List of usage examples for org.lwjgl.opengl GL11 glClear
public static void glClear(@NativeType("GLbitfield") int mask)
From source file:rntest.Main.java
public void start(int w, int h, String t) throws IOException { initGL(w, h, t);//w w w . jav a 2 s . c o m init(); while (true) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); pollInput(); render(); Display.update(); Display.sync(100); if (Display.isCloseRequested()) { Display.destroy(); System.exit(0); } } }
From source file:robot.animation.RobotAnimation.java
private void init() { GLFW.glfwInit();/*from w ww .j a v a2s .c om*/ robot1 = new Robot(0.5f); robot2 = new Robot(0.4f); selectedRobot = robot1; window = GLFW.glfwCreateWindow(800, 800, "Robot Animation", 0, 0); GLFW.glfwMakeContextCurrent(window); GL.createCapabilities(); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GLFW.glfwSwapBuffers(window); GLFW.glfwSetKeyCallback(window, new GLFWKeyCallback() { @Override public void invoke(long window, int key, int scancode, int action, int mods) { if (key == GLFW.GLFW_KEY_1) selectedRobot = robot1; if (key == GLFW.GLFW_KEY_2) selectedRobot = robot2; if (key == GLFW.GLFW_KEY_LEFT_SHIFT) leftShiftPressed = true; if (key == GLFW.GLFW_KEY_RIGHT_SHIFT) rightShiftPressed = true; if (key == GLFW.GLFW_KEY_U && mods == GLFW.GLFW_MOD_SHIFT) { if (leftShiftPressed) selectedBodyPart = BodyPart.LEFT_UPPER_ARM; if (rightShiftPressed) selectedBodyPart = BodyPart.RIGHT_UPPER_ARM; leftShiftPressed = false; rightShiftPressed = false; } if (key == GLFW.GLFW_KEY_F && mods == GLFW.GLFW_MOD_SHIFT) { if (leftShiftPressed) selectedBodyPart = BodyPart.LEFT_FOREARM; if (rightShiftPressed) selectedBodyPart = BodyPart.RIGHT_FOREARM; leftShiftPressed = false; rightShiftPressed = false; } if (key == GLFW.GLFW_KEY_ESCAPE) { GLFW.glfwSetWindowShouldClose(window, true); } else if (key == GLFW.GLFW_KEY_RIGHT) { switch (selectedBodyPart) { case LEFT_UPPER_ARM: selectedRobot.decreaseLeftUpperArmTiltAngle(); break; case RIGHT_UPPER_ARM: break; case LEFT_FOREARM: break; case RIGHT_FOREARM: break; case NONE: selectedRobot.moveRight(); break; default: break; } } else if (key == GLFW.GLFW_KEY_LEFT) { switch (selectedBodyPart) { case LEFT_UPPER_ARM: selectedRobot.increaseLeftUpperArmTiltAngle(); break; case RIGHT_UPPER_ARM: break; case LEFT_FOREARM: break; case RIGHT_FOREARM: break; case NONE: selectedRobot.moveLeft(); break; default: break; } } System.out.println("Selected body part " + selectedBodyPart); } }); }
From source file:robot.animation.RobotAnimation.java
private void loop() { while (GLFW.glfwWindowShouldClose(window) != true) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); robot1.drawRobot();/*from ww w .j av a2 s .c o m*/ robot2.drawRobot(); GLFW.glfwSwapBuffers(window); GLFW.glfwPollEvents(); } }
From source file:rtype.Prototyp.java
License:Open Source License
void render() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); // Clear The Screen And The Depth Buffer background.render();// w w w . j a v a 2s. c om // Make backGround darker { fadeAlpha = 0.65f; fadeScreen(false); fadeAlpha = 0; } enemies.render(); bonus.render(); fx.render(); // This make a copy of the screen in a texture // It is used later for deformations effects saveScreen(); applyDistorsions(); bullets.render(); frontground.render(); text.render(); fadeScreen(true); //this.drawPowerBar(); //this.renderScanLines(); }
