本文整理匯總了Java中org.lwjgl.opengl.GL.createCapabilities方法的典型用法代碼示例。如果您正苦於以下問題:Java GL.createCapabilities方法的具體用法?Java GL.createCapabilities怎麽用?Java GL.createCapabilities使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類org.lwjgl.opengl.GL
的用法示例。
在下文中一共展示了GL.createCapabilities方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: run
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
@Override
public void run() {
init();
glfwMakeContextCurrent(window);
GL.createCapabilities();
// Set the clear color
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
while (!glfwWindowShouldClose(window)) {
loop();
}
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(errorCallback).free();
}
示例2: init
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
/**
* Initialize default state.
*/
private void init() {
if (glfwInit() != GL_TRUE) {
throw new IllegalStateException("GLFW failed to initialize!");
}
win = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, TITLE, 0, 0);
glfwShowWindow(win);
glfwMakeContextCurrent(win);
GLContext.createFromCurrent();
GL.createCapabilities(true);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
示例3: OpenGLEngine
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
public OpenGLEngine() {
// Set OpenGL context
GL.createCapabilities();
// Set the clear color
glClearColor(0.0f, 0.4f, 0.8f, 0.0f);
// Enable transparent textures
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderQueue = new RenderQueue();
// TODO shader support
shader = new ShaderProgram(
new Shader("shaders/vertex.glsl", GL20.GL_VERTEX_SHADER),
new Shader("shaders/fragment.glsl", GL20.GL_FRAGMENT_SHADER)
);
}
示例4: initGL
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
/**
* Initializes the GL parameters
*/
private void initGL() {
GL.createCapabilities();
for (int flag : GL_FLAGS) {
glEnable(flag);
}
glClearColor(Colour.BACKDROP[0], Colour.BACKDROP[1], Colour.BACKDROP[2], Colour.BACKDROP[3]);
// Matrix Initialization
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Define frustum
float yTop = (float) (VIEW_Z_NEAR * Math.tan(Math.toRadians(VIEW_FOV / 2)));
float xLeft = yTop * VIEW_ASPECT;
glFrustum(xLeft, -xLeft, -yTop, yTop, VIEW_Z_NEAR, VIEW_Z_FAR);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
示例5: loop
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
public void loop(){
GL.createCapabilities();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0, 0, 0, 1);
screen = new MainScreen(w);
w.navigate(screen);
while(!w.shouldClose()){
w.loop();
}
}
示例6: create
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
/**
* Initializes the GLFW display and GL capabilities.
*/
public void create()
{
if (glfwInit() != GLFW_TRUE)
throw new RuntimeException("Could not init GLFW.");
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(width, height, title, 0, 0);
if (window == 0)
{
glfwTerminate();
throw new RuntimeException("Window pointer is NULL.");
}
glfwMakeContextCurrent(window);
glfwSwapInterval(vSync ? 1 : 0);
GL.createCapabilities(true);
glfwSetInputMode(window, GLFW_STICKY_KEYS, GLFW_TRUE);
isCreated = true;
}
示例7: Window
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
/**
* Create a window
*
* @param title The window title
* @param width The window width
* @param height The window height
* @param fullscreen Wether it should be a fullscreen window
* @param fullscreenVideoMode The video mode (ignored if fullscreen is <code>false</code>)
* @param monitor The monitor to put the window on (ignored if fullscreen is <code>false</code>)
*/
public Window(String title, int width, int height, boolean fullscreen, @Nullable GLFWVidMode fullscreenVideoMode, long monitor) {
this.width = width;
this.height = height;
this.title = title;
this.fullscreen = fullscreen;
if (fullscreen) {
GLFW.glfwWindowHint(GLFW.GLFW_RED_BITS, fullscreenVideoMode.redBits());
GLFW.glfwWindowHint(GLFW.GLFW_GREEN_BITS, fullscreenVideoMode.greenBits());
GLFW.glfwWindowHint(GLFW.GLFW_BLUE_BITS, fullscreenVideoMode.blueBits());
GLFW.glfwWindowHint(GLFW.GLFW_REFRESH_RATE, fullscreenVideoMode.refreshRate());
width = fullscreenVideoMode.width();
height = fullscreenVideoMode.height();
}
window = GLFW.glfwCreateWindow(width, height, title, fullscreen ? monitor : MemoryUtil.NULL, MemoryUtil.NULL
);
GLFW.glfwMakeContextCurrent(window);
GLFW.glfwSwapInterval(0);
glCapabilities = GL.createCapabilities();
initCallbacks();
setCursorEnabled(cursorEnabled);
}
示例8: getGLVersion
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
@UIEffect
private String getGLVersion(boolean es) {
String fullVersion;
String renderer;
if (es) {
GLES.createCapabilities();
fullVersion = GLES20.glGetString(GLES20.GL_VERSION);
renderer = GLES20.glGetString(GLES20.GL_RENDERER);
} else {
GL.createCapabilities();
fullVersion = GL11.glGetString(GL11.GL_VERSION);
renderer = GL11.glGetString(GL11.GL_RENDERER);
}
log.info("{}", fullVersion);
log.info("{}", renderer);
String version = fullVersion.split(" ", 2)[0];
return version;
}
示例9: loop
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
void loop() {
GL.createCapabilities();
glClearColor(0.99f, 0.99f, 0.99f, 1.0f);
glLineWidth(1.8f);
