org.lwjglb.engine.graph.Renderer.clear()方法的使用及代码示例

x33g5p2x  于2022-01-29 转载在 其他  
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本文整理了Java中org.lwjglb.engine.graph.Renderer.clear方法的一些代码示例,展示了Renderer.clear的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Renderer.clear方法的具体详情如下:
包路径:org.lwjglb.engine.graph.Renderer
类名称:Renderer
方法名:clear

Renderer.clear介绍

暂无

代码示例

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, GameItem[] gameItems,
    SceneLight sceneLight, IHud hud) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  renderScene(window, camera, gameItems, sceneLight);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, GameItem[] gameItems,
    SceneLight sceneLight, IHud hud) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  renderScene(window, camera, gameItems, sceneLight);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, GameItem[] gameItems,
    SceneLight sceneLight, IHud hud) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  renderScene(window, camera, gameItems, sceneLight);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  if ( window.isResized() ) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  renderScene(window, camera, scene);
  
  renderSkyBox(window, camera, scene);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

private void initLightRendering() {
  // Bind scene buffer
  glBindFramebuffer(GL_FRAMEBUFFER, sceneBuffer.getBufferId());
  // Clear G-Buffer
  clear();
  // Disable depth testing to allow the drawing of multiple layers with the same depth
  glDisable(GL_DEPTH_TEST);
  glEnable(GL_BLEND);
  glBlendEquation(GL_FUNC_ADD);
  glBlendFunc(GL_ONE, GL_ONE);
  // Bind GBuffer for reading
  glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer.getGBufferId());
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection matrix once per render cycle
  window.updateProjectionMatrix();
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
  renderCrossHair(window);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  if (window.isResized()) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  if (window.isResized()) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  if (window.isResized()) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  if (window.isResized()) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  if (window.isResized()) {
    glViewport(0, 0, window.getWidth(), window.getHeight());
    window.setResized(false);
  }
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderHud(window, hud);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

代码示例来源:origin: lwjglgamedev/lwjglbook

public void render(Window window, Camera camera, Scene scene, IHud hud) {
  clear();
  // Render depth map before view ports has been set up
  renderDepthMap(window, camera, scene);
  glViewport(0, 0, window.getWidth(), window.getHeight());
  // Update projection and view atrices once per render cycle
  transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
  transformation.updateViewMatrix(camera);
  renderScene(window, camera, scene);
  renderSkyBox(window, camera, scene);
  renderParticles(window, camera, scene);
  renderHud(window, hud);
  //renderAxes(camera);
}

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