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:org.joge.core.draw.Graphics.java

License:Open Source License

protected void clear() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
}

From source file:org.jtrfp.mtmx.tools.internal.ModelViewerConfiguration.java

License:Open Source License

@Override
public void draw() {
    GL11.glClearColor(0.8f, 0.8f, 0.8f, 0.0f);

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

    GL11.glLoadIdentity();//from   ww w.java 2  s .  c  om
    GLU.gluLookAt(5.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
    GL11.glRotatef(rot, 0.0f, 1.0f, 0.0f);
    GL11.glRotatef(rot2, 1.0f, 0.0f, 0.0f);
    drawer.draw();

    Keyboard.poll();

    while (Keyboard.next()) {
        if (Keyboard.getEventKeyState()) {
            if (Keyboard.getEventKey() == Keyboard.KEY_ESCAPE) {
                return;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_RIGHT) {
                rot -= 15.0f;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_LEFT) {
                rot += 15.0f;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_UP) {
                rot2 -= 15.0f;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_DOWN) {
                rot2 += 15.0f;
            }

            if (Keyboard.getEventKey() == Keyboard.KEY_T) {
                if (renderMode == GL11.GL_POLYGON) {
                    renderMode = GL11.GL_LINE_LOOP;
                } else {
                    renderMode = GL11.GL_POLYGON;
                }
            }
        }
    }
}

From source file:org.jtrfp.mtmx.tools.internal.TruckViewerConfiguration.java

License:Open Source License

@Override
public void draw() {
    GL11.glClearColor(0.8f, 0.8f, 0.8f, 0.0f);

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

    GL11.glLoadIdentity();/*from w  w w  .  ja va  2  s  .  com*/
    GLU.gluLookAt(5.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
    GL11.glRotatef(rot, 0.0f, 1.0f, 0.0f);
    GL11.glRotatef(rot2, 1.0f, 0.0f, 0.0f);

    truckDrawer.draw();

    Keyboard.poll();

    while (Keyboard.next()) {
        if (Keyboard.getEventKeyState()) {
            if (Keyboard.getEventKey() == Keyboard.KEY_ESCAPE) {
                return;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_RIGHT) {
                rot -= 15.0f;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_LEFT) {
                rot += 15.0f;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_UP) {
                rot2 -= 15.0f;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_DOWN) {
                rot2 += 15.0f;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_A) {
                truckDrawer.setSteerAngle(truckDrawer.getSteerAngle() + 0.1f);
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_D) {
                truckDrawer.setSteerAngle(truckDrawer.getSteerAngle() - 0.1f);
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_T) {
                if (truckDrawer.getRenderMode() == GL11.GL_POLYGON) {
                    truckDrawer.setRenderMode(GL11.GL_LINE_LOOP);
                } else {
                    truckDrawer.setRenderMode(GL11.GL_POLYGON);
                }
            }
        }
    }
}

From source file:org.jtrfp.mtmx.tools.internal.WorldViewerConfiguration.java

License:Open Source License

@Override
public void draw() {
    GL11.glClearColor(0.8f, 0.8f, 0.8f, 0.0f);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glLoadIdentity();//from w w  w . j a v  a2s . co m

    float e = terrainDrawer.getTerrainMap().getElevationAt(1, 1) * IDrawer.WORLD_SCALE_XZ;

    GLU.gluLookAt(-1.0f + lookX * IDrawer.WORLD_SCALE_XZ, 1.0f + e, -1.0f + lookZ * IDrawer.WORLD_SCALE_XZ,
            0.0f + lookX * IDrawer.WORLD_SCALE_XZ, 0.0f + e, 0.0f + lookZ * IDrawer.WORLD_SCALE_XZ, 0.0f, 1.0f,
            0.0f);

    GL11.glColor3f(0.0f, 1.0f, 0.0f);
    terrainDrawer.draw();

    Keyboard.poll();

    while (Keyboard.next()) {
        if (Keyboard.getEventKeyState()) {
            if (Keyboard.getEventKey() == Keyboard.KEY_ESCAPE) {
                return;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_RIGHT) {
                lookX -= 5;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_LEFT) {
                lookX += 5;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_UP) {
                lookZ += 5;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_DOWN) {
                lookZ -= 5;
            }
            if (Keyboard.getEventKey() == Keyboard.KEY_T) {
                if (terrainDrawer.getRenderMode() == GL11.GL_TRIANGLES) {
                    terrainDrawer.setRenderMode(GL11.GL_LINE_LOOP);
                } else {
                    terrainDrawer.setRenderMode(GL11.GL_TRIANGLES);
                }
            }
        }
    }
}

