private void startDisplayLoop() {
    while (!Display.isCloseRequested()) {
      GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

      checkInput();
      applyPhysics();

      drawStuff();

      endThisLoop();
    }
    endProgram();
    Display.destroy();
  }
Exemple #2
0
 private void loadScreen() throws LWJGLException {
   ScaledResolution scaledresolution =
       new ScaledResolution(gameSettings, displayWidth, displayHeight);
   GL11.glClear(16640);
   GL11.glMatrixMode(5889 /*GL_PROJECTION*/);
   GL11.glLoadIdentity();
   GL11.glOrtho(
       0.0D, scaledresolution.field_25121_a, scaledresolution.field_25120_b, 0.0D, 1000D, 3000D);
   GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/);
   GL11.glLoadIdentity();
   GL11.glTranslatef(0.0F, 0.0F, -2000F);
   GL11.glViewport(0, 0, displayWidth, displayHeight);
   GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
   Tessellator tessellator = Tessellator.instance;
   GL11.glDisable(2896 /*GL_LIGHTING*/);
   GL11.glEnable(3553 /*GL_TEXTURE_2D*/);
   GL11.glDisable(2912 /*GL_FOG*/);
   GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, renderEngine.getTexture("/title/mojang.png"));
   tessellator.startDrawingQuads();
   tessellator.setColorOpaque_I(0xffffff);
   tessellator.addVertexWithUV(0.0D, displayHeight, 0.0D, 0.0D, 0.0D);
   tessellator.addVertexWithUV(displayWidth, displayHeight, 0.0D, 0.0D, 0.0D);
   tessellator.addVertexWithUV(displayWidth, 0.0D, 0.0D, 0.0D, 0.0D);
   tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, 0.0D, 0.0D);
   tessellator.draw();
   char c = '\u0100';
   char c1 = '\u0100';
   GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
   tessellator.setColorOpaque_I(0xffffff);
   func_6274_a(
       (scaledresolution.getScaledWidth() - c) / 2,
       (scaledresolution.getScaledHeight() - c1) / 2,
       0,
       0,
       c,
       c1);
   GL11.glDisable(2896 /*GL_LIGHTING*/);
   GL11.glDisable(2912 /*GL_FOG*/);
   GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
   GL11.glAlphaFunc(516, 0.1F);
   Display.swapBuffers();
 }
    void bind() {
      EXTFramebufferObject.glBindFramebufferEXT(
          EXTFramebufferObject.GL_FRAMEBUFFER_EXT, frameBuffer);

      GL11.glPushAttrib(glAttributes);
      GL11.glViewport(x0, y0, width, height);
      GL11.glEnable(GL11.GL_SCISSOR_TEST);
      GL11.glScissor(x0, y0, width, height);

      lightmapEnabled = false;
      if (gl13Supported) {
        GL13.glActiveTexture(GL13.GL_TEXTURE1);
        lightmapEnabled = GL11.glIsEnabled(GL11.GL_TEXTURE_2D);
        if (lightmapEnabled) {
          GL11.glDisable(GL11.GL_TEXTURE_2D);
        }
        GL13.glActiveTexture(GL13.GL_TEXTURE0);
      }
      GL11.glEnable(GL11.GL_TEXTURE_2D);
      GL11.glDisable(GL11.GL_DEPTH_TEST);
      GLAPI.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
      GL11.glDisable(GL11.GL_LIGHTING);
      GL11.glEnable(GL11.GL_ALPHA_TEST);
      GLAPI.glAlphaFunc(GL11.GL_GREATER, 0.01f);
      if (useGL13) {
        GL11.glDisable(GL13.GL_MULTISAMPLE);
      }

      GLAPI.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
      GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glPushMatrix();
      GL11.glLoadIdentity();
      GL11.glOrtho(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);

