", gameItem.getMesh().getMaterial().getAmbientColour()); hudShaderProgram.setUniform("hasTexture", gameItem.getMesh().getMaterial().isTextured() ? 1 : 0); // Render the mesh for this HUD item mesh.render(); } hudShaderProgram.unbind(); } }
private void renderSkyBox(Window window, Camera camera, Scene scene) { skyBoxShaderProgram.bind(); skyBoxShaderProgram.setUniform("texture_sampler", 0); Matrix4f projectionMatrix = transformation.getProjectionMatrix(); skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix); SkyBox skyBox = scene.getSkyBox(); Matrix4f viewMatrix = transformation.getViewMatrix(); viewMatrix.m30(0); viewMatrix.m31(0); viewMatrix.m32(0); Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(skyBox, viewMatrix); skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix); skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getSkyBoxLight()); scene.getSkyBox().getMesh().render(); skyBoxShaderProgram.unbind(); }
private void renderSkyBox(Window window, Camera camera, Scene scene) { skyBoxShaderProgram.bind(); skyBoxShaderProgram.setUniform("texture_sampler", 0); Matrix4f projectionMatrix = transformation.getProjectionMatrix(); skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix); SkyBox skyBox = scene.getSkyBox(); Matrix4f viewMatrix = transformation.getViewMatrix(); viewMatrix.m30(0); viewMatrix.m31(0); viewMatrix.m32(0); Matrix4f modelViewMatrix = transformation.buildModelViewMatrix(skyBox, viewMatrix); skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix); skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getSkyBoxLight()); scene.getSkyBox().getMesh().render(); skyBoxShaderProgram.unbind(); }
private void renderSkyBox(Window window, Camera camera, Scene scene) { skyBoxShaderProgram.bind(); skyBoxShaderProgram.setUniform("texture_sampler", 0); // Update projection Matrix Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); skyBoxShaderProgram.setUniform("projectionMatrix", projectionMatrix); SkyBox skyBox = scene.getSkyBox(); Matrix4f viewMatrix = transformation.getViewMatrix(camera); viewMatrix.m30(0); viewMatrix.m31(0); viewMatrix.m32(0); Matrix4f modelViewMatrix = transformation.getModelViewMatrix(skyBox, viewMatrix); skyBoxShaderProgram.setUniform("modelViewMatrix", modelViewMatrix); skyBoxShaderProgram.setUniform("ambientLight", scene.getSceneLight().getAmbientLight()); scene.getSkyBox().getMesh().render(); skyBoxShaderProgram.unbind(); }