List of usage examples for org.lwjgl.opengl GL11 GL_TRUE
int GL_TRUE
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From source file:com.google.gapid.glviewer.gl.Shader.java
License:Apache License
private static int createShader(int type, String source) { int shader = GL20.glCreateShader(type); GL20.glShaderSource(shader, source); GL20.glCompileShader(shader);/*w w w .jav a 2 s. c om*/ if (GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) { LOG.log(WARNING, "Failed to compile shader:\n" + GL20.glGetShaderInfoLog(shader) + "\n\nSource:\n" + source); GL20.glDeleteShader(shader); return -1; } return shader; }
From source file:com.polygame.engine.core.events.WindowEventHandler.java
License:Open Source License
@Override public void windowFocus(long window, int focused) { if (focused == GL11.GL_TRUE) triggerEvent("windowFocused"); else// ww w. ja v a 2 s .com triggerEvent("windowDefocused"); }
From source file:com.polygame.engine.core.events.WindowEventHandler.java
License:Open Source License
@Override public void windowIconify(long window, int iconified) { if (iconified == GL11.GL_TRUE) triggerEvent("windowIconified"); else/*from w w w . j a v a 2s .c om*/ triggerEvent("windowDeiconofied"); }
From source file:com.polygame.engine.core.events.WindowEventHandler.java
License:Open Source License
@Override public void cursorEnter(long window, int entered) { if (entered == GL11.GL_TRUE) triggerEvent("cursorEntered"); else//from ww w . j av a 2s .c o m triggerEvent("cursorLeft"); }
From source file:com.samrj.devil.game.Game.java
License:Open Source License
/** * Creates a new game object. Initializes the window with the given config. * //from ww w . j ava2 s . com * @param title The title of the window. * @param hints The window hints to use. * @param config The configuration to use. */ public Game(String title, HintSet hints, GameConfig config) { if (title == null || config == null) throw new NullPointerException(); if (!initialized) throw new IllegalStateException("Game.init() not called."); ensureMainThread(); // <editor-fold defaultstate="collapsed" desc="Initialize Window"> { GLFW.glfwDefaultWindowHints(); GLFW.glfwWindowHint(GLFW.GLFW_RESIZABLE, GL11.GL_FALSE); GLFW.glfwWindowHint(GLFW.GLFW_VISIBLE, GL11.GL_FALSE); GLFW.glfwWindowHint(GLFW.GLFW_DECORATED, config.borderless ? GL11.GL_FALSE : GL11.GL_TRUE); GLFW.glfwWindowHint(GLFW.GLFW_FLOATING, GL11.GL_FALSE); GLFW.glfwWindowHint(GLFW.GLFW_STENCIL_BITS, 0); if (config.msaa > 0) GLFW.glfwWindowHint(GLFW.GLFW_SAMPLES, config.msaa); if (hints != null) hints.glfw(); GLFW.glfwWindowHint(GLFW.GLFW_OPENGL_DEBUG_CONTEXT, GL11.GL_TRUE); monitor = config.fullscreen ? GLFW.glfwGetPrimaryMonitor() : 0; window = GLFW.glfwCreateWindow(config.resolution.x, config.resolution.y, title, monitor, 0); GLFW.glfwMakeContextCurrent(window); GLFW.glfwSwapInterval(config.vsync ? 1 : 0); GLFW.glfwSetInputMode(window, GLFW.GLFW_CURSOR, GLFW.GLFW_CURSOR_DISABLED); } if (!config.fullscreen) //Center window { Vec2i windowSize = GLFWUtil.getWindowSize(window); GLFWVidMode mode = GLFW.glfwGetVideoMode(GLFW.glfwGetPrimaryMonitor()); GLFW.glfwSetWindowPos(window, (mode.width() - windowSize.x) / 2, (mode.height() - windowSize.y) / 2); } // </editor-fold> // <editor-fold defaultstate="collapsed" desc="Initialize OpenGL Context"> { capabilities = GL.createCapabilities(); GL11.glViewport(0, 0, config.resolution.x, config.resolution.y); GL11.glDisable(GL13.GL_MULTISAMPLE); } // </editor-fold> // <editor-fold defaultstate="collapsed" desc="Initialize Sync"> { if (!config.vsync && config.fps > 0) { sync = new Sync(config.fps, config.sleeper); frameTime = sync.getFrameTime(); } else { sync = null; GLFWVidMode mode = GLFW.glfwGetVideoMode(GLFW.glfwGetPrimaryMonitor()); frameTime = Math.round(1_000_000_000.0 / mode.refreshRate()); } } // </editor-fold> // <editor-fold defaultstate="collapsed" desc="Initialize Input"> { mouse = new Mouse(window, this::onMouseMoved, this::onMouseButton, this::onMouseScroll); mouse.setGrabbed(false); keyboard = new Keyboard(this::onKey); eventBuffer = new EventBuffer(window, mouse, keyboard); } // </editor-fold> stepper = config.stepper; }
From source file:com.samrj.devil.gl.Shader.java
