本文整理了Java中org.lwjglb.engine.Window.isResized()
方法的一些代码示例,展示了Window.isResized()
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。Window.isResized()
方法的具体详情如下:
包路径:org.lwjglb.engine.Window
类名称:Window
方法名:isResized
暂无
代码示例来源:origin: lwjglgamedev/lwjglbook
@Override
public void render(Window window) {
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
window.setClearColor(color, color, color, 0.0f);
renderer.clear();
}
}
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
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) {
clear();
if (window.isResized()) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Bind to the VAO
glBindVertexArray(vaoId);
glEnableVertexAttribArray(0);
// Draw the vertices
glDrawArrays(GL_TRIANGLES, 0, 3);
// Restore state
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Mesh mesh) {
clear();
if (window.isResized()) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Draw the mesh
glBindVertexArray(mesh.getVaoId());
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, mesh.getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glBindVertexArray(0);
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Mesh mesh) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Draw the mesh
glBindVertexArray(mesh.getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, mesh.getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Mesh mesh) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
// Draw the mesh
glBindVertexArray(mesh.getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, mesh.getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Camera camera, GameItem[] gameItems) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Update projection Matrix
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
// Update view Matrix
Matrix4f viewMatrix = transformation.getViewMatrix(camera);
shaderProgram.setUniform("texture_sampler", 0);
// Render each gameItem
for(GameItem gameItem : gameItems) {
// Set model view matrix for this item
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
// Render the mes for this game item
gameItem.getMesh().render();
}
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, GameItem[] gameItems) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Update projection Matrix
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
// Render each gameItem
for(GameItem gameItem : gameItems) {
// Set world matrix for this item
Matrix4f worldMatrix = transformation.getWorldMatrix(
gameItem.getPosition(),
gameItem.getRotation(),
gameItem.getScale());
shaderProgram.setUniform("worldMatrix", worldMatrix);
// Render the mes for this game item
gameItem.getMesh().render();
}
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, GameItem[] gameItems) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Update projection Matrix
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
// Render each gameItem
for(GameItem gameItem : gameItems) {
// Set world matrix for this item
Matrix4f worldMatrix = transformation.getWorldMatrix(
gameItem.getPosition(),
gameItem.getRotation(),
gameItem.getScale());
shaderProgram.setUniform("worldMatrix", worldMatrix);
// Render the mes for this game item
gameItem.getMesh().render();
}
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, GameItem[] gameItems) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Update projection Matrix
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
shaderProgram.setUniform("texture_sampler", 0);
// Render each gameItem
for(GameItem gameItem : gameItems) {
// Set world matrix for this item
Matrix4f worldMatrix = transformation.getWorldMatrix(
gameItem.getPosition(),
gameItem.getRotation(),
gameItem.getScale());
shaderProgram.setUniform("worldMatrix", worldMatrix);
// Render the mes for this game item
gameItem.getMesh().render();
}
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Camera camera, GameItem[] gameItems, Vector3f ambientLight,
PointLight[] pointLightList, SpotLight[] spotLightList, DirectionalLight directionalLight) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Update projection Matrix
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
// Update view Matrix
Matrix4f viewMatrix = transformation.getViewMatrix(camera);
// Update Light Uniforms
renderLights(viewMatrix, ambientLight, pointLightList, spotLightList, directionalLight);
shaderProgram.setUniform("texture_sampler", 0);
// Render each gameItem
for (GameItem gameItem : gameItems) {
Mesh mesh = gameItem.getMesh();
// Set model view matrix for this item
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
// Render the mesh for this game item
shaderProgram.setUniform("material", mesh.getMaterial());
mesh.render();
}
shaderProgram.unbind();
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Camera camera, GameItem[] gameItems) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Update projection Matrix
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
// Update view Matrix
Matrix4f viewMatrix = transformation.getViewMatrix(camera);
shaderProgram.setUniform("texture_sampler", 0);
// Render each gameItem
for(GameItem gameItem : gameItems) {
Mesh mesh = gameItem.getMesh();
// Set model view matrix for this item
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
// Render the mesh for this game item
shaderProgram.setUniform("colour", mesh.getColour());
shaderProgram.setUniform("useColour", mesh.isTextured() ? 0 : 1);
mesh.render();
}
shaderProgram.unbind();
}
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