Java Code Examples for org.lwjgl.opengl.GL11#glFlush()
The following examples show how to use
org.lwjgl.opengl.GL11#glFlush() .
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Example 1
Source File: GuiItemIconDumper.java From NotEnoughItems with MIT License | 6 votes |
private void drawItems() { Dimension d = GuiDraw.getDisplayRes(); GlStateManager.matrixMode(GL11.GL_PROJECTION); GlStateManager.loadIdentity(); GlStateManager.ortho(0, d.width * 16D / iconSize, d.height * 16D / iconSize, 0, 1000, 3000); GlStateManager.matrixMode(GL11.GL_MODELVIEW); GlStateManager.clearColor(0, 0, 0, 0); GlStateManager.clear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); int rows = d.height / boxSize; int cols = d.width / boxSize; int fit = rows * cols; RenderHelper.enableGUIStandardItemLighting(); GlStateManager.enableRescaleNormal(); GlStateManager.color(1, 1, 1, 1); for (int i = 0; drawIndex < ItemPanel.items.size() && i < fit; drawIndex++, i++) { int x = i % cols * 18; int y = i / cols * 18; GuiHelper.drawItem(x + 1, y + 1, ItemPanel.items.get(drawIndex)); } GL11.glFlush(); }
Example 2
Source File: GuiItemIconDumper.java From NotEnoughItems with MIT License | 6 votes |
private void drawItems() { Dimension d = GuiDraw.displayRes(); GlStateManager.matrixMode(GL11.GL_PROJECTION); GlStateManager.loadIdentity(); GlStateManager.ortho(0, d.width*16D/iconSize, d.height*16D/iconSize, 0, 1000, 3000); GlStateManager.matrixMode(GL11.GL_MODELVIEW); GlStateManager.clearColor(0, 0, 0, 0); GlStateManager.clear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); int rows = d.height / boxSize; int cols = d.width / boxSize; int fit = rows*cols; RenderHelper.enableGUIStandardItemLighting(); GlStateManager.enableRescaleNormal(); GlStateManager.color(1, 1, 1, 1); for(int i = 0; drawIndex < ItemPanel.items.size() && i < fit; drawIndex++, i++) { int x = i%cols * 18; int y = i/cols * 18; GuiContainerManager.drawItem(x+1, y+1, ItemPanel.items.get(drawIndex)); } GL11.glFlush(); }
Example 3
Source File: CurveRenderState.java From opsu-dance with GNU General Public License v3.0 | 5 votes |
/** * Do the actual drawing of the curve into the currently bound framebuffer. * @param color the color of the curve * @param borderColor the curve border color */ private void renderCurve(Color color, Color borderColor, int from, int to, boolean clearFirst) { staticState.initGradient(); RenderState state = saveRenderState(); staticState.initShaderProgram(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, fbo.getVbo()); GL20.glUseProgram(staticState.program); GL20.glEnableVertexAttribArray(staticState.attribLoc); GL20.glEnableVertexAttribArray(staticState.texCoordLoc); GL20.glUniform1i(staticState.texLoc, 0); GL20.glUniform3f(staticState.colLoc, color.r, color.g, color.b); GL20.glUniform4f(staticState.colBorderLoc, borderColor.r, borderColor.g, borderColor.b, borderColor.a); //stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w) //2*4 is for skipping the first 2 floats (u,v) GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4); GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0); if (clearFirst) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); } final int mirrors = OPTION_DANCE_MIRROR.state ? this.mirrors : 1; for (int i = 0; i < mirrors; i++) { if (pointsToRender == null) { renderCurve(from, to, i); } else { renderCurve(i); } //from++; //to++; } GL11.glFlush(); GL20.glDisableVertexAttribArray(staticState.texCoordLoc); GL20.glDisableVertexAttribArray(staticState.attribLoc); restoreRenderState(state); }
Example 4
Source File: LegacyCurveRenderState.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Do the actual drawing of the curve into the currently bound framebuffer. * @param color the color of the curve * @param borderColor the curve border color */ private void renderCurve(Color color, Color borderColor, int from, int to, boolean clearFirst) { staticState.initGradient(); RenderState state = saveRenderState(); staticState.initShaderProgram(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, fbo.getVbo()); GL20.glUseProgram(staticState.program); GL20.glEnableVertexAttribArray(staticState.attribLoc); GL20.glEnableVertexAttribArray(staticState.texCoordLoc); GL20.glUniform1i(staticState.texLoc, 0); GL20.glUniform3f(staticState.colLoc, color.r, color.g, color.b); GL20.glUniform4f(staticState.colBorderLoc, borderColor.r, borderColor.g, borderColor.b, borderColor.a); //stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w) //2*4 is for skipping the first 2 floats (u,v) GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4); GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0); if (clearFirst) GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); if (pointsToRender == null) { for (int i = from * 2; i < to * 2 - 1; ++i) { if (spliceFrom <= i && i <= spliceTo) continue; GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2); } } else { Iterator<Integer> iter = pointsToRender.iterator(); while (iter.hasNext()) { for (int i = iter.next() * 2, end = iter.next() * 2 - 1; i < end; ++i) GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2); } } GL11.glFlush(); GL20.glDisableVertexAttribArray(staticState.texCoordLoc); GL20.glDisableVertexAttribArray(staticState.attribLoc); restoreRenderState(state); }
Example 5
Source File: CurveRenderState.java From opsu with GNU General Public License v3.0 | 5 votes |
/** * Do the actual drawing of the curve into the currently bound framebuffer. * @param color the color of the curve * @param borderColor the curve border color */ private void renderCurve(Color color, Color borderColor, int to) { staticState.initGradient(); RenderState state = saveRenderState(); staticState.initShaderProgram(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL20.glUseProgram(staticState.program); GL20.glEnableVertexAttribArray(staticState.attribLoc); GL20.glEnableVertexAttribArray(staticState.texCoordLoc); GL20.glUniform1i(staticState.texLoc, 0); GL20.glUniform4f(staticState.colLoc, color.r, color.g, color.b, color.a); GL20.glUniform4f(staticState.colBorderLoc, borderColor.r, borderColor.g, borderColor.b, borderColor.a); float lastSegmentX = to == 0 ? curve[1].x - curve[0].x : curve[to].x - curve[to-1].x; float lastSegmentY = to == 0 ? curve[1].y - curve[0].y : curve[to].y - curve[to-1].y; float lastSegmentInvLen = 1.f/(float)Math.hypot(lastSegmentX, lastSegmentY); GL20.glUniform4f(staticState.endPointLoc, curve[to].x, curve[to].y, lastSegmentX * lastSegmentInvLen, lastSegmentY * lastSegmentInvLen); //stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w) //2*4 is for skipping the first 2 floats (u,v) GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4); GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0); GL11.glColorMask(false,false,false,false); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, pointIndices[to]); GL11.glColorMask(true,true,true,true); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDepthFunc(GL11.GL_EQUAL); GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, pointIndices[to]); GL11.glDepthFunc(GL11.GL_LESS); GL11.glFlush(); GL20.glDisableVertexAttribArray(staticState.texCoordLoc); GL20.glDisableVertexAttribArray(staticState.attribLoc); restoreRenderState(state); }