List of usage examples for org.lwjgl.opengl GL11 glClear
public static void glClear(@NativeType("GLbitfield") int mask)
From source file:com.runescape.client.revised.client.lwjgl.RenderUtilities.java
License:Open Source License
public static void clearScreen() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); }
From source file:com.runescape.client.revised.editor.modelviewer.Main.java
License:Open Source License
public static void main(final String[] args) { Main.setMain(new Main()); try {//from w w w .j a va 2 s. c o m Main.getMain().setCanvas(Main.getMain().setup("RuneScape Model Viewer", 1024, 768, true)); } catch (final Exception e) { e.printStackTrace(); } final Canvas canvas = Main.getMain().getCanvas(); final Frame frame = (Frame) canvas.getParent(); if (frame == null) { return; } try { Main.initialize(canvas); Main.getMain().setViewport(new Viewport(canvas)); final long[] timerCache = new long[10]; long timerCur = 0L; long timerDst = 0L; long timerLast = 0L; final long timerRate = (1000000L * 1000L) / 60L; int timerCacheIndex = 0; int timerCacheSize = 0; final boolean minSleep = Runtime.getRuntime().availableProcessors() <= 1; final long[] clockCache = new long[32]; int clockIndex = 0; while (frame.isVisible()) { final long clock = System.nanoTime(); final long lastClock = clockCache[clockIndex]; clockCache[clockIndex] = clock; if (++clockIndex == 32) { clockIndex = 0; } if ((lastClock != 0L) && (clock > lastClock)) { if (frame != null) { // frame.setTitle("" + fps); } } GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glClearColor(.5F, .6F, .9F, 1F); Main.getMain().viewport.render(); if (minSleep) { try { Thread.sleep(1L); } catch (final Exception ex) { } } timerCache[timerCacheIndex++] = System.nanoTime(); if (timerCacheSize < timerCacheIndex) { timerCacheSize = timerCacheIndex; } if (timerCacheIndex == 10) { timerCacheIndex = 0; } long time = 0L; for (int i = 0; i != timerCacheSize; time += timerCache[i++]) { ; } time /= timerCacheSize; if (timerCacheSize == 1) { timerLast = time; } timerCur += time - timerLast; timerLast = time; timerDst += timerRate; if (timerDst > timerCur) { final long sleep = timerDst - timerCur; try { Thread.sleep(sleep / 1000000L, (int) (sleep % 1000000L)); } catch (final Exception ex) { } timerCur = timerDst; for (int i = 0; i != timerCacheSize; ++i) { timerCache[i] += sleep; } timerLast += sleep; } } } catch (final LWJGLException e) { e.printStackTrace(); } finally { Main.dispose(frame); } }
From source file:com.rvantwisk.cnctools.controls.opengl.OpenGLRenderer.java
License:Open Source License
protected void loop() { final ReadonlyCamera localCam; synchronized (this) { localCam = this.camera; if (actors.size() > 0) { for (AbstractActor actor : actors) { // CHeck if a existing axctor already exists, if so destroy it if (activeActors.containsKey(actor.getName())) { final AbstractActor existingActor = activeActors.get(actor.getName()); existingActor.destroy(); }// www.j a v a 2 s. c o m // Add a new actor actor.initialize(); activeActors.put(actor.getName(), actor); } actors.clear(); } } viewAxis.setCamera(localCam); viewModel.setCamera(localCam); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glCullFace(GL11.GL_BACK); GL11.glEnable(GL12.GL_RESCALE_NORMAL); // Draw axis in lower left corner viewAxis.begin(); drawAxis(25f); viewAxis.end(); // Prepare actors for next drawing sequence for (final AbstractActor actor : activeActors.values()) { actor.prepare(); } viewModel.begin(); viewModel.display_transform(); // Draw the actor for (final AbstractActor actor : activeActors.values()) { actor.draw(); } viewModel.end(); }