      GL11.glMatrixMode(GL11.GL_MODELVIEW);
      GL11.glPushMatrix();
      GL11.glLoadIdentity();
    }
 private void endProgram() {
   GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
   System.exit(0);
 }
Exemple #5
0
  private void displayDebugInfo(long l) {
    long l1 = 0xfe502aL;
    if (prevFrameTime == -1L) {
      prevFrameTime = System.nanoTime();
    }
    long l2 = System.nanoTime();
    tickTimes[numRecordedFrameTimes & frameTimes.length - 1] = l;
    frameTimes[numRecordedFrameTimes++ & frameTimes.length - 1] = l2 - prevFrameTime;
    prevFrameTime = l2;
    GL11.glClear(256);
    GL11.glMatrixMode(5889 /*GL_PROJECTION*/);
    GL11.glLoadIdentity();
    GL11.glOrtho(0.0D, displayWidth, displayHeight, 0.0D, 1000D, 3000D);
    GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/);
    GL11.glLoadIdentity();
    GL11.glTranslatef(0.0F, 0.0F, -2000F);
    GL11.glLineWidth(1.0F);
    GL11.glDisable(3553 /*GL_TEXTURE_2D*/);
    Tessellator tessellator = Tessellator.instance;
    tessellator.startDrawing(7);
    int i = (int) (l1 / 0x30d40L);
    tessellator.setColorOpaque_I(0x20000000);
    tessellator.addVertex(0.0D, displayHeight - i, 0.0D);
    tessellator.addVertex(0.0D, displayHeight, 0.0D);
    tessellator.addVertex(frameTimes.length, displayHeight, 0.0D);
    tessellator.addVertex(frameTimes.length, displayHeight - i, 0.0D);
    tessellator.setColorOpaque_I(0x20200000);
    tessellator.addVertex(0.0D, displayHeight - i * 2, 0.0D);
    tessellator.addVertex(0.0D, displayHeight - i, 0.0D);
    tessellator.addVertex(frameTimes.length, displayHeight - i, 0.0D);
    tessellator.addVertex(frameTimes.length, displayHeight - i * 2, 0.0D);
    tessellator.draw();
    long l3 = 0L;
    for (int j = 0; j < frameTimes.length; j++) {
      l3 += frameTimes[j];
    }

    int k = (int) (l3 / 0x30d40L / (long) frameTimes.length);
    tessellator.startDrawing(7);
    tessellator.setColorOpaque_I(0x20400000);
    tessellator.addVertex(0.0D, displayHeight - k, 0.0D);
    tessellator.addVertex(0.0D, displayHeight, 0.0D);
    tessellator.addVertex(frameTimes.length, displayHeight, 0.0D);
    tessellator.addVertex(frameTimes.length, displayHeight - k, 0.0D);
    tessellator.draw();
    tessellator.startDrawing(1);
    for (int i1 = 0; i1 < frameTimes.length; i1++) {
      int j1 = ((i1 - numRecordedFrameTimes & frameTimes.length - 1) * 255) / frameTimes.length;
      int k1 = (j1 * j1) / 255;
      k1 = (k1 * k1) / 255;
      int i2 = (k1 * k1) / 255;
      i2 = (i2 * i2) / 255;
      if (frameTimes[i1] > l1) {
        tessellator.setColorOpaque_I(0xff000000 + k1 * 0x10000);
      } else {
        tessellator.setColorOpaque_I(0xff000000 + k1 * 256);
      }
      long l4 = frameTimes[i1] / 0x30d40L;
      long l5 = tickTimes[i1] / 0x30d40L;
      tessellator.addVertex((float) i1 + 0.5F, (float) ((long) displayHeight - l4) + 0.5F, 0.0D);
      tessellator.addVertex((float) i1 + 0.5F, (float) displayHeight + 0.5F, 0.0D);
      tessellator.setColorOpaque_I(0xff000000 + k1 * 0x10000 + k1 * 256 + k1 * 1);
      tessellator.addVertex((float) i1 + 0.5F, (float) ((long) displayHeight - l4) + 0.5F, 0.0D);
      tessellator.addVertex(
          (float) i1 + 0.5F, (float) ((long) displayHeight - (l4 - l5)) + 0.5F, 0.0D);
    }

    tessellator.draw();
    GL11.glEnable(3553 /*GL_TEXTURE_2D*/);
  }