/** * Loads shader sources from the given input stream and then compiles this * shader. Buffers the source in native memory. * // w w w .j a v a2 s. c o m * @param in The input stream to load sources from. * @return This shader. * @throws IOException If an I/O error occurs. */ public Shader source(InputStream in) throws IOException { if (state != State.NEW) throw new IllegalStateException("Shader must be new."); //Source to memory int sourceLength = in.available(); Memory sourceBlock = new Memory(sourceLength); ByteBuffer sourceBuffer = sourceBlock.buffer; for (int i = 0; i < sourceLength; i++) sourceBuffer.put((byte) in.read()); //Pointer to pointer to memory long pointer = MemStack.wrapl(sourceBlock.address); //Pointer to length of memory long length = MemStack.wrapi(sourceLength); //Load shader source GL20.nglShaderSource(id, 1, pointer, length); //Free allocated memory MemStack.pop(2); sourceBlock.free(); //Compile GL20.glCompileShader(id); //Check for errors if (GL20.glGetShaderi(id, GL20.GL_COMPILE_STATUS) != GL11.GL_TRUE) { int logLength = GL20.glGetShaderi(id, GL20.GL_INFO_LOG_LENGTH); String log = GL20.glGetShaderInfoLog(id, logLength); throw new ShaderException(path != null ? path + " " + log : log); } state = State.COMPILED; return this; }
From source file:com.samrj.devil.gl.ShaderProgram.java
License:Open Source License
private void checkStatus(int type) { if (GL20.glGetProgrami(id, type) != GL11.GL_TRUE) { int logLength = GL20.glGetProgrami(id, GL20.GL_INFO_LOG_LENGTH); String log = GL20.glGetProgramInfoLog(id, logLength); throw new ShaderException(log); }/*from w w w .j a v a2s .c o m*/ }
From source file:com.swinggl.elements.GLFrame.java
License:Open Source License
/** * Constructor that builds a default fullscrene GLFrame that links graphics data with another GLFrame * * @param fullscreen - Sets whether or not the frame is fullscreen * @param secondWindowHandle - The other window handle that this GLFrame will be linked to. *//*from w ww . j ava 2 s . co m*/ public GLFrame(boolean fullscreen, long secondWindowHandle) { Debug.enabled = false; Thread.currentThread().setName("SwingGL | render"); this.fullscreen = fullscreen; this.secondWindowHandle = secondWindowHandle; glfwSetErrorCallback(errorCallback = GLFWErrorCallback.createPrint(System.err)); if (glfwInit() != GL11.GL_TRUE) throw new IllegalStateException("Unable to initialize GLFW"); // Configure our window glfwDefaultWindowHints(); glfwWindowHint(GLFW_VISIBLE, GL_FALSE); glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Configure callbacks keyCallback = new Keyboard(); cursorPosCallback = new Mouse.CursorPos(); mouseButtonCallback = new Mouse.MouseButton(); scrollCallback = new Mouse.Scroll(); }
From source file:com.timvisee.voxeltex.engine.render.VoxelTexRenderer.java
License:Open Source License
/** * Initialize the renderer./*from w w w . ja va2 s . co m*/ */ public void init() { // Show a status message System.out.println("Initializing " + VoxelTex.ENGINE_NAME + " renderer..."); // Create and configure the error callback, make sure it was created successfully glfwSetErrorCallback(errorCallback = GLFWErrorCallback.createPrint(System.err)); if (glfwInit() != GL11.GL_TRUE) throw new IllegalStateException("Unable to initialize GLFW"); // Set the default window hints this.window.glDefaultWindowHints(); // Set the visibility and resizability of the window this.window.setHintVisible(false); this.window.setHintResizable(true); // Create the window this.window.glCreateWindow(); // Initialize the input manager for this window Input.init(this.window); // Create the framebuffer size callback glfwSetFramebufferSizeCallback(this.window.getWindowId(), fbCallback = new GLFWFramebufferSizeCallback() { @Override public void invoke(long windowId, int width, int height) { // Update the window size if (width > 0 && height > 0) window.setSize(width, height); } }); // Center the window this.window.centerWindow(); // Create an int buffer for the window IntBuffer framebufferSize = BufferUtils.createIntBuffer(2); nglfwGetFramebufferSize(this.window.getWindowId(), memAddress(framebufferSize), memAddress(framebufferSize) + 4); // Set the window size this.window.setSize(framebufferSize.get(0), framebufferSize.get(1)); // Make the window context this.window.glMakeContextCurrent(); // Set the swap interval (V-sync) glfwSwapInterval(0); // Show the window this.window.glShowWindow(); // Center the cursor Input.centerMouseCursor(); // Create the rendering capabilities, required by LWJGL GL.createCapabilities(); // Print the OpenGL version System.out.println("OpenGL " + GL11.glGetString(GL11.GL_VERSION)); // Set the clear color glClearColor(0.9f, 0.9f, 0.9f, 1.0f); // Enable depth testing glEnable(GL_DEPTH_TEST); // Load the engine shaders ShaderManager.load(); // Initialize the Time object Time.init(); // Show a status message System.out.println(VoxelTex.ENGINE_NAME + " renderer initialized successfully!"); }
From source file:com.timvisee.voxeltex.engine.window.VoxelTexWindow.java
License:Open Source License
/** * Set whether the window should close./*w w w .jav a2s . com*/ * * @param close True to close the window. */ public void glSetWindowShouldClose(boolean close) { glfwSetWindowShouldClose(this.window, close ? GL11.GL_TRUE : GL11.GL_TRUE); }