while (!glfwWindowShouldClose(window)) {
glViewport(0, 0, fbWidth, fbHeight);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, fbWidth, fbHeight, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
renderPolygon();
glfwSwapBuffers(window);
glfwPollEvents();
}
// autosave current polygon
// store("autopoly.gon");
}
示例10: setUp
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
@Before
public void setUp() throws Exception {
window = new Window();
window.setup();
GLFW.glfwMakeContextCurrent(window.getWindowHandler());
GL.createCapabilities();
final String VERTEX_SHADER_STRING = "#version 100\n" +
"\n" +
"uniform mat4 projTrans;\n" +
"\n" +
"attribute vec2 Position;\n" +
"attribute vec2 TexCoord;\n" +
"\n" +
"varying vec2 vTexCoord;\n" +
"\n" +
"void main() {\n" +
" vTexCoord = TexCoord;\n" +
" gl_Position = 80.0 * vec4(Position, 0.0, 1.0);\n" +
"}";
shader = new Shader(ShaderUtil.VERTEX_SHADER, VERTEX_SHADER_STRING);
}
示例11: create
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
public void create()
{
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
setId(glfwCreateWindow(getWidth(), getHeight(), "OE3", 0, 0));
if(getId() == 0) {
throw new RuntimeException("Failed to create window");
}
setIcon("textures/logo/oreon_lwjgl_icon32.png");
glfwMakeContextCurrent(getId());
glfwSwapInterval(0);
glfwShowWindow(getId());
capabilities = GL.createCapabilities();
}
示例12: loop
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
void loop() {
glfwMakeContextCurrent(window);
GL.createCapabilities();
glClearColor(0.97f, 0.97f, 0.97f, 1.0f);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glViewport(0, 0, fbWidth, fbHeight);
viewport[2] = fbWidth; viewport[3] = fbHeight;
glClear(GL_COLOR_BUFFER_BIT);
computeVisibleExtents();
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(cam.viewproj().get(fb));
renderGrid();
renderTickLabels();
//renderMouseCursorCoordinates();
glfwSwapBuffers(window);
}
}
示例13: init
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
/**
* Create window and OpenGL context
* @param title Window title
* @param width Window width
* @param height Window height
* @param resizable Should the window be resizable
* @param game CoreGame instance
*/
public static void init(String title, int width, int height, boolean resizable, CoreGame game) {
if (!glfwInit()) {
System.err.println("Could not initialize window system!");
System.exit(1);
}
if (!resizable)
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
if (anti_alias)
glfwWindowHint(GLFW_SAMPLES, 4);
window = glfwCreateWindow(width, height, title, 0, 0);
if (window == 0) {
glfwTerminate();
System.err.println("Could not create window!");
System.exit(1);
}
glfwMakeContextCurrent(window);
GL.createCapabilities();
GLFWVidMode vidMode = glfwGetVideoMode(window);
glfwSetWindowPos(window, (vidMode.width() / 2) - (width / 2), (vidMode.height() / 2) - (height / 2));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, height, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (anti_alias) glEnable(GL_MULTISAMPLE);
Window.game = game;
Window.render = new Render();
AudioPlayer.init();
start();
}
示例14: create
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
public void create(int width, int height)
{
setWidth(width);
setHeight(height);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(width, height, "OREON ENGINE Programming Tutorial Series", 0, 0);
if(window == 0) {
throw new RuntimeException("Failed to create window");
}
ByteBuffer bufferedImage = ImageLoader.loadImageToByteBuffer("./res/logo/oreon_lwjgl_icon32.png");
GLFWImage image = GLFWImage.malloc();
image.set(32, 32, bufferedImage);
GLFWImage.Buffer images = GLFWImage.malloc(1);
images.put(0, image);
glfwSetWindowIcon(window, images);
glfwMakeContextCurrent(window);
GL.createCapabilities();
glfwShowWindow(window);
}
示例15: init
import org.lwjgl.opengl.GL; //導入方法依賴的package包/類
/**
* Initializes the GLFW library, creating a window and any necessary shaders.
*/
void init(GameState gameState, Main client) {
if (!glfwInit()) {
System.err.println("Failed to initialise GLFW");
System.exit(1);
}
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
window = glfwCreateWindow(windowWidth, windowHeight, Constants.TITLE, 0, 0);
if (window == 0) {
System.err.println("Failed to create window.");
System.exit(1);
}
GLFWVidMode videoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
int windowXPosition = (videoMode.width() - windowWidth) / 2;
int windowYPosition = (videoMode.height() - windowHeight) / 2;
glfwSetWindowPos(window, windowXPosition, windowYPosition);
glfwShowWindow(window);
glfwMakeContextCurrent(window);
GL.createCapabilities();
cshader = new ShaderProgram("shaders/cshader.vs","shaders/shader.fs");
rshader = new ShaderProgram("shaders/rshader.vs","shaders/shader.fs");
pshader1 = new ShaderProgram("shaders/pshader.vs","shaders/shader.fs");
pshader2 = new ShaderProgram("shaders/pshader2.vs","shaders/shader.fs");
pshader3 = new ShaderProgram("shaders/pshader3.vs","shaders/shader.fs");
starshader = new ShaderProgram("shaders/starshader.vs","shaders/shader.fs");
registerInputCallbacks(gameState, client);
}