Example usage for org.lwjgl.opengl GL11 GL_TRUE

List of usage examples for org.lwjgl.opengl GL11 GL_TRUE

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 GL_TRUE.

Prototype

int GL_TRUE

To view the source code for org.lwjgl.opengl GL11 GL_TRUE.

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Document

Boolean

Usage

From source file:Src.Framework.Window.java

public void create() {

    //Initialize GLFW. Most GLFW functions will not work before doing this.
    if (glfwInit() != GL11.GL_TRUE) {
        throw new IllegalStateException("Unable to initialize GLFW");
    }/*ww  w  .  j  a  v  a 2  s.com*/
    //not visible after creation. Will set to visible once ready.
    glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
    //window set to be resizable
    glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
    //create window
    windowHandle = glfwCreateWindow(windowWidth, windowHeight, "Jovian", NULL, NULL);
    if (windowHandle == NULL) {
        throw new RuntimeException("Failed to create the GLFW window");
    }
    //initialize OpenGL
    initGL();
}

From source file:Tutorials.Tutorial0.java

private void initGL() {
    // 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 www  .  ja  v a2s .  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);

    // This line is critical for LWJGL's interoperation with GLFW's
    // OpenGL context, or any context that is managed externally.
    // LWJGL detects the context that is current in the current thread,
    // creates the ContextCapabilities instance and makes the OpenGL
    // bindings available for use.
    GLContext.createFromCurrent();

    // Set the clear color
    glClearColor(0.0f, 1.0f, 1.0f, 0.0f);
}

From source file:Tutorials.Tutorial1.java

private void initGL() {
    // 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 a2s  .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);

    // This line is critical for LWJGL's interoperation with GLFW's
    // OpenGL context, or any context that is managed externally.
    // LWJGL detects the context that is current in the current thread,
    // creates the ContextCapabilities instance and makes the OpenGL
    // bindings available for use.
    GLContext.createFromCurrent();

    // Set the clear color
    glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
}

From source file:Tutorials.Tutorial2.java

private void initGL() {
    // 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 va2 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

    // 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);

    // This line is critical for LWJGL's interoperation with GLFW's
    // OpenGL context, or any context that is managed externally.
    // LWJGL detects the context that is current in the current thread,
    // creates the ContextCapabilities instance and makes the OpenGL
    // bindings available for use.
    GLContext.createFromCurrent();

    // Set the clear color
    glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
}

From source file:wrath.client.ClientUtils.java

License:Open Source License

/**
 * Converts a primitive Java boolean to the LWJGL version of the boolean.
 * Mostly a convenience method.//from w  w  w .j  a v  a2  s .  c o m
 * @param bool The primitive Java boolean value.
 * @return Returns the LWJGL version of the boolean.
 */
public static int getOpenGLBoolean(boolean bool) {
    if (bool)
        return GL11.GL_TRUE;
    else
        return GL11.GL_FALSE;
}

From source file:wrath.client.Game.java

License:Open Source License

/**
 * Private loop (main game loop).//from  w w  w.ja va2s. co m
 */
private void loop() {
    // FPS counter.
    int afpsCount = 0;
    int fpsCount = 0;

    //Input Checking
    int inpCount = 0;
    double checksPerSec = gameConfig.getDouble("PersistentInputChecksPerSecond", 0.0);
    if (checksPerSec > TPS || checksPerSec < 1)
        checksPerSec = TPS;
    final double INPUT_CHECK_TICKS = TPS / checksPerSec;

    //Timings
    long last = System.nanoTime();
    final double conv = 1000000000.0 / TPS;
    double delta = 0.0;
    long now;

    while (isRunning
            && (!winManager.windowOpen || GLFW.glfwWindowShouldClose(winManager.window) != GL11.GL_TRUE)) {
        now = System.nanoTime();
        delta += (now - last) / conv;
        last = now;

        //Tick occurs
        while (delta >= 1) {
            onTickPreprocessor();

            //Persistent input management
            if (INPUT_CHECK_TICKS == 1 || inpCount >= INPUT_CHECK_TICKS) {
                inpManager.onPersistentInput();
                inpCount -= INPUT_CHECK_TICKS;
            } else
                inpCount++;

