示例#1
0
文件: Main.java 项目: Osoldier/Vox
 private void InitGL() {
   GL.createCapabilities();
   System.out.println("OpenGL: " + glGetString(GL_VERSION));
   glEnable(GL13.GL_MULTISAMPLE);
   glEnable(GL_DEPTH_TEST);
   glViewport(0, 0, pix_width, pix_height);
 }
示例#2
0
  public void init() {
    // if not true after being executed then it will fail. - THIS MUST RETURN TRUE IN ORDER TO
    // CONTINUE
    if (glfwInit() != GL_TRUE) {
      // Once GLFW is initialised - window can be created
      System.err.println("GLFW initialisation has failed");
      throw new IllegalStateException("Unable to initialize GLFW");
    }

    // indicate that the window we wish to create is to be made resizable
    glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);

    //           glfwCreateWindow(width, height, title, monitor, share)
    window = glfwCreateWindow(800, 600, "Mikes Tester Window", NULL, NULL);

    // if window is not populated with necessary bytes - then it fails
    if (window == NULL) {
      System.err.println("Failed to create window");
      glfwTerminate();
      throw new RuntimeException("Failed to create the GLFW window");
    }

    glfwSetKeyCallback(window, keyCallback = new Input());

    // Returns the video resolution of primary monitor
    GLFWVidMode vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    //

    int WIDTH = 300;
    int HEIGHT = 300;

    // Centre the window
    glfwSetWindowPos(window, (vidMode.width() - WIDTH) / 2, (vidMode.height() - HEIGHT) / 2);

    // Make the OpenGL context current
    glfwMakeContextCurrent(window);

    // library can detect the context and make the OpenGL bindings available for use.
    GL.createCapabilities();

    // Enable v-sync
    glfwSwapInterval(1);
    // show the window
    glfwShowWindow(window);

    // glClearColor(056f, 0.258f, 0.425f, 1.0f);

    glEnable(GL_DEPTH_TEST);

    System.out.println("OPenGL: " + glGetString(GL_VERSION));
  }
示例#3
0
  private void loop() {
    GL.createCapabilities();
    System.out.println("OPENGL VERSION " + glGetString(GL_VERSION));
    glClearColor(0, 0, 0, 0);
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, WORLD_X, WORLD_Y, 0, -1, 1);

    while (!glfwWindowShouldClose(winID)) {
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      drawMe();
      glfwSwapBuffers(winID);
      glfwPollEvents();
    }
  }