Example usage for org.lwjgl.opengl GL11 glClear

List of usage examples for org.lwjgl.opengl GL11 glClear

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glClear.

Prototype

public static void glClear(@NativeType("GLbitfield") int mask) 

Source Link

Document

Sets portions of every pixel in a particular buffer to the same value.

Usage

From source file:hexagonalminesweeper.HexagonalMinesweeper.java

public static void gameLoop(TrueTypeFont trueTypeTitleFont, TrueTypeFont trueTypeBylineFont) {
    while (!Display.isCloseRequested()) {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

        while (Keyboard.next()) {
            if (Keyboard.getEventKeyState()) {
                if (Keyboard.getEventKey() == Keyboard.KEY_F) {
                    setDisplayMode(800, 600, !Display.isFullscreen());
                }// w w w .  java  2s  . com
            }
        }

        if (!gameStart) {
            titleScreen(trueTypeTitleFont, trueTypeBylineFont);
            if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
                gameStart = true;
            }
        } else {
            int dwheel = Mouse.getDWheel();
            if (dwheel < 0) {
                if (mineNumber >= 1) {
                    mineNumber--;
                    if (mineNumber < 0) {
                        mineNumber = 0;
                    }
                    values1 = new int[200][100];
                    values2 = new int[200][100];
                    layMines();
                    if (covered) {
                        selectedHexagons = new int[200][100];
                        timerStart = 1;
                    } else {
                        uncover();
                        timerStart = 0;
                    }
                }
            } else if (dwheel > 0) {
                mineNumber++;
                values1 = new int[200][100];
                values2 = new int[200][100];
                layMines();
                if (covered) {
                    selectedHexagons = new int[200][100];
                    timerStart = 1;
                } else {
                    uncover();
                    timerStart = 0;
                }
            }

            time = System.nanoTime() / 1000000000;

            mouseClick();
            keyboardInput();
            flood();
            tileCount();
            checkWinLose();
            draw();
            drawMenu(trueTypeBylineFont);

        }
        Display.update();
        Display.sync(60);

    }
    Display.destroy();

}

From source file:hud.UnitDisplay.java

License:Open Source License

public void draw() {
    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_LINE);
    GL11.glColor4f(0.0f, 0.0f, 0.4f, 1.0f);
    GL11.glLineWidth(2.0f);/* www .  ja va  2s.co m*/
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();

    GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL);
    GL11.glColor4f(0.0f, 0.5f, 1.0f, 0.8f);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2i(x, y);
    GL11.glVertex2i(x, y + height);
    GL11.glVertex2i(x + width, y + height);
    GL11.glVertex2i(x + width, y);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_BLEND);

    int[] viewport = GLUtils.getViewport();

    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GLU.gluPerspective(45, 1.0f, 0.001f, 5.0f);
    GL11.glViewport(getX(), viewport[3] - (getY() + height), width, height);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPushMatrix();
    GL11.glLoadIdentity();
    GLU.gluLookAt(2.0f * (float) Math.cos(angle), 2.0f * (float) Math.sin(angle), 1.0f, 0, 0, 0, 0, 0, 1);
    //        GL11.glTranslatef(x + width/2, y + height/2,0);
    currentUnit.draw();
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glPopMatrix();
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glPopMatrix();
    GL11.glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);
}

From source file:illarion.graphics.lwjgl.MaskUtilLWJGL.java

License:Open Source License

/**
 * Start defining a mask. After calling this you need to use the drawer
 * functions to mask out the needed areas.
 *//*from   ww  w . j  a va 2 s  .c o  m*/
@Override
public void defineMask() {
    GL11.glDepthMask(true);
    GL11.glClearDepth(1);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glDepthFunc(GL11.GL_ALWAYS);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthMask(true);
    GL11.glColorMask(false, false, false, false);
}

From source file:illarion.graphics.lwjgl.RenderDisplayLWJGL.java

License:Open Source License

/**
 * Update the display so the last drawn picture gets visible.
 *//*from   www  .  j  a v a 2 s.com*/
public void update() {
    AbstractTextureRender.finish();

    Display.update();

    // clean display for next render loop.
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
    GL11.glLoadIdentity();
}

From source file:illarion.graphics.lwjgl.RenderDisplayLWJGL.java

License:Open Source License

/**
 * Setup the openGL render environment. Such as the view port the matrix for
 * the orthogonal view and so on.// w w w.  jav a2 s.  c  om
 */
protected void setupOpenGL() {
    if (!Display.isCreated()) {
        return;
    }

    // set the basic view port of the game. This should be the full size of
    // the client window
    GL11.glViewport(0, 0, resWidth, resHeight);

    // enable alpha blending based on the picture alpha channel
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    // disable death test, we work in 2D anyway, there is no depth
    GL11.glDisable(GL11.GL_DEPTH_TEST);

    // switch to projection matrix to set up the orthogonal view that we
    // need
    GL11.glMatrixMode(GL11.GL_PROJECTION);

    // load the identity matrix to we have a clean start
    GL11.glLoadIdentity();

    // setup the orthogonal view
    GLU.gluOrtho2D(0, resWidth, 0, resHeight);

    // set clear color to black
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

    // sync frame (only works on windows)
    if (Graphics.NO_SLOWDOWN) {
        Display.setVSyncEnabled(false);
    } else {
        Display.setVSyncEnabled(true);
    }