            //FPS Counter
            if (winManager.windowOpen)
                if (fpsCount >= TPS) {
                    afpsCount++;
                    renManager.fps = renManager.fpsBuf;
                    renManager.avgFps = renManager.totalFramesRendered / afpsCount;
                    renManager.fpsBuf = 0;
                    fpsCount -= TPS;
                } else
                    fpsCount++;

            delta--;
        }

        renManager.render();
    }

    stop();
    stopImpl();
}

From source file:wrath.client.Game.java

License:Open Source License

/**
 * Method that is used to load the game and all of it's resources.
 * @param args Arguments, usually from the main method (entry point).
 */// ww  w  . ja  v a  2 s .  c o  m
public void start(String[] args) {
    gameLogger.println(
            "Launching '" + TITLE + "' Client v." + VERSION + "  with LWJGL v." + Version.getVersion() + "!");

    //Initialize GLFW and OpenGL
    GLFW.glfwSetErrorCallback((errStr = new GLFWErrorCallback() {
        @Override
        public void invoke(int error, long description) {
            System.err.println("GLFW hit ERROR ID '" + error + "' with message '" + description + "'!");
        }
    }));

    if (GLFW.glfwInit() != GL11.GL_TRUE) {
        System.err.println("Could not initialize GLFW! Unknown Error!");
        ClientUtils.throwInternalError("Failed to initialize GLFW!", false);
        stopImpl();
    }

    //Interpret command-line arguments.
    for (String a : args) {
        String[] b = a.split("=", 2);
        if (b.length <= 1)
            continue;

        gameConfig.setProperty(b[0], b[1]);
        gameLogger.println("Set property '" + b[0] + "' to value '" + b[1] + "'!");
    }

    //Auto-loads Java Plugins from specified directory.
    if (gameConfig.getBoolean("AutoLoadJavaPlugins", true)) {
        Object[] list = JarLoader.loadPluginsDirectory(
                new File(gameConfig.getString("AutoLoadJavaPluginsDirectory", "etc/plugins")));
        for (Object obj : list)
            evManager.getGameEventHandler().onLoadJavaPlugin(obj);
        if (list.length != 0)
            gameLogger.println("Loaded " + list.length + " plugins from the directory '"
                    + gameConfig.getString("AutoLoadJavaPluginsDirectory", "etc/plugins") + "'!");
    }

    isRunning = true;
    winManager.openWindow();
    evManager.getGameEventHandler().onGameOpen();
    inpManager.loadKeys();
    loop();
}

From source file:zsawyer.mods.stereoscopic3d.DebugUtil.java

License:Open Source License

public static void printStencilMap() {
    try {//  w  ww .  j a v a2  s  .  c o m
        Minecraft mc = FMLClientHandler.instance().getClient();

        int stencilWidth = mc.displayWidth;
        int stencilHeight = mc.displayHeight;
        IntBuffer stencilMap = ByteBuffer.allocateDirect(stencilWidth * stencilHeight * 4).asIntBuffer();
        stencilMap.rewind();

        // stencilMap.order(ByteOrder.nativeOrder());
        GL11.glPixelStorei(GL11.GL_PACK_SWAP_BYTES, GL11.GL_TRUE);
        GL11.glReadPixels(0, 0, stencilWidth, stencilHeight, GL11.GL_STENCIL_INDEX, GL11.GL_INT, stencilMap);
        checkGLError();

        stencilMap.rewind();
        PrintWriter out = new PrintWriter("stencilMap.bitmap");
        int yPos = 0;
        while (stencilMap.hasRemaining()) {
            // int c = Math.abs(stencilMap.get()) % 10;
            int c = stencilMap.get();
            out.print((c & 1));
            if (yPos >= stencilWidth - 1) {
                out.println("");
                yPos = -1;
            }
            yPos++;
        }
        out.close();
    } catch (Exception e) {
        e.printStackTrace();
    }

}

From source file:zsawyer.mods.stereoscopic3d.renderers.StencilingRenderer.java

License:Open Source License

protected boolean isReinitRequired() {
    stencilMap.rewind();//from   ww w  .j  a  va2s .co  m

    GL11.glPixelStorei(GL11.GL_PACK_SWAP_BYTES, GL11.GL_TRUE);
    GL11.glReadPixels(0, 0, stencilTestWidth, stencilTestHeight, GL11.GL_STENCIL_INDEX, GL11.GL_INT,
            stencilMap);
    DebugUtil.checkGLError();

    return stencilMap.get(0) != 1;
}