org.lwjglb.engine.Window.getOptions()方法的使用及代码示例

x33g5p2x  于2022-02-03 转载在 其他  
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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

Window.getOptions介绍

暂无

代码示例

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);
}

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