List of usage examples for org.lwjgl.opengl GL11 glClear
public static void glClear(@NativeType("GLbitfield") int mask)
From source file:ion2d.INGrabber.java
License:Open Source License
/** * Before Rendering of grabbing the screen *///from ww w . ja v a 2 s. c o m public void beforeRender() { GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING, this.oldBufferObject); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.bufferObject.get(0)); GL11.glClearColor(0, 0, 0, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Draw a curve to the screen that's tinted with `color`. The first time * this is called this caches the image result of the curve and on subsequent * runs it just draws the cached copy to the screen. * @param color tint of the curve/* ww w. j a v a 2 s . c o m*/ * @param borderColor the curve border color * @param curve the points along the curve to be drawn */ public void draw(Color color, Color borderColor, Vec2f[] curve) { float alpha = color.a; // if this curve hasn't been drawn, draw it and cache the result if (fbo == null) { FrameBufferCache cache = FrameBufferCache.getInstance(); Rendertarget mapping = cache.get(hitObject); if (mapping == null) mapping = cache.insert(hitObject); fbo = mapping; int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); //glGetInteger requires a buffer of size 16, even though just 4 //values are returned in this specific case IntBuffer oldViewport = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_VIEWPORT, oldViewport); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo.getID()); GL11.glViewport(0, 0, fbo.width, fbo.height); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); Colors.WHITE_FADE.a = 1.0f; this.draw_curve(color, borderColor, curve); color.a = 1f; GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb); GL11.glViewport(oldViewport.get(0), oldViewport.get(1), oldViewport.get(2), oldViewport.get(3)); Colors.WHITE_FADE.a = alpha; } // draw a fullscreen quad with the texture that contains the curve GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID()); GL11.glBegin(GL11.GL_QUADS); GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(fbo.width, 0); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(0, fbo.height); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(fbo.width, fbo.height); GL11.glEnd(); }
From source file:jake2.desktop.LWJGLAdapter.java
License:Open Source License
@Override public void glClear(int bits) { GL11.glClear(bits); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void clear(float red, float green, float blue, float alpha) { GL11.glClearColor(red, green, blue, alpha); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
From source file:junkdisplay.JunkDisplayLWJGL.java
protected void renderGL(Point locs) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glPushMatrix();/*from w ww .j ava 2s . com*/ { drawBackground(locs); drawForeGround(); if (LEVEL_EDITOR == false) { if (e.LEVEL_COMPLETE == false) { //drawShadow(locs); } } if (DEBUG) { drawDebug(); } drawUI(); } GL11.glPopMatrix(); }
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * R_SetupFrame/*from w ww . j a va2 s . co m*/ */ void R_SetupFrame() { r_framecount++; // build the transformation matrix for the given view angles Math3D.VectorCopy(r_newrefdef.vieworg, r_origin); Math3D.AngleVectors(r_newrefdef.viewangles, vpn, vright, vup); // current viewcluster mleaf_t leaf; if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) == 0) { r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; leaf = Mod_PointInLeaf(r_origin, r_worldmodel); r_viewcluster = r_viewcluster2 = leaf.cluster; // check above and below so crossing solid water doesn't draw wrong if (leaf.contents == 0) { // look down a bit Math3D.VectorCopy(r_origin, temp); temp[2] -= 16; leaf = Mod_PointInLeaf(temp, r_worldmodel); if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2)) r_viewcluster2 = leaf.cluster; } else { // look up a bit Math3D.VectorCopy(r_origin, temp); temp[2] += 16; leaf = Mod_PointInLeaf(temp, r_worldmodel); if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2)) r_viewcluster2 = leaf.cluster; } } for (int i = 0; i < 4; i++) v_blend[i] = r_newrefdef.blend[i]; c_brush_polys = 0; c_alias_polys = 0; // clear out the portion of the screen that the NOWORLDMODEL defines if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0) { GL11.glEnable(GL11.GL_SCISSOR_TEST); GL11.glClearColor(0.3f, 0.3f, 0.3f, 1.0f); GL11.glScissor(r_newrefdef.x, vid.height - r_newrefdef.height - r_newrefdef.y, r_newrefdef.width, r_newrefdef.height); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glClearColor(1.0f, 0.0f, 0.5f, 0.5f); GL11.glDisable(GL11.GL_SCISSOR_TEST); } }
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * R_Clear// ww w .j av a2s. c om */ void R_Clear() { if (gl_ztrick.value != 0.0f) { if (gl_clear.value != 0.0f) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); } trickframe++; if ((trickframe & 1) != 0) { gldepthmin = 0; gldepthmax = 0.49999f; GL11.glDepthFunc(GL11.GL_LEQUAL); } else { gldepthmin = 1; gldepthmax = 0.5f; GL11.glDepthFunc(GL11.GL_GEQUAL); } } else { if (gl_clear.value != 0.0f) GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); else GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 1; GL11.glDepthFunc(GL11.GL_LEQUAL); } GL11.glDepthRange(gldepthmin, gldepthmax); }
From source file:kuake2.render.lwjgl.Main.java
License:Open Source License
/** * R_SetPalette// w ww. j a va2s. co m */ protected void R_SetPalette(byte[] palette) { // 256 RGB values (768 bytes) // or null int i; int color = 0; if (palette != null) { int j = 0; for (i = 0; i < 256; i++) { color = (palette[j++] & 0xFF) << 0; color |= (palette[j++] & 0xFF) << 8; color |= (palette[j++] & 0xFF) << 16; color |= 0xFF000000; r_rawpalette[i] = color; } } else { for (i = 0; i < 256; i++) { r_rawpalette[i] = d_8to24table[i] | 0xff000000; } } GL_SetTexturePalette(r_rawpalette); GL11.glClearColor(0, 0, 0, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glClearColor(1f, 0f, 0.5f, 0.5f); }
From source file:launcher.Main.java
private void draw() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); drawWorld(); drawPlayer(); }
From source file:lwjgl29.GlobalClass.Quad.java
@Override public void clear() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); }