本文整理汇总了Java中org.lwjgl.opengl.Display.setDisplayMode方法的典型用法代码示例。如果您正苦于以下问题:Java Display.setDisplayMode方法的具体用法?Java Display.setDisplayMode怎么用?Java Display.setDisplayMode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org.lwjgl.opengl.Display
的用法示例。
在下文中一共展示了Display.setDisplayMode方法的15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: main
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
public static void main(String... args){
System.setProperty("org.lwjgl.librarypath", new File("native/"+(System.getProperties().getProperty("os.name").split(" ")[0]).toLowerCase()).getAbsolutePath());
FreeWorld.getFreeWorld();
try {
Display.setTitle(FreeWorld.getFreeWorld().getTitle());
Display.setDisplayMode(new DisplayMode(720, 480));
Display.setResizable(true);
Display.create();
}catch (LWJGLException e){
e.printStackTrace();
}
//TODO: Provisoire
glClearColor(0.2f, 0.7f, 0.7f, 1.0f);
FreeWorld.getFreeWorld().start();
}
示例2: BeginSession
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
public static void BeginSession(){
Display.setTitle(TITLE);
try {
Display.setDisplayMode(new DisplayMode(WIDTH + MENU_WIDTH, HEIGHT));
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WIDTH + MENU_WIDTH, HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
示例3: createDisplay
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
public static void createDisplay() {
try {
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
ContextAttribs attribs = new ContextAttribs(3, 2).withProfileCore(true).withForwardCompatible(true);
Display.create(new PixelFormat().withDepthBits(24).withSamples(4), attribs);
Display.setTitle(TITLE);
Display.setInitialBackground(1, 1, 1);
GL11.glEnable(GL13.GL_MULTISAMPLE);
} catch (LWJGLException e) {
e.printStackTrace();
System.err.println("Couldn't create display!");
System.exit(-1);
}
GL11.glViewport(0, 0, WIDTH, HEIGHT);
lastFrameTime = getCurrentTime();
}
示例4: resizeIfNeeded
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
/**
* Resizes the window and the Minecraft rendering if necessary. Set renderWidth and renderHeight first.
*/
private void resizeIfNeeded()
{
// resize the window if we need to
int oldRenderWidth = Display.getWidth();
int oldRenderHeight = Display.getHeight();
if( this.renderWidth == oldRenderWidth && this.renderHeight == oldRenderHeight )
return;
try {
Display.setDisplayMode(new DisplayMode(this.renderWidth, this.renderHeight));
System.out.println("Resized the window");
} catch (LWJGLException e) {
System.out.println("Failed to resize the window!");
e.printStackTrace();
}
forceResize(this.renderWidth, this.renderHeight);
}
示例5: setResolution
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
public void setResolution(DisplayMode resolution, boolean fullscreen) {
try {
Display.setDisplayMode(resolution);
this.resolution = resolution;
if (fullscreen && resolution.isFullscreenCapable()) {
Display.setFullscreen(true);
this.fullScreen = fullscreen;
}
} catch (LWJGLException e) {
e.printStackTrace();
}
}
示例6: setInitialDisplayMode
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
private void setInitialDisplayMode() throws LWJGLException
{
if (this.fullscreen)
{
Display.setFullscreen(true);
DisplayMode displaymode = Display.getDisplayMode();
this.displayWidth = Math.max(1, displaymode.getWidth());
this.displayHeight = Math.max(1, displaymode.getHeight());
}
else
{
Display.setDisplayMode(new DisplayMode(this.displayWidth, this.displayHeight));
}
}
示例7: StateDemo
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
private StateDemo() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("Game States");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 480, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
while (!Display.isCloseRequested()) {
// Render Code here
glClear(GL_COLOR_BUFFER_BIT);
render();
checkInput();
Display.update();
Display.sync(60);
}
Display.destroy();
System.exit(0);
}
示例8: setInitialDisplayMode
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
private void setInitialDisplayMode() throws LWJGLException {
if (this.fullscreen) {
Display.setFullscreen(true);
DisplayMode displaymode = Display.getDisplayMode();
this.displayWidth = Math.max(1, displaymode.getWidth());
this.displayHeight = Math.max(1, displaymode.getHeight());
} else {
Display.setDisplayMode(new DisplayMode(this.displayWidth, this.displayHeight));
}
}
示例9: ShiftingCameraLaterally
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
private ShiftingCameraLaterally() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("X Axis Camera Movement");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 480, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
float x_cam = 0;
while (!Display.isCloseRequested()) {
// Render Code here
glClear(GL_COLOR_BUFFER_BIT);
// Put a matrix that's a clone of the original into the matrix stock
glPushMatrix();
// Pushes screen laterally, depending on x_cam
glTranslatef(x_cam, 0, 0);
// Move screen with the Mouse speed
// if the mouse is in the window and space is pressed
if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)
&& Mouse.getX() > 0 && Mouse.getX() < 639) {
x_cam += Mouse.getDX();
}
// True coords of the mouse
float mousex = Mouse.getX() - x_cam;
float mousey = 480 - Mouse.getY() - 1;
System.out.println(mousex + ", " + mousey);
glBegin(GL_QUADS);
glVertex2i(400, 400);
glVertex2i(450, 400);
glVertex2i(450, 450);
glVertex2i(400, 450);
glEnd();
glBegin(GL_LINES);
glVertex2i(400, 400);
glVertex2i(400, 400);
glEnd();
// Disposes of translations made to the matrix
glPopMatrix();
Display.update();
Display.sync(60);
}
Display.destroy();
System.exit(0);
}
示例10: toggleFullscreen
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
/**
* Toggles fullscreen mode.