From source file:ru.axialshift.programs.ClearScreenPass.java
License:Apache License
@Override public void execute() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
From source file:se.angergard.engine.graphics.RenderUtil.java
License:Apache License
/** Clear the screen with GL_COLOR_BUFFER_BIT */ public static void clearScreen() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); }
From source file:shadowmage.meim.client.gui.GuiModelEditor.java
License:Open Source License
@Override public void renderExtraBackGround(int mouseX, int mouseY, float partialTime) { GL11.glClearColor(.2f, .2f, .2f, 1.f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); setupModelView();/*from w w w. j a va 2 s . co m*/ if (model != null && doSelection) { this.doSelection(); doSelection = false; } renderGrid(); enableModelLighting(); if (model != null) { TextureManager.bindTexture(); model.renderForEditor(getSelectedPiece(), getSelectedPrimitive());//.renderModel(); TextureManager.resetBoundTexture(); } resetModelView(); }
From source file:shadowmage.meim.client.gui.GuiModelEditor.java
License:Open Source License
protected void doSelection() { int posX = Mouse.getX(); int posY = Mouse.getY(); GL11.glDisable(GL11.GL_TEXTURE_2D);/*from w ww .ja va2 s. c o m*/ GL11.glClearColor(1.f, 1.f, 1.f, 1.f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GuiModelEditor.model.renderForSelection(); byte[] pixelColorsb = new byte[3]; ByteBuffer pixelColors = ByteBuffer.allocateDirect(3); GL11.glReadPixels(posX, posY, 1, 1, GL11.GL_RGB, GL11.GL_BYTE, pixelColors); for (int i = 0; i < 3; i++) { pixelColorsb[i] = pixelColors.get(i); } int r = pixelColorsb[0]; int g = pixelColorsb[1]; int b = pixelColorsb[2]; GL11.glEnable(GL11.GL_TEXTURE_2D); AWLog.logDebug("colors clicked on: " + r + "," + g + "," + b); int color = (r << 16) | (g << 8) | b; AWLog.logDebug("color out: " + color); GL11.glClearColor(.2f, .2f, .2f, 1.f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); Primitive p = model.getPrimitive(color); if (p == null) { this.setSelectedPiece(null); this.setSelectedPrimitive(null); } else { this.setSelectedPrimitive(p); } }
From source file:shadowmage.meim.client.gui.GuiModelEditor.java
License:Open Source License
private void setupModelView() { /**/* w w w. j av a2 s . c om*/ * load a clean projection matrix */ GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); /** * set up the base projection transformation matrix, as well as view target and position * (camera setup) */ float aspect = (float) this.mc.displayWidth / (float) this.mc.displayHeight; GLU.gluPerspective(60.f, aspect, 0.1f, 100.f); GLU.gluLookAt(viewPosX, viewPosY, viewPosZ, viewTargetX, viewTargetY, viewTargetZ, 0, 1, 0); /** * load a clean model-view matrix */ GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glLoadIdentity(); /** * and finally, clear the depth buffer * (we want to ignore any world/etc, as we're rendering over-top of it all anyway) */ GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); }
From source file:sokobanMod.client.HandlerLevelPreviewRenderer.java
License:LGPL
