List of usage examples for org.lwjgl.opengl GL11 GL_TRUE
int GL_TRUE
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From source file:java3dv3.Tutorial1.java
private void init() { // Setup an error callback. The default implementation // will print the error message in System.err. glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err)); // Initialize GLFW. Most GLFW functions will not work before doing this. if (glfwInit() != GL11.GL_TRUE) { throw new IllegalStateException("Unable to initialize GLFW"); }// w ww .jav a2 s.c o m // Configure our window glfwDefaultWindowHints(); // optional, the current window hints are already the default glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // the window will stay hidden after creation glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // the window will be resizable int WIDTH = 500; int HEIGHT = 500; // Create the window window = glfwCreateWindow(WIDTH, HEIGHT, "Tutorial 1", NULL, NULL); if (window == NULL) { throw new RuntimeException("Failed to create the GLFW window"); } // Setup a key callback. It will be called every time a key is pressed, repeated or released. glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() { @Override public void invoke(long window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) { glfwSetWindowShouldClose(window, GL_TRUE); // We will detect this in our rendering loop } } }); // Get the resolution of the primary monitor ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor()); // Center our window glfwSetWindowPos(window, (GLFWvidmode.width(vidmode) - WIDTH) / 2, (GLFWvidmode.height(vidmode) - HEIGHT) / 2); // Make the OpenGL context current glfwMakeContextCurrent(window); // Enable v-sync glfwSwapInterval(1); // Make the window visible glfwShowWindow(window); }
From source file:java3dv3.Tutorial0.java
private void init() { // Setup an error callback. The default implementation // will print the error message in System.err. glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err)); // Initialize GLFW. Most GLFW functions will not work before doing this. if (glfwInit() != GL11.GL_TRUE) { throw new IllegalStateException("Unable to initialize GLFW"); }/*from w w w .j a v a2 s . c o m*/ // Configure our window glfwDefaultWindowHints(); // optional, the current window hints are already the default glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // the window will stay hidden after creation glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // the window will be resizable int WIDTH = 300; int HEIGHT = 300; // Create the window window = glfwCreateWindow(WIDTH, HEIGHT, "Tutorial 0", NULL, NULL); if (window == NULL) { throw new RuntimeException("Failed to create the GLFW window"); } // Setup a key callback. It will be called every time a key is pressed, repeated or released. glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() { @Override public void invoke(long window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) { glfwSetWindowShouldClose(window, GL_TRUE); // We will detect this in our rendering loop } } }); // Get the resolution of the primary monitor ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor()); // Center our window glfwSetWindowPos(window, (GLFWvidmode.width(vidmode) - WIDTH) / 2, (GLFWvidmode.height(vidmode) - HEIGHT) / 2); // Make the OpenGL context current glfwMakeContextCurrent(window); // Enable v-sync glfwSwapInterval(1); // Make the window visible glfwShowWindow(window); }
From source file:java3dv3.Tutorial2.java
private void init() { // Setup an error callback. The default implementation // will print the error message in System.err. glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err)); // Initialize GLFW. Most GLFW functions will not work before doing this. if (glfwInit() != GL11.GL_TRUE) { throw new IllegalStateException("Unable to initialize GLFW"); }/* w w w .ja v a 2 s . c om*/ // Configure our window glfwDefaultWindowHints(); // optional, the current window hints are already the default glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // the window will stay hidden after creation glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // the window will be resizable int WIDTH = 500; int HEIGHT = 500; // Create the window window = glfwCreateWindow(WIDTH, HEIGHT, "Tutorial 2", NULL, NULL); if (window == NULL) { throw new RuntimeException("Failed to create the GLFW window"); } // Setup a key callback. It will be called every time a key is pressed, repeated or released. glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() { @Override public void invoke(long