From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java
License:Mozilla Public License
private void doPaint() { if (isDisposed() || mNode == null) { return;/*from w w w .j a v a 2 s. co m*/ } setCurrent(); // Clear the color, depth and stencil buffers. GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); GL11.glLoadIdentity(); GLU.gluLookAt(0.0f, 0.0f, mCamera.z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // Transformations happen in the reverse. if (mIsOrtho) { // User's translation. GL11.glTranslatef(mOrthoTranslate.x, mOrthoTranslate.y, 0.0f); // Rotate 180 degrees. GL11.glRotatef(180.0f, 1.0f, 0.0f, 0.0f); // Center the nodes. final Rectangle bounds = getBounds(); final float scaledWidth = mNode.bounds.width * mOrthoScale; final float scaledHeight = mNode.bounds.height * mOrthoScale; GL11.glTranslatef((bounds.width - scaledWidth) / 2, 0.0f, 0.0f); // Scale based on viewport size. GL11.glTranslatef(scaledWidth / 2, -scaledHeight / 2, 0.0f); GL11.glScalef(mOrthoScale, mOrthoScale, 0.0f); GL11.glTranslatef(-scaledWidth / 2, scaledHeight / 2, 0.0f); } else { // Translate all the nodes. GL11.glTranslatef(mTranslate.x, mTranslate.y, 0.0f); // Rotate. GL11.glRotatef(mRotate.x, 1.0f, 0.0f, 0.0f); GL11.glRotatef(mRotate.y, 0.0f, 1.0f, 0.0f); // Center the nodes. GL11.glTranslatef(-mNode.bounds.width / 2, mNode.bounds.height / 2, 0.0f); } final float absX = Math.abs(mRotate.x); final float absY = Math.abs(mRotate.y); mDepth = Math.max(absX, absY) * 5 / 9.0f; drawHierarchy(mNode); if (!mIsPicking && mIsOrtho && mShowOverdraw) { for (int i = 2; i <= 5; i++) { drawOverdraw(i); } } GL11.glFlush(); if (!mIsPicking) { swapBuffers(); } }
From source file:com.telinc1.rpjg.Game.java
License:Apache License
public void start() { // Start logging. Configurator.defaultConfig().writer(new ConsoleWriter()) .formatPattern("[{date:yyyy-MM-dd HH:mm:ss}] [{level}] [{class_name}] {message}").activate(); Logger.info("Creating and initializing game."); // Create the display. try {/*from w ww .jav a 2 s . co m*/ Display.setTitle(GameOptions.GAME_NAME); Display.setResizable(false); Display.setDisplayMode(new DisplayMode(640, 360)); Display.setVSyncEnabled(true); Display.setFullscreen(false); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(ExitCodes.INIT_DISPLAY); } finally { this.isRunning = true; Logger.info("Finished display creation."); } // Initialize OpenGL. GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearColor(0f, 0f, 0f, 0f); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight()); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); // Load all textures. TextureLoader.initialize(); // Initialize the game. this.initialize(); // Load the default map. this.loadMap("dungeon"); ModuleManager.getInstance().openModule(new ModuleMap()); // Main game loop while (this.isRunning() && !Display.isCloseRequested()) { // Clear the screen from the previous frame. GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); this.loop(); this.draw(); this.collectInput(); // Sync and update the display. Display.update(); Display.sync(GameOptions.FRAME_RATE); } // Free up all resources and exit. Logger.info("Close requested!"); TextureLoader.destroy(); Display.destroy(); Logger.info("Resources destroyed - exiting."); System.exit(ExitCodes.CLOSE_REQUESTED); }
From source file:com.voxelplugineering.voxelsniper.render.RenderMain.java
License:Open Source License
