List of usage examples for org.lwjgl.opengl GL11 glClear
public static void glClear(@NativeType("GLbitfield") int mask)
From source file:com.gameminers.mav.Mav.java
License:Open Source License
private static void drawBasicScreen(String s, float dim) { Rendering.setUpGL();/* ww w .j a va 2 s . c om*/ Rendering.beforeFrame(Display.getWidth(), Display.getHeight()); GL11.glClearColor(0, 0, 0, 1); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); Fonts.light[2].drawString((Display.getWidth() / 2) - (Fonts.light[2].getWidth(s) / 2), 160, s, Color.white); Rendering.drawTriangle(Display.getWidth() / 2f, 90, 74, 0.5f, 0.5f, 0.5f, 0.5f, 0); Rendering.drawTriangle(Display.getWidth() / 2f, 90, 64, 0.5f, 0.5f, 0.5f, 1, 0.5f); Rendering.drawTriangle(Display.getWidth() / 2f, 90, 56, 0, 0, 0, 1, 1f); Rendering.drawRectangle(0, 0, Display.getWidth(), Display.getHeight(), 0, 0, 0, dim, 1); Display.update(); }
From source file:com.gameminers.mav.personality.poly.PolygonPersonality.java
License:Open Source License
@Override public void renderBackground() { /*long delta = System.currentTimeMillis()-Mav.lastInputEvent; if (delta > IDLE_TIME) {/* www. ja v a 2 s.c om*/ bgLum = (1.0f-(Math.min(delta-IDLE_TIME, IDLE_FADE_OUT_TIME)/IDLE_FADE_OUT_TIME))*0.3f; framesSinceFade = 0; } else { framesSinceFade++; bgLum = Math.min(0.3f, framesSinceFade/IDLE_FADE_IN_FRAMES); }*/ float[] rgb = RenderState.getColor(bgLum); GL11.glClearColor(rgb[0], rgb[1], rgb[2], 1f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
From source file:com.github.kajdreef.mazerunnermvn.Launcher.java
/** * Here the game is processed.// w w w .j a v a 2s. co m */ public void gameLoop() { timer0 = new Timer(); timer0.start(); while (!Display.isCloseRequested()) { checkState(); // Clear the screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); state.input(); state.logic(timer0.getDelta()); state.render(); Display.update(); Display.sync(fps); } }
From source file:com.github.kajdreef.mazerunnermvn.State.MazeRunner.java
@Override public void render() { shaderProgram.useProgram(); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); level.render(); shaderProgram.stopProgram(); }
From source file:com.github.reisnera.gameboylfb.App.java
License:GNU General Public License
/** * @return Returns 0 if everything ran fine, otherwise returns 1 if the program should exit *///from w w w. j a v a2s .c o m public int tick() { if (glfwWindowShouldClose(window) == GL11.GL_TRUE) { glfwTerminate(); errorCallback.release(); // TODO: Notify someone that this should close in another way? return 1; } else { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // clear the framebuffer glfwSwapBuffers(window); // swap the color buffers // Poll for window events. The key callback above will only be // invoked during this call. glfwPollEvents(); return 0; } }
From source file:com.google.gapid.glviewer.GeometryScene.java
License:Apache License
@Override public void render(Renderer renderer) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); if (data != null && renderable != null) { Renderable.State state = data.shading.getState(shaders, data.winding.invertNormals); data.culling.apply();/*from w w w .j ava 2s . c o m*/ data.winding.apply(); state.transform.setProjection(camera.getProjection()); state.transform.setModelView(camera.getViewTransform()); renderable.render(renderer, state); } }
From source file:com.google.gapid.glviewer.gl.Renderer.java
License:Apache License
/** Clears the viewport with the given solid color */ public static void clear(Color c) { GL11.glClearColor(c.getRed() / 255f, c.getGreen() / 255f, c.getBlue() / 255f, 1f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
From source file:com.google.gapid.glviewer.Viewer.java
License:Apache License
@Override public void display() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); if (newRenderable != null) { if (renderable != null) { renderable.dispose();// w w w . j ava 2 s. c o m } renderable = newRenderable; renderable.init(); newRenderable = null; } if (renderable != null) { Renderable.State state = shading.getState(shaders, winding.invertNormals); culling.apply(); winding.apply(); state.transform.setProjection(camera.getProjection()); state.transform.setModelView(camera.getViewTransform()); renderable.render(state); } }
From source file:com.grillecube.client.opengl.window.GLFWWindow.java
/** should be call before rendering */ public void clearScreen() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); }
From source file:com.jmex.bui.BGeomView.java
License:Open Source License
/** * Documentation Inherited//from w w w . j a va 2s . com * * @param renderer Renderer * @see BComponent#renderComponent */ @Override protected void renderComponent(final Renderer renderer) { super.renderComponent(renderer); if (_geom == null) { return; } applyDefaultStates(); Camera cam = renderer.getCamera(); int x = getAbsoluteX(); int y = getAbsoluteY(); boolean useOrtho = (_geom.getRenderQueueMode() == Renderer.QUEUE_ORTHO); try { if (!useOrtho) { renderer.unsetOrtho(); // create or resize our camera if necessary DisplaySystem display = DisplaySystem.getDisplaySystem(); int swidth = display.getWidth(), sheight = display.getHeight(); boolean updateDisplay = false; if (_camera == null || _swidth != swidth || _sheight != sheight) { _swidth = swidth; _sheight = sheight; if (_camera == null) { _camera = createCamera(display); } else { _camera.resize(_swidth, _sheight); } updateDisplay = true; } // set up our camera viewport if it has changed Insets insets = getInsets(); int ax = x + insets.left; int ay = y + insets.bottom; int width = _width - insets.getHorizontal(); int height = _height - insets.getVertical(); if (updateDisplay || _cx != ax || _cy != ay || _cwidth != width || _cheight != height) { _cx = ax; _cy = ay; _cwidth = width; _cheight = height; float left = _cx / _swidth, right = left + _cwidth / _swidth; float bottom = _cy / _sheight; float top = bottom + _cheight / _sheight; _camera.setViewPort(left, right, bottom, top); _camera.setFrustumPerspective(45.0f, _width / (float) _height, 1, 1000); } // clear the z buffer over the area to which we will be drawing boolean scissored = intersectScissorBox(_srect, ax, ay, width, height); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); restoreScissorState(scissored, _srect); // now set up the custom camera and render our geometry renderer.setCamera(_camera); _camera.apply(); _camera.update(); } // actually render the geometry renderer.draw(_geom); } finally { if (!useOrtho) { // restore the camera renderer.setCamera(cam); cam.apply(); cam.update(); renderer.setOrtho(); // we need to restore the GL translation as that got wiped out when we left and // re-entered ortho mode GL11.glTranslatef(x, y, 0); } } }