window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) { glfwSetWindowShouldClose(window, GL_TRUE); // We will detect this in our rendering loop } } }); // Get the resolution of the primary monitor ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor()); // Center our window glfwSetWindowPos(window, (GLFWvidmode.width(vidmode) - WIDTH) / 2, (GLFWvidmode.height(vidmode) - HEIGHT) / 2); // Make the OpenGL context current glfwMakeContextCurrent(window); // Enable v-sync glfwSwapInterval(1); // Make the window visible glfwShowWindow(window); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public boolean compilerShader(int shader, String source) { GL20.glShaderSource(shader, source); GL20.glCompileShader(shader);//from w ww.jav a 2 s . c o m return GL20.glGetShader(shader, GL20.GL_COMPILE_STATUS) == GL11.GL_TRUE; }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public boolean linkProgram(int program) { GL20.glLinkProgram(program);//from ww w .j av a2 s . co m return GL20.glGetProgram(program, GL20.GL_LINK_STATUS) == GL11.GL_TRUE; }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public boolean validateProgram(int program) { GL20.glValidateProgram(program);/* w w w . j ava2 s .c o m*/ return GL20.glGetProgram(program, GL20.GL_VALIDATE_STATUS) == GL11.GL_TRUE; }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void setPixelTransfer(int parameter, boolean value) { GL11.glPixelTransferi(pixelTransferToGL[parameter], value ? GL11.GL_TRUE : GL11.GL_FALSE); }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * Returns true if the shader compiled successfully * @param shaderID//from www . ja va 2 s. c o m * @return true if the shader compiled successfully */ private boolean compiledSuccessfully(int shaderID) { if (has_opengl2) { return GL20.glGetShader(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_TRUE; } else if (has_arb) { return ARBShaderObjects.glGetObjectParameterfARB(shaderID, GL20.GL_COMPILE_STATUS) == GL11.GL_TRUE; } return false; }
From source file:lwjgl.test.Gears.java
License:Open Source License
@Override protected void init() { glfwSetErrorCallback(errorfun = errorCallbackPrint(System.err)); if (glfwInit() != GL11.GL_TRUE) throw new IllegalStateException("Unable to initialize glfw"); glfwDefaultWindowHints();//from w w w . jav a 2 s. com glfwWindowHint(GLFW_VISIBLE, GL_FALSE); glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); keyfun = new GLFWKeyCallback() { @Override public void invoke(long window, int key, int scancode, int action, int mods) { if (action != GLFW_RELEASE) return; switch (key) { case GLFW_KEY_ESCAPE: glfwSetWindowShouldClose(window, GL_TRUE); break; case GLFW_KEY_F: if (glfwGetWindowMonitor(window) == NULL) toggleMode = true; break; case GLFW_KEY_W: if (glfwGetWindowMonitor(window) != NULL) toggleMode = false; break; case GLFW_KEY_G: glfwSetInputMode(window, GLFW_CURSOR, glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL); break; } } }; createWindow(false); }
From source file:me.sunchiro.game.engine.gl.Graphic.java
License:Open Source License
public void createWindow(int width, int height, String name) { this.width = width; this.height = height; glfwSetErrorCallback(errorCallback = Callbacks.errorCallbackPrint(System.err)); if (glfwInit() != GL11.GL_TRUE) throw new IllegalStateException("Unable to initialize GLFW"); glfwDefaultWindowHints(); // optional, the current window hints are glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_VISIBLE, GL11.GL_FALSE); // the window will stay // hidden/*from ww w . j a va 2 s.c o m*/ glfwWindowHint(GLFW_RESIZABLE, GL11.GL_TRUE); // the window will be // resizable window = glfwCreateWindow(width, height, name, NULL, NULL); if (window == NULL) throw new RuntimeException("Failed to create the GLFW window"); // glfwSetKeyCallback(window,this.keyCallback = keyCallback); glfwSetWindowSizeCallback(window, resizeCallback()); ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor()); glfwSetWindowPos(window, (vidmode.asIntBuffer().get(0) - width) / 2, (vidmode.asIntBuffer().get(1) - height) / 2); glfwMakeContextCurrent(window); Graphic.instance = this; glfwSwapInterval(1); GL.createCapabilities(); setCapabilities(); glfwShowWindow(window); // Setup an XNA like background color GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glClearColor(bgColor.x, bgColor.y, bgColor.z, 0); // Map the internal OpenGL coordinate system to the entire screen GL11.glViewport(0, 0, width, height); matBuff = BufferUtils.createFloatBuffer(16); vaoId = GL30.glGenVertexArrays(); vboiId = GL15.glGenBuffers(); vboId = GL15.glGenBuffers(); tid_charmap = texManager.loadTexture("textures/charmap.png", GL13.GL_TEXTURE0); shader.setupShader(); // testQuad(); }