    // clean up the screen
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    // switch to model view matrix, so we can place the sprites correctly
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
}

From source file:im.bci.jnuit.samples.AbstractSample.java

License:Open Source License

public void launch(String[] args) {
    try {// w  ww  . ja  va 2 s  .  co m
        setupLibraryPath();
    } catch (Throwable e) {
        handleError(e, "Unexpected error during startup. Check your java version and your opengl driver.\n");
        return;
    }

    try {
        Display.setFullscreen(false);
        DisplayMode mode = new DisplayMode(640, 480);
        Display.setDisplayMode(mode);
        Display.create();
        Display.setTitle(getClass().getSimpleName());
        LwjglNuitFont font = new LwjglNuitFont(new Font("Arial", Font.BOLD, 32), true, new char[0],
                new HashMap<Character, BufferedImage>());
        NuitTranslator translator = new NuitTranslator();
        final LwjglNuitRenderer renderer = new LwjglNuitRenderer(translator, font);
        NuitToolkit toolkit = new NuitToolkit(new LwjglNuitDisplay(), new LwjglNuitControls(), translator, font,
                renderer, new OpenALNuitAudio(createVFS()));
        Root root = new Root(toolkit);
        setup(toolkit, root);
        while (!Display.isCloseRequested()) {
            toolkit.update(root);
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
            renderer.render(root);
            Display.update(false);
            Display.sync(60);
            Display.processMessages();
            Mouse.poll();
            Keyboard.poll();
            Controllers.poll();
        }
    } catch (Throwable e) {
        handleError(e, "Unexpected error during execution\n");
    }
}

From source file:io.flob.blackheart.DisplayDriver.java

License:Open Source License

public void prepare() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
}

From source file:io.flob.blackheart.Level.java

License:Open Source License

public void tick() throws Exception {

    if (display_list_dirty) {
        load_display_list();//from  w ww .j  a va  2  s  . co m
    }

    ByteBuffer temp = ByteBuffer.allocateDirect(16);
    temp.order(ByteOrder.nativeOrder());
    float fog_colour[] = new float[] { 0f, 0f, 0f, 0f };
    GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP);
    temp.asFloatBuffer().put(fog_colour).flip();
    GL11.glFog(GL11.GL_FOG_COLOR, temp.asFloatBuffer());
    GL11.glFogf(GL11.GL_FOG_DENSITY, 0.25f);
    GL11.glHint(GL11.GL_FOG_HINT, GL11.GL_DONT_CARE);
    GL11.glFogf(GL11.GL_FOG_START, 0);
    GL11.glFogf(GL11.GL_FOG_END, 200);

    _barry.tick();

    try {
        Collections.sort(objects_dynamic, this.sort_objects);
    } catch (Exception ex) {
        Output.error(ex.getMessage());
    }

    if (Debug.collision_boxs) {
        _game._core._display.flush_texture();
        for (int count = 0; count < objects_static.size(); count++) {
            if (objects_static.get(count) instanceof ICollidable) {
                ICollidable objcet = (ICollidable) objects_static.get(count);
                objcet.collision_box().render();
            }
        }
        for (int count = 0; count < objects_dynamic.size(); count++) {
            if (objects_dynamic.get(count) instanceof ICollidable) {
                ICollidable objcet = (ICollidable) objects_dynamic.get(count);
                objcet.collision_box().render();
            }
        }
        _barry.collision_box().render();
        _barry.ray_picker().collision_box().render();
    }

    GL11.glPushMatrix();
    _game._core._texture.game_atlas.bind();
    if (_game.anaglyph()) {
        GL11.glTranslatef(1 * 0.03f, 0, 0);
        GL11.glColorMask(true, false, false, true);
    }
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glCallList(display_list);
    for (int count = 0; count < objects_dynamic.size(); count++) {
        objects_dynamic.get(count).tick();
    }
    GL11.glEnd();
    if (_game.anaglyph()) {
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glColorMask(false, true, true, true);
        GL11.glTranslatef(-1 * 0.03f, 0, 0);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glCallList(display_list);
        for (int count = 0; count < objects_dynamic.size(); count++) {
            objects_dynamic.get(count)._render();
        }
        GL11.glEnd();
        GL11.glColorMask(true, true, true, true);
    }
    GL11.glPopMatrix();

    for (int count = 0; count < objects_dynamic.size(); count++) {
        if (objects_dynamic.get(count).IRemove()) {
            objects_dynamic.remove(count);
        }
    }

    _hud.tick();

    if (_barry.health() <= 0) {
        _game._core.state(_game._core._game_dead);
    }
}

From source file:io.root.gfx.glutils.GL.java

License:Apache License

public static void glClear(int mask) {
    GL11.glClear(mask);
}

From source file:ion2d.INDirector.java

License:Open Source License

protected void update() {
    if (Display.isActive()) {

        calculateDeltaTime();//from www .  j av a  2s  .co  m

        if (!this.isPaused) {
            //INScheduler.tick(this.deltaTime);
        }

        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

        if (this.nextScene != null) {
            setNextScene();
        }

        //INKeyboard.update();
        //INMouse.update();

        GL11.glPushMatrix();

        this.enableDefaultGLStates();

        this.runningScene.visit();

        if (this.displayFPS) {
            this.renderFPS();
        }

        this.disableDefaultGLStates();

        GL11.glPopMatrix();

        System.gc();
    }

    INDisplay.update();
}