From source file:org.lwjgl.info.LWJGLTestView.java

License:Open Source License

Runnable initRunnable() {
    return new Runnable() {
        int rot = 0;

        public void run() {
            if (!canvas.isDisposed() && canvas.isVisible()) {

                fpsstatuslineitem.renderPassStarted();

                canvas.setCurrent();/*from   w  w  w.  ja  v a  2 s . c  o  m*/
                try {
                    GLContext.useContext(canvas);
                } catch (LWJGLException e) {
                    e.printStackTrace();
                }
                GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
                GL11.glClearColor(.2f, .7f, .2f, 1.0f);
                GL11.glLoadIdentity();
                GL11.glTranslatef(0.0f, 0.0f, -10.0f);
                float frot = rot;
                GL11.glRotatef(0.15f * rot, 2.0f * frot, 10.0f * frot, 1.0f);
                GL11.glRotatef(0.3f * rot, 3.0f * frot, 1.0f * frot, 1.0f);
                rot++;
                GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
                GL11.glColor3f(0.9f, 0.9f, 0.9f);
                drawTorus(1, 1.9f + ((float) Math.sin((0.004f * frot))), 15, 15);

                canvas.swapBuffers();

                fpsstatuslineitem.renderPassFinished();
                Display.getCurrent().asyncExec(this);

            }
        }
    };
}

From source file:org.minetweak.world.characters.Player.java

License:Apache License

@Override
public void render() {
    GL11.glEnable(GL11.GL_DEPTH_TEST);/*  w w w.j a v a 2s  . co m*/
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);

    if (_aimedBlockPosition.y() != -1) {
        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        GL11.glDisable(GL11.GL_TEXTURE_2D);

        _aimedBlockAABB.render(0.0f, 0.0f, 0.0f, 0.1f);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
    }

    if (_selectedItem != null) {
        GL11.glPushMatrix();
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_CULL_FACE);

        _body.transformToRightHand();

        /* Prepare the light buffer */
        Chunk c = Game.getInstance().getWorld().getChunkManager().getChunkContaining(
                MathHelper.floor(_position.x()), MathHelper.floor(_position.y()) + 1,
                MathHelper.floor(_position.z()), false, false, false);
        if (c != null) {
            c.getLightBuffer().setReferencePoint(MathHelper.floor(_position.x()),
                    MathHelper.floor(_position.y()) + 1, MathHelper.floor(_position.z()));

            /* Render the object, with the lightbuffer */
            _selectedItem.renderHoldableObject(c.getLightBuffer());
        }

        GL11.glEnable(GL11.GL_CULL_FACE);
        GL11.glPopMatrix();
    }
    GL11.glDisable(GL11.GL_DEPTH_TEST);
}

From source file:org.mkdev.ai.langton3d.core.App.java

License:GNU General Public License

private void render() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();/*from   w  w w .  j a v a 2  s  .co  m*/

    drawBackground();

    GL11.glPushMatrix();

    Camera.applyRotation();

    drawWireframeCube();

    GL11.glTranslatef(-1.5f, -1.5f, -1.5f);

    drawSceneCubes();

    GL11.glPopMatrix();

    dt = getDeltaTime();
}

From source file:org.ode4j.drawstuff.internal.DrawStuffGL.java

License:Open Source License

@Override
//   void dsDrawFrame (int width, int height, dsFunctions *fn, int pause)
void dsDrawFrame(int width, int height, dsFunctions fn, boolean pause) {
    if (current_state < 1)
        dsDebug("internal error");
    current_state = 2;//from  www  .  j  av  a  2 s .co  m

    // setup stuff
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glEnable(GL11.GL_LIGHT0);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_S);
    GL11.glDisable(GL11.GL_TEXTURE_GEN_T);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
    GL11.glFrontFace(GL11.GL_CCW);

    // setup viewport
    GL11.glViewport(0, 0, width, height);
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    final float vnear = 0.1f;
    final float vfar = 100.0f;
    final float k = 0.8f; // view scale, 1 = +/- 45 degrees
    if (width >= height) {
        float k2 = (float) height / (float) width;
        GL11.glFrustum(-vnear * k, vnear * k, -vnear * k * k2, vnear * k * k2, vnear, vfar);
    } else {
        float k2 = (float) width / (float) height;
        GL11.glFrustum(-vnear * k * k2, vnear * k * k2, -vnear * k, vnear * k, vnear, vfar);
    }

    // setup lights. it makes a difference whether this is done in the
    // GL_PROJECTION matrix mode (lights are scene relative) or the
    // GL_MODELVIEW matrix mode (lights are camera relative, bad!).
    //      static GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
    //      static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
    //      static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, light_ambient);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, light_diffuse);
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, light_specular);
    GL11.glColor3f(1.0f, 1.0f, 1.0f);