public void tick() { if (!setup) { return;// w w w. jav a 2 s. c o m } Camera camera = Standalone.system().getMainCamera(); // reset view matrix viewMatrix.setIdentity(); // Translate camera Vector3f rot = camera.getCameraRot(); Matrix4f.rotate(rot.x, new Vector3f(1, 0, 0), viewMatrix, viewMatrix); Matrix4f.rotate(rot.y, new Vector3f(0, 1, 0), viewMatrix, viewMatrix); Matrix4f.rotate(rot.z, new Vector3f(0, 0, 1), viewMatrix, viewMatrix); Matrix4f.translate(camera.getCameraPos(), viewMatrix, viewMatrix); GL20.glUseProgram(pId); // push matrices viewMatrix.store(matrix44Buffer); matrix44Buffer.flip(); GL20.glUniformMatrix4(viewMatrixLocation, false, matrix44Buffer); modelMatrix.store(matrix44Buffer); matrix44Buffer.flip(); GL20.glUniformMatrix4(modelMatrixLocation, false, matrix44Buffer); projectionMatrix.store(matrix44Buffer); matrix44Buffer.flip(); GL20.glUniformMatrix4(projectionMatrixLocation, false, matrix44Buffer); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); // bind textures GL13.glActiveTexture(GL13.GL_TEXTURE0); GL11.glBindTexture(GL11.GL_TEXTURE_2D, this.textures.get("block")); // render all buffer sections buffer.renderSections(); GL20.glUseProgram(0); OpenGLUtilities.checkGLError("render main"); Display.update(); }
From source file:com.xrbpowered.gl.examples.ExampleClient.java
License:Open Source License
@Override public void redraw(RenderTarget target) { if (uiGraphPane.isVisible()) uiGraphPane.repaint();//from w w w. j ava 2 s . c o m RenderTarget drawTarget = target; if (offscreenBuffers != null) { offscreenBuffers.use(); drawTarget = offscreenBuffers; } GL11.glClearColor(CLEAR_COLOR.getRed() / 255f, CLEAR_COLOR.getGreen() / 255f, CLEAR_COLOR.getBlue() / 255f, 0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); if (wireframe) GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE); drawObjects(drawTarget); if (wireframe) GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL); if (offscreenBuffers != null) { offscreenBuffers.resolve(); target.use(); drawOffscreenBuffers(offscreenBuffers, target); } }
From source file:com.xrbpowered.gl.res.shaders.PostProcessRenderer.java
License:Open Source License
@Override public void redraw(RenderTarget target) { if (requestUpdate || updatePerFrame) { redrawBackgroundBuffer(); //updatePerFrame ? dt : 0f); }/*ww w. j av a 2s . co m*/ if (bgBuffer != null) { if (postProc == null) blit(bgBuffer, target); else { GL11.glDisable(GL11.GL_CULL_FACE); interBuffer.use(); postProc.draw(bgBuffer); blit(interBuffer, target); } target.use(); } else { target.use(); GL11.glClearColor(clearColor.getRed() / 255f, clearColor.getGreen() / 255f, clearColor.getBlue() / 255f, 0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); } }
From source file:com.xrbpowered.gl.scene.ActorPicker.java
License:Open Source License
public void startPicking(int x, int y, RenderTarget pickTarget) { this.x = x;//from w w w . j a va 2 s. c o m this.y = y; pickTarget.use(); GL11.glScissor(x, y, 1, 1); GL11.glEnable(GL11.GL_SCISSOR_TEST); GL11.glClearColor(0f, 0f, 0f, 0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); ActorPickerShader.getInstance().use(); }
From source file:com.xrbpowered.gl.ui.AbstractLoadScreen.java
License:Open Source License
private void display() { GL11.glClearColor(clearColor.getRed() / 255f, clearColor.getGreen() / 255f, clearColor.getBlue() / 255f, 0f);//w w w . j a va 2 s .c o m GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); uiPane.x = Display.getWidth() / 2 - uiPane.getWidth() / 2; uiPane.y = Display.getHeight() / 2 - uiPane.getHeight() / 2; ui.draw(Display.getWidth(), Display.getHeight()); Display.update(); }