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:spaceshooter.main.SpaceShooter.java

License:Creative Commons License

public void init() {
    try {// ww w  .  j  a v  a 2s .co m
        Display.setDisplayMode(new DisplayMode(RenderingHelper.xSize, RenderingHelper.ySize));
        Display.setTitle("Space Shooter");
        Display.sync(60);
        Display.create();
    } catch (LWJGLException e) {
        e.printStackTrace();
        System.exit(0);
    }

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, RenderingHelper.xSize, 0, RenderingHelper.ySize, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    while (!Display.isCloseRequested()) {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        LevelHelper.level.get(level).setup();
        LevelHelper.level.get(level).generateLevel();

        player.handleInput();
        player.draw();
        player.onUpdate();

        Display.update();
    }
    Display.destroy();
}

From source file:src.graphics.common.Rendering.java

License:Open Source License

public void clearDepth() {
    addClient(new Client() {
        public void renderTo(Rendering rendering) {
            GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        }/*from  w w  w . j av  a  2 s  .c o m*/

        public int[] GL_disables() {
            return new int[0];
        }
    });
}

From source file:src.graphics.common.Rendering.java

License:Open Source License

public void renderDisplay() {

    initSettings();//  w  w  w . ja  va2 s .  c  om

    final Colour BC = backColour == null ? Colour.DARK_GREY : backColour;
    GL11.glClearColor(BC.r, BC.g, BC.b, BC.a);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    port.applyView();
    lighting.bindLight(0);

    for (Client client : clients) {
        GL11.glColor4f(1, 1, 1, 1);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        final int disabled[] = client.GL_disables();
        if (disabled != null)
            for (int d : disabled)
                GL11.glDisable(d);
        client.renderTo(this);
        if (disabled != null)
            for (int d : disabled)
                GL11.glEnable(d);
    }
    clients.clear();

    if (HUD != null) {
        HUD.renderHUD(new Box2D().set(0, 0, viewWide, viewHigh));
    }

    //
    //  TODO:  Allow a custom image-tex?
    final Colour FC = foreColour == null ? Colour.NONE : foreColour;
    //final Colour FC = Colour.GREY ;
    FC.bindColour();

    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBegin(GL11.GL_QUADS);
    UINode.drawQuad(0, 0, viewWide, viewHigh, 0, 0, 1, 1, 0);
    GL11.glEnd();

    Display.update();
}

From source file:structuregenmod.handlers.SGTBlockHighlightHandler.java

License:Open Source License

/**
 * Highlights the tile located at x/y/z/*from w w w  .ja va  2 s  .co  m*/
 */
public static final void highlightTile(EntityPlayer player, double x, double y, double z, float partialTicks,
        float transparency) {
    double iPX = player.prevPosX + (player.posX - player.prevPosX) * partialTicks;
    double iPY = player.prevPosY + (player.posY - player.prevPosY) * partialTicks;
    double iPZ = player.prevPosZ + (player.posZ - player.prevPosZ) * partialTicks;

    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glPushMatrix();
    GL11.glTranslated(-iPX + x + 0.5D, -iPY + y + 0.51D, -iPZ + z + 0.5D);
    GL11.glScalef(1.0F, 1.0F, 1.0F);
    GL11.glRotatef(90, -1, 0, 0);
    GL11.glTranslated(0, 0, 0.5f);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    drawQuad(transparency);
    GL11.glPopMatrix();
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glDepthMask(true);
}

From source file:taiga.gpvm.render.ColoredSky.java

License:Open Source License

@Override
protected void renderSky(Matrix4 proj) {
    GL11.glClearColor(red, green, blue, 1f);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_COLOR_BUFFER_BIT);
}

From source file:tectonicus.rasteriser.lwjgl.LwjglRasteriser.java

License:BSD License

@Override
public void clear(Color clearColour) {
    GL11.glClearColor(clearColour.getRed() / 255.0f, clearColour.getGreen() / 255.0f,
            clearColour.getBlue() / 255.0f, 0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
}

From source file:tectonicus.rasteriser.lwjgl.LwjglRasteriser.java

License:BSD License

@Override
public void clearDepthBuffer() {
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
}

From source file:thebounzer.org.lwgldemo.Chapter3.java

License:Open Source License

@Override
public void loopCycle() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

    GL20.glUseProgram(program.getId());//from   w w w. j  a v  a 2s . com

    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);
    attributesBind(time += 0.01f);
    GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);
    GL20.glUseProgram(0);
}

From source file:thebounzer.org.lwgldemo.Chapter5.java

License:Open Source License

@Override
public void loopCycle() {
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
    float f = (float) (time * Math.PI * 0.1f);
    Matrix4f modelViewM = new Matrix4f();
    Matrix4f mat = new Matrix4f();
    Matrix4f transOne = new Matrix4f();
    Matrix4f transTwo = new Matrix4f();
    Matrix4f rotaOne = new Matrix4f();
    Matrix4f rotaTwo = new Matrix4f();
    Matrix4f.translate(new Vector3f(0.0f, 0.0f, -0.4f), mat, transOne);
    Matrix4f.translate(new Vector3f((float) Math.sin(2.1f * f) * 0.5f, (float) Math.cos(1.7f * f) * 0.5f,
            (float) Math.sin(1.3f * f) * (float) Math.cos(1.5 * f) * 2.0f), mat, transTwo);
    Matrix4f.rotate(time * 45.0f, new Vector3f(0.0f, 1.0f, 0.0f), mat, rotaOne);
    Matrix4f.rotate(time * 81.0f, new Vector3f(1.0f, 0.0f, 0.0f), mat, rotaTwo);
    Matrix4f.mul(modelViewM, transOne, modelViewM);
    Matrix4f.mul(modelViewM, transTwo, modelViewM);
    Matrix4f.mul(modelViewM, rotaOne, modelViewM);
    Matrix4f.mul(modelViewM, rotaTwo, modelViewM);

    GL20.glUseProgram(program.getId());/*  w  w  w .ja  va2 s  . co  m*/
    FloatBuffer matrixBuf = BufferUtils.createFloatBuffer(16);
    modelViewM.store(matrixBuf);
    matrixBuf.flip();
    int uniLoc = GL20.glGetUniformLocation(program.getId(), "mv_matrix");
    GL20.glUniformMatrix4(uniLoc, false, matrixBuf);
    int uniProjMatLoc = GL20.glGetUniformLocation(program.getId(), "proj_matrix");
    GL20.glUniformMatrix4(uniProjMatLoc, false, matrixBuf);
    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);
    GL11.glDrawArrays(GL11.GL_POINTS, 0, 36);
    GL20.glUseProgram(0);
    time += 0.001f;
}

From source file:tk.ivybits.engine.gl.GL.java

License:Open Source License

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