*/
public void toggleFullscreen()
{
try
{
this.fullscreen = !this.fullscreen;
this.gameSettings.fullScreen = this.fullscreen;
if (this.fullscreen)
{
this.updateDisplayMode();
this.displayWidth = Display.getDisplayMode().getWidth();
this.displayHeight = Display.getDisplayMode().getHeight();
if (this.displayWidth <= 0)
{
this.displayWidth = 1;
}
if (this.displayHeight <= 0)
{
this.displayHeight = 1;
}
}
else
{
Display.setDisplayMode(new DisplayMode(this.tempDisplayWidth, this.tempDisplayHeight));
this.displayWidth = this.tempDisplayWidth;
this.displayHeight = this.tempDisplayHeight;
if (this.displayWidth <= 0)
{
this.displayWidth = 1;
}
if (this.displayHeight <= 0)
{
this.displayHeight = 1;
}
}
if (this.currentScreen != null)
{
this.resize(this.displayWidth, this.displayHeight);
}
else
{
this.updateFramebufferSize();
}
Display.setFullscreen(this.fullscreen);
Display.setVSyncEnabled(this.gameSettings.enableVsync);
this.updateDisplay();
}
catch (Exception exception)
{
LOGGER.error((String)"Couldn\'t toggle fullscreen", (Throwable)exception);
}
}
示例11: VertexBufferObject
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
private VertexBufferObject() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("VBO Rendering");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(1, 1, 1, 1, 1, -1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
final int amountOfVertices = 3;
final int vertexSize = 2;
final int colorSize = 3;
FloatBuffer vertexData = BufferUtils.createFloatBuffer(amountOfVertices * vertexSize);
vertexData.put(new float[]{-0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f});
vertexData.flip();
FloatBuffer colorData = BufferUtils.createFloatBuffer(amountOfVertices * colorSize);
colorData.put(new float[]{-0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f});
colorData.flip();
int vboVertexHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
int vboColorHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboColorHandle);
glBufferData(GL_ARRAY_BUFFER, colorData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
while (!Display.isCloseRequested()) {
glClear(GL_COLOR_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
glVertexPointer(vertexSize, GL_FLOAT, 0, 0L);
glBindBuffer(GL_ARRAY_BUFFER, vboColorHandle);
glVertexPointer(colorSize, GL_FLOAT, 0, 0L);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, 1);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
Display.update();
Display.sync(60);
}
glDeleteBuffers(vboVertexHandle);
glDeleteBuffers(vboColorHandle);
Display.destroy();
System.exit(0);
}
示例12: VertexArrays
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
private VertexArrays() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("Immediate Mode");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(1, 1, 1, 1, 1, -1);
glMatrixMode(GL_MODELVIEW);
final int amountofVertices = 3;
final int vertexSize = 2;
final int colorSize = 3;
FloatBuffer vertexData = BufferUtils.createFloatBuffer(amountofVertices * vertexSize);
vertexData.put(new float[]{-0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f});
vertexData.flip();
FloatBuffer colorData = BufferUtils.createFloatBuffer(amountofVertices * colorSize);
colorData.put(new float[]{-0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f});
colorData.flip();
while(!Display.isCloseRequested()) {
glClear(GL_COLOR_BUFFER_BIT);
// Allows usage of vertex and color arrays
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// Shows OpenGL where to find our arrays
glVertexPointer(vertexSize, 0, vertexData);
glColorPointer(colorSize, 0, colorData);
// Draws the arrays
glDrawArrays(GL_TRIANGLES, 0, amountofVertices);
// Closes it and disables it
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
Display.update();
Display.sync(60);
}
Display.destroy();
System.exit(0);
}
示例13: checkDisplaySettings
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
public static void checkDisplaySettings()
{
int i = getAntialiasingLevel();
if (i > 0)
{
DisplayMode displaymode = Display.getDisplayMode();
dbg("FSAA Samples: " + i);
try
{
Display.destroy();
Display.setDisplayMode(displaymode);