    // clear the window
    GL11.glClearColor(0.5f, 0.5f, 0.5f, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    // snapshot camera position (in MS Windows it is changed by the GUI thread)
    float[] view2_xyz = view_xyz.clone();
    float[] view2_rxyz = view_rxyz.clone();
    //      memcpy (view2_xyz,view_xyz);//,sizeof(float)*3);
    //      memcpy (view2_hpr,view_hpr);//,sizeof(float)*3);

    // go to GL_MODELVIEW matrix mode and set the camera
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    setCamera(view2_xyz[0], view2_xyz[1], view2_xyz[2], view2_rxyz[0], view2_rxyz[1], view2_rxyz[2]);

    // set the light position (for some reason we have to do this in model view.
    //      static GLfloat light_position[] = { LIGHTX, LIGHTY, 1.0, 0.0 };
    GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, light_position);

    // draw the background (ground, sky etc)
    drawSky(view2_xyz);
    drawGround();

    // draw the little markers on the ground
    drawPyramidGrid();

    // leave openGL in a known state - flat shaded white, no textures
    GL11.glEnable(GL11.GL_LIGHTING);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_FLAT);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LESS);
    GL11.glColor3f(1, 1, 1);
    setColor(1, 1, 1, 1);

    // draw the rest of the objects. set drawing state first.
    color[0] = 1;
    color[1] = 1;
    color[2] = 1;
    color[3] = 1;
    tnum = DS_TEXTURE_NUMBER.DS_NONE;
    //if (fn.step) 
    fn.step(pause);
}

From source file:org.ode4j.drawstuff.internal.LwJGL.java

License:Open Source License

@Override
void dsPlatformSimLoop(int window_width, int window_height, dsFunctions fn, boolean initial_pause) {
    pause = initial_pause;//  w ww  .  j  ava2 s  .  c o m
    createMainWindow(window_width, window_height);
    //glXMakeCurrent (display,win,glx_context);
    //TODO ?
    //GLContext.useContext(context);
    try {
        //Sets the context / by TZ
        Display.makeCurrent();
    } catch (LWJGLException e) {
        throw new RuntimeException(e);
    }

    dsStartGraphics(window_width, window_height, fn);

    //TZ static bool firsttime=true;
    if (firsttime) {
        System.err.println();
        System.err.print("Using ode4j version: " + OdeHelper.getVersion());
        System.err.println("  [" + OdeHelper.getConfiguration() + "]");
        System.err.println();
        fprintf(stderr,
                "\n" + "Simulation test environment v%d.%02d\n"
                        + "   Ctrl-P : pause / unpause (or say `-pause' on command line).\n"
                        + "   Ctrl-O : single step when paused.\n"
                        + "   Ctrl-T : toggle textures (or say `-notex' on command line).\n"
                        + "   Ctrl-S : toggle shadows (or say `-noshadow' on command line).\n"
                        + "   Ctrl-V : print current viewpoint coordinates (x,y,z,h,p,r).\n"
                        + "   Ctrl-W : write frames to ppm files: frame/frameNNN.ppm\n" + "   Ctrl-X : exit.\n"
                        + "\n" + "Change the camera position by clicking + dragging in the window.\n"
                        + "   Left button - pan and tilt.\n" + "   Right button - forward and sideways.\n"
                        + "   Left + Right button (or middle button) - sideways and up.\n" + "\n",
                DrawStuff.DS_VERSION >> 8, DrawStuff.DS_VERSION & 0xff);
        firsttime = false;
    }

    //if (fn.start) 
    fn.start();

    int frame = 1;
    run = true;
    long startTime = System.currentTimeMillis() + 5000;
    long fps = 0;
    while (run && !Display.isCloseRequested()) {
        //  while (run) {
        // read in and process all pending events for the main window
        //    XEvent event;
        //    while (run && XPending (display)) {
        //      XNextEvent (display,event);
        //      handleEvent (event,fn);
        //    }
        handleKeyboard(fn);
        handleMouse();

        //processDrawFrame: This was not move into separate method for convenience

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

        dsDrawFrame(width, height, fn, pause && !singlestep);
        singlestep = false;

        Display.update();
        if (startTime > System.currentTimeMillis()) {
            fps++;
        } else {
            long timeUsed = 5000 + (startTime - System.currentTimeMillis());
            startTime = System.currentTimeMillis() + 5000;
            System.out.println(
                    fps + " frames in " + (timeUsed / 1000f) + " seconds = " + (fps / (timeUsed / 1000f)));
            fps = 0;
        }
        //    glFlush();
        //    glXSwapBuffers (display,win);
        //    XSync (display,0);

        // capture frames if necessary
        if (pause == false && writeframes) {
            captureFrame(frame);
            frame++;
        }
    }

    //if (fn.stop) 
    fn.stop();
    dsStopGraphics();

    destroyMainWindow();
}

From source file:org.oscim.gdx.LwjglGL20.java

License:Apache License

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