private void renderPreview(DrawBlockHighlightEvent event) { double x = event.target.blockX + 0.5F; double y = event.target.blockY + 0.5F; double z = event.target.blockZ + 0.5F; double iPX = event.player.prevPosX + (event.player.posX - event.player.prevPosX) * event.partialTicks; double iPY = event.player.prevPosY + (event.player.posY - event.player.prevPosY) * event.partialTicks; double iPZ = event.player.prevPosZ + (event.player.posZ - event.player.prevPosZ) * event.partialTicks; int baseX = event.target.blockX; int baseY = event.target.blockY + 1; int baseZ = event.target.blockZ; float xScale = 0.1F; float yScale = 0.1F; float zScale = 0.1F; float xShift = 0.0F; float yShift = 1.0F; float zShift = 0.0F; // determine the line color int[] levelBounds; int[] rawLevelBounds; ForgeDirection sideHit = ForgeDirection.UP; if (event.currentItem == new ItemStack(SokobanMod.ItemLevelGeneratorTutorial)) { rawLevelBounds = LevelRegistrator.getLevelBounds(event.currentItem.getItemDamage()); levelBounds = rawLevelBounds.clone(); levelBounds[0]++;//w w w . j a v a2 s . c o m levelBounds[1]++; levelBounds[2]++; yShift += levelBounds[1] / 2; int orientation = SokobanUtils.determineOrientation(event.player); switch (orientation) { case 0: orientation = 3; break; case 3: orientation = 5; break; case 1: orientation = 4; break; } sideHit = ForgeDirection.getOrientation(orientation); xShift += (1 - levelBounds[0] % 2) / 2F; yShift -= (1 - levelBounds[1] % 2) / 2F; zShift += (1 - levelBounds[2] % 2) / 2F; } else { colliding = false; // always render the wireframe green. NBTTagCompound nbt = event.player.getCurrentEquippedItem().stackTagCompound; if (nbt != null && nbt.hasKey("x")) { int startX = nbt.getInteger("x"); int startY = nbt.getInteger("y"); int startZ = nbt.getInteger("z"); int endX = event.target.blockX; int endY = event.target.blockY; int endZ = event.target.blockZ; rawLevelBounds = new int[] { Math.abs(endX - startX), Math.abs(endY - startY), Math.abs(endZ - startZ) }; levelBounds = new int[] { rawLevelBounds[0] + 1, rawLevelBounds[1] + 1, rawLevelBounds[2] + 1 }; xShift -= (endX - startX) / 2F; yShift -= (endY - startY) / 2F + 1F; zShift -= (endZ - startZ) / 2F; } else { rawLevelBounds = new int[] { 1, 1, 1 }; levelBounds = new int[] { 1, 1, 1 }; yShift = 0F; } } switch (sideHit) { case NORTH: zShift += levelBounds[2] / 2; zShift -= 1 - levelBounds[2] % 2; zShift = -zShift; baseZ -= rawLevelBounds[2];// +2 baseX -= rawLevelBounds[0] / 2; break; case SOUTH: zShift += levelBounds[2] / 2; zShift -= 1 - levelBounds[2] % 2; baseX -= rawLevelBounds[0] / 2; break; case EAST: // zShift = 0; xShift += levelBounds[0] / 2; xShift -= 1 - levelBounds[0] % 2; baseZ -= rawLevelBounds[2] / 2; break; case WEST: xShift += levelBounds[0] / 2; xShift -= 1 - levelBounds[0] % 2; xShift = -xShift; baseX -= rawLevelBounds[0]; baseZ -= rawLevelBounds[2] / 2; break; default: } colliding = SokobanUtils.isCollidingWithLevel(event.player.worldObj, baseX, baseY, baseZ, baseX + rawLevelBounds[0], baseY + rawLevelBounds[1], baseZ + rawLevelBounds[2]); GL11.glDepthMask(false); GL11.glDisable(GL11.GL_TEXTURE_2D); // GL11.glDisable(GL11.GL_CULL_FACE); for (int i = 0; i < 6; i++) { ForgeDirection forgeDir = ForgeDirection.getOrientation(i); int zCorrection = i == 2 ? -1 : 1; GL11.glPushMatrix(); GL11.glTranslated(-iPX + x + xShift, -iPY + y + yShift, -iPZ + z + zShift); GL11.glScalef(levelBounds[0] + xScale, levelBounds[1] + yScale, levelBounds[2] + zScale); GL11.glRotatef(90, forgeDir.offsetX, forgeDir.offsetY, forgeDir.offsetZ); GL11.glTranslated(0, 0, 0.5f * zCorrection); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); renderPulsingQuad(); GL11.glPopMatrix(); } GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); }