List of usage examples for org.lwjgl.opengl GL11 glClear
public static void glClear(@NativeType("GLbitfield") int mask)
From source file:cuchaz.jfxgl.JFXGL.java
License:Open Source License
public static void renderLoop() { long appHwnd = JFXGLContexts.app.hwnd; GL11.glClearColor(0f, 0f, 0f, 1f);/*from www . ja va 2s. co m*/ while (!GLFW.glfwWindowShouldClose(appHwnd)) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); render(); GLFW.glfwSwapBuffers(appHwnd); GLFW.glfwPollEvents(); } }
From source file:cuchaz.jfxgl.prism.JFXGLContext.java
License:Open Source License
@Override public void clearBuffers(Color color, boolean clearColor, boolean clearDepth, boolean ignoreScissor) { clearBuffersState.backup();/*from w ww . jav a 2 s .co m*/ if (ignoreScissor) { GL11.glDisable(GL11.GL_SCISSOR_TEST); } int clearFlags = 0; if (clearColor) { clearFlags |= GL11.GL_COLOR_BUFFER_BIT; GL11.glClearColor(color.getRedPremult(), color.getGreenPremult(), color.getBluePremult(), color.getAlpha()); } if (clearDepth) { clearFlags |= GL11.GL_DEPTH_BUFFER_BIT; GL11.glDepthMask(true); GL11.glClear(clearFlags); } else { GL11.glClear(clearFlags); } clearBuffersState.restore(); }
From source file:Data.Building.java
License:Apache License
@Override public void render() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); // Bind to the VAO that has all the information about the quad vertices GL30.glBindVertexArray(vaoId);//from w w w.ja v a 2 s .co m GL20.glEnableVertexAttribArray(0); // Draw the vertices GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexCount); // Put everything back to default (deselect) GL20.glDisableVertexAttribArray(0); GL30.glBindVertexArray(0); Util.exitOnGLError("Error in Building render"); }
From source file:de.codesourcery.flocking.LWJGLRenderer.java
License:Apache License
private void renderWorld(World world) { final double modelMax = world.getSimulationParameters().modelMax; xInc = Display.getWidth() / modelMax; yInc = Display.getHeight() / modelMax; GL11.glEnable(GL11.GL_DEPTH_TEST);//from www . ja v a2 s .com GL11.glDepthMask(true); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glColor3f(0.5f, 0.5f, 1.0f); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); final int triangleCount = world.getPopulationCount(); // setup vertex data final int vertexArrayLen = triangleCount * 3 * 2; // one triangle = 3 vertices * 2 int's per vertex final MyIntBuffer vertexBuffer = getVertexBuffer(vertexArrayLen); final IntBuffer vertexIntBuffer = vertexBuffer.getBuffer(); final IBoidVisitor visitor = new IBoidVisitor() { @Override public void visit(Boid boid) { drawBoid(boid, vertexIntBuffer); } }; world.visitAllBoids(visitor); vertexBuffer.rewind(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBuffer.getHandle()); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexBuffer.getBuffer(), GL15.GL_DYNAMIC_DRAW); GL11.glVertexPointer(2, GL11.GL_INT, 0, 0); // setup index data MyIntBuffer indexBuffer = getIndexBuffer(triangleCount * 3); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indexBuffer.getHandle()); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indexBuffer.getBuffer(), GL15.GL_STATIC_DRAW); GL11.glDrawElements(GL11.GL_TRIANGLES, triangleCount * 3, GL11.GL_UNSIGNED_INT, 0); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(true); }
From source file:de.ikosa.mars.viewer.glviewer.engine.GLRenderer2Stage.java
License:Open Source License
public void Draw() { // forward pass GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbAId); GL20.glDrawBuffers(GL30.GL_COLOR_ATTACHMENT0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); scene.Pass(GLScene.PassType.Forward, camera); // post pass/* w w w. jav a 2s . c o m*/ GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbBId); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); ssqScene.Pass(GLScene.PassType.PostProcess); // post B pass GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); ssqScene.Pass(GLScene.PassType.PostProcess2); }
From source file:de.ikosa.mars.viewer.glviewer.engine.GLRendererForward.java
License:Open Source License
public void Draw() { // forward pass GL20.glDrawBuffers(GL30.GL_COLOR_ATTACHMENT0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); scene.Pass(GLScene.PassType.Forward, camera); }
From source file:de.sanandrew.core.manpack.mod.client.event.RenderPlayerEventHandler.java
License:Creative Commons License
@SubscribeEvent @SuppressWarnings("unchecked") public void onHandRender(RenderHandEvent event) { this.lazyLoad(); GL11.glPushMatrix();// ww w . j av a2 s. c o m Minecraft mc = Minecraft.getMinecraft(); if (SAPUtils.isPlayerNameOrUuidEqual(mc.player, SANPLAYER_NAMES_UUID)) { event.setCanceled(true); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); RenderPlayer rend = (RenderPlayer) RenderManager.instance.getEntityRenderObject(mc.player); RenderManager.instance.entityRenderMap.put(mc.player.getClass(), this.sanPlayerModel); SAPReflectionHelper.invokeCachedMethod(EntityRenderer.class, mc.entityRenderer, ReflectionNames.RENDER_HAND.mcpName, ReflectionNames.RENDER_HAND.srgName, new Class[] { float.class, int.class }, new Object[] { event.partialTicks, event.renderPass }); RenderManager.instance.entityRenderMap.put(mc.player.getClass(), rend); } GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); }
From source file:displayexample.Entities.Box2D.java
@Override public void draw() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // set the color of the quad (R,G,B,A) GL11.glColor3f(0.5f, 0.5f, 1.0f);/*from www . ja v a 2 s . c o m*/ // draw quad GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2f(x, y); GL11.glVertex2f(x + size, y); GL11.glVertex2f(x + size, y + size); GL11.glVertex2f(x, y + size); GL11.glEnd(); }
From source file:dripdisplay.DripDisplayLWJGL.java
protected void renderGL(Point locs) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glPushMatrix();/* www . j a v a 2 s . c o m*/ { drawBackground(locs); drawForeGround(); if (e.LEVEL_COMPLETE == false) { drawShadow(locs); } drawUI(); } GL11.glPopMatrix(); }
From source file:edu.csun.ecs.cs.multitouchj.ui.graphic.WindowManager.java
License:Apache License
protected void clearOpenGl() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glLoadIdentity(); }