本文整理了Java中org.lwjglb.engine.Window.getOptions()
方法的一些代码示例,展示了Window.getOptions()
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.getOptions()
方法的具体详情如下:
包路径:org.lwjglb.engine.Window
类名称:Window
方法名:getOptions
暂无
代码示例来源:origin: lwjglgamedev/lwjglbook
public void init(Window window) throws Exception {
this.vg = window.getOptions().antialiasing ? nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES) : nvgCreate(NVG_STENCIL_STROKES);
if (this.vg == NULL) {
throw new Exception("Could not init nanovg");
}
fontBuffer = Utils.ioResourceToByteBuffer("/fonts/OpenSans-Bold.ttf", 150 * 1024);
int font = nvgCreateFontMem(vg, FONT_NAME, fontBuffer, 0);
if (font == -1) {
throw new Exception("Could not add font");
}
colour = NVGColor.create();
posx = MemoryUtil.memAllocDouble(1);
posy = MemoryUtil.memAllocDouble(1);
counter = 0;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void init(Window window) throws Exception {
this.vg = window.getOptions().antialiasing ? nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES) : nvgCreate(NVG_STENCIL_STROKES);
if (this.vg == NULL) {
throw new Exception("Could not init nanovg");
}
fontBuffer = Utils.ioResourceToByteBuffer("/fonts/OpenSans-Bold.ttf", 150 * 1024);
int font = nvgCreateFontMem(vg, FONT_NAME, fontBuffer, 0);
if (font == -1) {
throw new Exception("Could not add font");
}
colour = NVGColor.create();
posx = MemoryUtil.memAllocDouble(1);
posy = MemoryUtil.memAllocDouble(1);
counter = 0;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void init(Window window) throws Exception {
this.vg = window.getOptions().antialiasing ? nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES) : nvgCreate(NVG_STENCIL_STROKES);
if (this.vg == NULL) {
throw new Exception("Could not init nanovg");
}
fontBuffer = Utils.ioResourceToByteBuffer("/fonts/OpenSans-Bold.ttf", 150 * 1024);
int font = nvgCreateFontMem(vg, FONT_NAME, fontBuffer, 0);
if (font == -1) {
throw new Exception("Could not add font");
}
colour = NVGColor.create();
posx = MemoryUtil.memAllocDouble(1);
posy = MemoryUtil.memAllocDouble(1);
counter = 0;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void init(Window window) throws Exception {
this.vg = window.getOptions().antialiasing ? nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES) : nvgCreate(NVG_STENCIL_STROKES);
if (this.vg == NULL) {
throw new Exception("Could not init nanovg");
}
fontBuffer = Utils.ioResourceToByteBuffer("/fonts/OpenSans-Bold.ttf", 150 * 1024);
int font = nvgCreateFontMem(vg, FONT_NAME, fontBuffer, 0);
if (font == -1) {
throw new Exception("Could not add font");
}
colour = NVGColor.create();
posx = MemoryUtil.memAllocDouble(1);
posy = MemoryUtil.memAllocDouble(1);
counter = 0;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void init(Window window) throws Exception {
this.vg = window.getOptions().antialiasing ? nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES) : nvgCreate(NVG_STENCIL_STROKES);
if (this.vg == NULL) {
throw new Exception("Could not init nanovg");
}
fontBuffer = Utils.ioResourceToByteBuffer("/fonts/OpenSans-Bold.ttf", 150 * 1024);
int font = nvgCreateFontMem(vg, FONT_NAME, fontBuffer, 0);
if (font == -1) {
throw new Exception("Could not add font");
}
colour = NVGColor.create();
posx = MemoryUtil.memAllocDouble(1);
posy = MemoryUtil.memAllocDouble(1);
counter = 0;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void init(Window window) throws Exception {
this.vg = window.getOptions().antialiasing ? nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES) : nvgCreate(NVG_STENCIL_STROKES);
if (this.vg == NULL) {
throw new Exception("Could not init nanovg");
}
fontBuffer = Utils.ioResourceToByteBuffer("/fonts/OpenSans-Bold.ttf", 150 * 1024);
int font = nvgCreateFontMem(vg, FONT_NAME, fontBuffer, 0);
if (font == -1) {
throw new Exception("Could not add font");
}
colour = NVGColor.create();
posx = MemoryUtil.memAllocDouble(1);
posy = MemoryUtil.memAllocDouble(1);
counter = 0;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void init(Window window) throws Exception {
this.vg = window.getOptions().antialiasing ? nvgCreate(NVG_ANTIALIAS | NVG_STENCIL_STROKES) : nvgCreate(NVG_STENCIL_STROKES);
if (this.vg == NULL) {
throw new Exception("Could not init nanovg");
}
fontBuffer = Utils.ioResourceToByteBuffer("/fonts/OpenSans-Bold.ttf", 150 * 1024);
int font = nvgCreateFontMem(vg, FONT_NAME, fontBuffer, 0);
if (font == -1) {
throw new Exception("Could not add font");
}
colour = NVGColor.create();
posx = MemoryUtil.memAllocDouble(1);
posy = MemoryUtil.memAllocDouble(1);
counter = 0;
}
代码示例来源:origin: lwjglgamedev/lwjglbook
public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) {
clear();
if (window.getOptions().frustumCulling) {
frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
frustumFilter.filter(scene.getGameMeshes());
frustumFilter.filter(scene.getGameInstancedMeshes());
}
// Render depth map before view ports has been set up
if (scene.isRenderShadows() && sceneChanged) {
shadowRenderer.render(window, scene, camera, transformation, this);
}
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) {
clear();
if (window.getOptions().frustumCulling) {
frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
frustumFilter.filter(scene.getGameMeshes());
frustumFilter.filter(scene.getGameInstancedMeshes());
}
// 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, boolean sceneChanged) {
clear();
if (window.getOptions().frustumCulling) {
frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
frustumFilter.filter(scene.getGameMeshes());
frustumFilter.filter(scene.getGameInstancedMeshes());
}
// Render depth map before view ports has been set up
if (scene.isRenderShadows() && sceneChanged) {
shadowRenderer.render(window, scene, camera, transformation, this);
}
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, boolean sceneChanged) {
clear();
if (window.getOptions().frustumCulling) {
frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
frustumFilter.filter(scene.getGameMeshes());
frustumFilter.filter(scene.getGameInstancedMeshes());
}
// Render depth map before view ports has been set up
if (scene.isRenderShadows() && sceneChanged) {
shadowRenderer.render(window, scene, camera, transformation, this);
}
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, boolean sceneChanged) {
clear();
if (window.getOptions().frustumCulling) {
frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix());
frustumFilter.filter(scene.getGameMeshes());
frustumFilter.filter(scene.getGameInstancedMeshes());
}
// Render depth map before view ports has been set up
if (scene.isRenderShadows() && sceneChanged) {
shadowRenderer.render(window, scene, camera, transformation, this);
}
glViewport(0, 0, window.getWidth(), window.getHeight());
// Update projection matrix once per render cycle
window.updateProjectionMatrix();
renderGeometry(window, camera, scene);
initLightRendering();
renderPointLights(window, camera, scene);
renderDirectionalLight(window, camera, scene);
endLightRendering();
renderFog(window, camera, scene);
renderSkyBox(window, camera, scene);
renderParticles(window, camera, scene);
}
内容来源于网络,如有侵权,请联系作者删除!