def render(self, delta, lakeModel, sun): self.prepareRender(delta, lakeModel.getModel(), sun) modelMatrix = createTransformationMatrix(lakeModel.getPosition(), 0, 0, 0, WaterTile.TILE_SIZE) self.__shader.loadModelMatrix(modelMatrix) glDrawArrays(GL_TRIANGLES, 0, lakeModel.getModel().getVertexCount()) self.unbind()
def render(self, basicModel, clock): self.__shader.start() self.prepareRender(basicModel.getModel()) modelMatrix = createTransformationMatrix(basicModel.getPosition(), 0, 0, 0, BasicTile.TILE_SIZE) self.__shader.loadModelMatrix(modelMatrix) glDrawArrays(GL_TRIANGLES, 0, basicModel.getModel().getVertexCount()) self.unbind() self.__shader.stop()
def __init__(self, model, position, rotX, rotY, rotZ, scale, index=0): self.__model = model self.__position = Vector3(position) self.__rotX = rotX self.__rotY = rotY self.__rotZ = rotZ self.__scale = scale self.__textureIndex = index self.__transformationMatrix = createTransformationMatrix( self.__position, self.__rotX, self.__rotY, self.__rotZ, self.__scale)
def __init__(self, gridX, gridZ, loader, texturePack, blendMap, heightMap, id): self.__texturePack = texturePack self.__blendMap = blendMap self.__x = gridX * self.__SIZE self.__z = gridZ * self.__SIZE self.__model = self.generateTerrain(loader, heightMap) self.__VERTEX_COUNT = None self.__id = id self.__transformationMatrix = createTransformationMatrix( Vector3((self.__x, 0, self.__z)), 0, 0, 0, 1)
def loadModelMatrix(self, camera, clock): transformationMatrix = createTransformationMatrix(camera.getPosition(), 0, .003 * clock, 0, 1) self.__shader.loadTransformationMatrix(transformationMatrix)
def getTransformationMatrix(self): transformationMatrix = createTransformationMatrix(super().getPosition(), super().getRotX(), super().getRotY(), super().getRotZ(), super().getScale()) return transformationMatrix