本文整理汇总了Java中net.minecraft.client.renderer.GLAllocation.createDirectIntBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GLAllocation.createDirectIntBuffer方法的具体用法?Java GLAllocation.createDirectIntBuffer怎么用?Java GLAllocation.createDirectIntBuffer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.client.renderer.GLAllocation
的用法示例。
在下文中一共展示了GLAllocation.createDirectIntBuffer方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: makeMipmapBuffers
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
public static IntBuffer[] makeMipmapBuffers(Dimension[] p_makeMipmapBuffers_0_, int[][] p_makeMipmapBuffers_1_)
{
if (p_makeMipmapBuffers_0_ == null)
{
return null;
}
else
{
IntBuffer[] aintbuffer = new IntBuffer[p_makeMipmapBuffers_0_.length];
for (int i = 0; i < p_makeMipmapBuffers_0_.length; ++i)
{
Dimension dimension = p_makeMipmapBuffers_0_[i];
int j = dimension.width * dimension.height;
IntBuffer intbuffer = GLAllocation.createDirectIntBuffer(j);
int[] aint = p_makeMipmapBuffers_1_[i];
intbuffer.clear();
intbuffer.put(aint);
intbuffer.clear();
aintbuffer[i] = intbuffer;
}
return aintbuffer;
}
}
示例2: makeMipmapBuffers
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
public static IntBuffer[] makeMipmapBuffers(Dimension[] mipmapDimensions, int[][] mipmapDatas)
{
if (mipmapDimensions == null)
{
return null;
}
else
{
IntBuffer[] mipmapBuffers = new IntBuffer[mipmapDimensions.length];
for (int i = 0; i < mipmapDimensions.length; ++i)
{
Dimension dim = mipmapDimensions[i];
int bufLen = dim.width * dim.height;
IntBuffer buf = GLAllocation.createDirectIntBuffer(bufLen);
int[] data = mipmapDatas[i];
buf.clear();
buf.put(data);
buf.clear();
mipmapBuffers[i] = buf;
}
return mipmapBuffers;
}
}
示例3: begin
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
public void begin()
{
// Remember current framebuffer.
lastFramebuffer = GL11.glGetInteger( GL30.GL_FRAMEBUFFER_BINDING );
// Render to our texture
GL30.glBindFramebuffer( GL30.GL_FRAMEBUFFER,
framebufferID );
// Remember viewport info.
lastViewport = GLAllocation.createDirectIntBuffer( 16 );
GL11.glGetInteger( GL11.GL_VIEWPORT,
lastViewport );
GL11.glViewport( 0,
0,
renderTextureSize,
renderTextureSize );
GL11.glMatrixMode( GL11.GL_MODELVIEW );
GL11.glPushMatrix();
GL11.glLoadIdentity();
// Remember current texture.
lastTexture = GL11.glGetInteger( GL11.GL_TEXTURE_BINDING_2D );
GL11.glClearColor( 0,
0,
0,
0 );
GL11.glClear( GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT );
GL11.glCullFace( GL11.GL_FRONT );
GL11.glEnable( GL11.GL_DEPTH_TEST );
GL11.glEnable( GL11.GL_LIGHTING );
GL11.glEnable( GL12.GL_RESCALE_NORMAL );
}
示例4: begin
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
public void begin() {
checkGlErrors("FBO Begin Init");
// Remember current framebuffer.
lastFramebuffer = GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING);
// Render to our texture
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, framebufferID);
// Remember viewport info.
lastViewport = GLAllocation.createDirectIntBuffer(16);
GL11.glGetInteger(GL11.GL_VIEWPORT, lastViewport);
GL11.glViewport(0, 0, renderTextureSize, renderTextureSize);
GlStateManager.matrixMode(GL11.GL_MODELVIEW);
GlStateManager.pushMatrix();
GlStateManager.loadIdentity();
// Remember current texture.
lastTexture = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
GlStateManager.clearColor(0, 0, 0, 0);
GlStateManager.clear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GlStateManager.enableDepth();
//GlStateManager.depthFunc(GL11.GL_ALWAYS);
GlStateManager.enableLighting();
GlStateManager.enableRescaleNormal();
checkGlErrors("FBO Begin Final");
}
示例5: project2D
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Converts a Minecraft world coordinate to a screen coordinate
*
* The world coordinate is the absolute location of a 3d vector
* in the Minecraft world relative to the world origin.