Display.create((new PixelFormat()).withDepthBits(24).withSamples(i));
Display.setResizable(false);
Display.setResizable(true);
}
catch (LWJGLException lwjglexception2)
{
warn("Error setting FSAA: " + i + "x");
lwjglexception2.printStackTrace();
try
{
Display.setDisplayMode(displaymode);
Display.create((new PixelFormat()).withDepthBits(24));
Display.setResizable(false);
Display.setResizable(true);
}
catch (LWJGLException lwjglexception1)
{
lwjglexception1.printStackTrace();
try
{
Display.setDisplayMode(displaymode);
Display.create();
Display.setResizable(false);
Display.setResizable(true);
}
catch (LWJGLException lwjglexception)
{
lwjglexception.printStackTrace();
}
}
}
if (!Minecraft.isRunningOnMac && getDefaultResourcePack() != null)
{
InputStream inputstream = null;
InputStream inputstream1 = null;
try
{
inputstream = getDefaultResourcePack().getInputStreamAssets(new ResourceLocation("icons/icon_16x16.png"));
inputstream1 = getDefaultResourcePack().getInputStreamAssets(new ResourceLocation("icons/icon_32x32.png"));
if (inputstream != null && inputstream1 != null)
{
Display.setIcon(new ByteBuffer[] {readIconImage(inputstream), readIconImage(inputstream1)});
}
}
catch (IOException ioexception)
{
warn("Error setting window icon: " + ioexception.getClass().getName() + ": " + ioexception.getMessage());
}
finally
{
IOUtils.closeQuietly(inputstream);
IOUtils.closeQuietly(inputstream1);
}
}
}
}
示例14: SmoothTransitions
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
private SmoothTransitions() {
// Of course, the default State is INTRO.
State state = State.INTRO;
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("LWJGL Template");
Display.setVSyncEnabled(true); // prevents tearing and choppy animation??
Display.create();
} catch (LWJGLException e) {
System.err.println("Display failed to initialize.");
System.exit(1);
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(1, 1, 1, 1, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Fade in degrees (0 to 90)
float fade = 0f;
while (!Display.isCloseRequested()) {
// Clear
glClear(GL_COLOR_BUFFER_BIT);
switch(state) {
case FADING:
if (fade < 90) {
fade += 1.5f;
} else {
fade = 0;
glColor3f(0.5f, 0.5f, 1);
glRectf(-0.5f, -0.5f, 0.5f, 0.5f);
state = State.MAIN;
System.out.println("State changed: " + state);
break;
}
// Opacity = sin(fade)
glColor4d(0.5, 0.5, 1f, Math.sin(Math.toRadians(fade)));
// Draws rectangle
glRectf(-0.5f, -0.5f, 0.5f, 0.5f);
break;
case INTRO:
break;
case MAIN:
// Draw the fully opaque rectangle
glColor3f(0.5f, 0.5f, 1);
glRectf(-0.5f, -0.5f, 0.5f, 0.5f);
break;
}
while (Keyboard.next()) {
if (Keyboard.isKeyDown(Keyboard.KEY_RETURN)) {
switch (state) {
case FADING:
fade = 0;
state = State.MAIN;
System.out.println("State changed: " + state);
break;
case INTRO:
state = State.FADING;
System.out.println("State changed: " + state);
break;
case MAIN:
state = State.INTRO;
System.out.println("State changed: " + state);
break;
}
}
}
Display.update();
Display.sync(60);
}
Display.destroy();
System.exit(0);
}
示例15: toggleFullscreen
import org.lwjgl.opengl.Display; //导入方法依赖的package包/类
/**
* Toggles fullscreen mode.
*/
public void toggleFullscreen() {
try {
this.fullscreen = !this.fullscreen;
this.gameSettings.fullScreen = this.fullscreen;
if (this.fullscreen) {
this.updateDisplayMode();
this.displayWidth = Display.getDisplayMode().getWidth();
this.displayHeight = Display.getDisplayMode().getHeight();
if (this.displayWidth <= 0) {
this.displayWidth = 1;
}
if (this.displayHeight <= 0) {
this.displayHeight = 1;
}
} else {
Display.setDisplayMode(new DisplayMode(this.tempDisplayWidth, this.tempDisplayHeight));
this.displayWidth = this.tempDisplayWidth;
this.displayHeight = this.tempDisplayHeight;
if (this.displayWidth <= 0) {
this.displayWidth = 1;
}
if (this.displayHeight <= 0) {
this.displayHeight = 1;
}
}
if (this.currentScreen != null) {
this.resize(this.displayWidth, this.displayHeight);
} else {
this.updateFramebufferSize();
}
Display.setFullscreen(this.fullscreen);
Display.setVSyncEnabled(this.gameSettings.enableVsync);
this.updateDisplay();
} catch (Exception exception) {
logger.error((String) "Couldn\'t toggle fullscreen", (Throwable) exception);
}
}