public EntityRenderer(StaticShader Shader, Matrix4f projectionMatrix) { this.shader = Shader; shader.start(); shader.loadProjectionMatrix(projectionMatrix); shader.stop(); }
public static void rotate(float angle, Vertex3f axis, Matrix4f src, ref Matrix4f dest) { Matrix4f rotationMatrix = new Matrix4f(); rotationMatrix.SetIdentity(); float[] matbuffer = rotationMatrix.Buffer; if (axis.x != 0) { matbuffer[5] = (float)Math.Cos(angle); matbuffer[6] = (float)-Math.Sin(angle); matbuffer[9] = (float)Math.Sin(angle); matbuffer[10] = (float)Math.Cos(angle); } else if (axis.y != 0) { matbuffer[0] = (float)Math.Cos(angle); matbuffer[2] = (float)Math.Sin(angle); matbuffer[8] = (float)-Math.Sin(angle); matbuffer[10] = (float)Math.Cos(angle); } else if (axis.z != 0) { matbuffer[0] = (float)Math.Cos(angle); matbuffer[1] = (float)-Math.Sin(angle); matbuffer[4] = (float)Math.Sin(angle); matbuffer[5] = (float)Math.Cos(angle); } // apply rotation to src matrix Matrix tempmat = (Matrix) new Matrix(matbuffer, 4, 4).Multiply(src); // set dest matrix to the rotated matrix dest = new Matrix4f(tempmat.Buffer); }
public TerrainRenderer(TerrainShader shader, Matrix4f projectionMAtrix) { this.shader = shader; this.shader.start(); shader.loadProjectionMatrix(projectionMAtrix); shader.connectTextureUnits(); this.shader.stop(); }
public static void scale(Vertex3f vector, Matrix4f src, ref Matrix4f dest) { Matrix4f scalerMatrix = new Matrix4f(); scalerMatrix.SetIdentity(); float[] matbuffer = scalerMatrix.Buffer; matbuffer[0] = vector.x; matbuffer[5] = vector.y; matbuffer[10] = vector.z; Matrix tempmat = (Matrix) new Matrix(matbuffer, 4, 4).Multiply(src); dest = new Matrix4f(tempmat.Buffer); }
public static void translate(Vertex3f translation, Matrix4f src, out Matrix4f des) { Matrix4f translationMatrix = new Matrix4f(); translationMatrix.SetIdentity(); float[] matbuffer = translationMatrix.Buffer; matbuffer[12] = translation.x; matbuffer[13] = translation.y; matbuffer[14] = translation.z; Matrix tempmat = (Matrix) new Matrix(matbuffer, 4, 4).Multiply(src); des = new Matrix4f(tempmat.Buffer); }
private void createProjectionMatrix() { float aspectRatio = (float)window.windowWidth / window.windowHeight; float y_scale = 1f / (float)Math.Tan(math.toRadians(FOV / 2f)); float x_scale = y_scale / aspectRatio; float frustum_length = FAR_PLANE - NEAR_PLANE; Console.WriteLine(window.windowWidth); Console.WriteLine(window.windowHeight); float[] matbuffer = projectionMatrix.Buffer; matbuffer[0] = x_scale; matbuffer[5] = y_scale; matbuffer[10] = -((FAR_PLANE + NEAR_PLANE) / frustum_length); matbuffer[11] = -1; matbuffer[14] = -((2 * NEAR_PLANE * FAR_PLANE) / frustum_length); matbuffer[15] = 0; this.projectionMatrix = new Matrix4f(matbuffer); }
public void loadViewMatrix(Camera camera) { Matrix4f viewMatrix = Maths.createViewMatrix(camera); base.loadMatrix(location_viewMatrix, viewMatrix); }
public void loadProjectionMatrix(Matrix4f projection) { base.loadMatrix(location_projectionMatrix, projection); }
public void loadTransformationMatrix(Matrix4f matrix) { base.loadMatrix(location_transformationMatrix, matrix); }
private void loadModelMatrix(Terrain terrain) { Matrix4f transformationMatrix = Maths.createTransformationMatrix(new Vertex3f(terrain.x, 0, terrain.z), 0, 0, 0, 1); shader.loadTransformationMatrix(transformationMatrix); }
private void prepareInstance(Entity entity) { Matrix4f transformationMatrix = Maths.createTransformationMatrix(entity.position, entity.rotX, entity.rotY, entity.rotZ, entity.scale); shader.loadTransformationMatrix(transformationMatrix); }
protected void loadMatrix(int location, Matrix4f matrix) { Gl.UniformMatrix4(location, false, matrix.Buffer); }