* <p>
* Note that the return value will be scaled to match the current
* GUI resolution of Minecraft.
*
* @param x X coordinate in the Minecraft world
* @param y Y coordinate in the Minecraft world
* @param z Z coordinate in the Minecraft world
* @return Returns a {@link Vector2f} representing a 2D location on the screen,
* or null if the vector fails to be converted.
*/
public static Vector2f project2D(final float x, final float y, final float z)
{
/**
* Buffer that will hold the screen coordinates
*/
FloatBuffer screen_coords = GLAllocation.createDirectFloatBuffer(3);
/**
* Buffer that holds the transformation matrix of the view port
*/
IntBuffer viewport = GLAllocation.createDirectIntBuffer(16);
/**
* Buffer that holds the transformation matrix of the model view
*/
FloatBuffer modelview = GLAllocation.createDirectFloatBuffer(16);
/**
* Buffer that holds the transformation matrix of the projection
*/
FloatBuffer projection = GLAllocation.createDirectFloatBuffer(16);
/**
* the return value of the gluProject call
*/
boolean ret;
screen_coords.clear();
modelview.clear();
projection.clear();
viewport.clear();
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projection);
GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
ret = GLU.gluProject(x, y, z, modelview, projection, viewport, screen_coords);
if (ret)
{
return new Vector2f(screen_coords.get(0), screen_coords.get(1));
}
return null;
}
示例6: project2D
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Converts a Minecraft world coordinate to a screen coordinate
*
* The world coordinate is the absolute location of a 3d vector
* in the Minecraft world relative to the world origin.
* <p>
* Note that the return value will be scaled to match the current
* GUI resolution of Minecraft.
*
* @param x X coordinate in the Minecraft world
* @param y Y coordinate in the Minecraft world
* @param z Z coordinate in the Minecraft world
* @return Returns a {@link Vector2f} representing a 2D location on the screen,
* or null if the vector fails to be converted.
*/
public static Vector2f project2D(float x, float y, float z)
{
/**
* Buffer that will hold the screen coordinates
*/
FloatBuffer screen_coords = GLAllocation.createDirectFloatBuffer(3);
/**
* Buffer that holds the transformation matrix of the view port
*/
IntBuffer viewport = GLAllocation.createDirectIntBuffer(16);
/**
* Buffer that holds the transformation matrix of the model view
*/
FloatBuffer modelview = GLAllocation.createDirectFloatBuffer(16);
/**
* Buffer that holds the transformation matrix of the projection
*/
FloatBuffer projection = GLAllocation.createDirectFloatBuffer(16);
/**
* the return value of the gluProject call
*/
boolean ret;
screen_coords.clear();
modelview.clear();
projection.clear();
viewport.clear();
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, modelview);
GL11.glGetFloat(GL11.GL_PROJECTION_MATRIX, projection);
GL11.glGetInteger(GL11.GL_VIEWPORT, viewport);
ret = GLU.gluProject(x, y, z, modelview, projection, viewport, screen_coords);
if (ret)
{
return new Vector2f(screen_coords.get(0), screen_coords.get(1));
}
return null;
}
示例7: directIntBuffer
import net.minecraft.client.renderer.GLAllocation; //导入方法依赖的package包/类
/**
* Asks for a new directly backed IntBuffer
*
* @param size
* the number of buffer elements (ints)
* @return a new direct int buffer
*/
public static IntBuffer directIntBuffer(int size) {
return GLAllocation.createDirectIntBuffer(size);
}