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:fr.def.iss.vd2.lib_v3d.V3DCanvas.java

License:Open Source License

/**
 * The only method that you should implement by yourself.
 *
 * @see javax.media.openGL11.GLEventListener#display(javax.media.openGL11.GLAutoDrawable)
 *//*from w ww  . j ava2 s.  c om*/
public void display() {

    GL11.glClear(GL11.GL_ACCUM_BUFFER_BIT);

    for (V3DCameraBinding binding : cameraList) {

        GL11.glViewport(binding.x, binding.y, binding.width, binding.height);

        //Clean Background
        I3dColor color = binding.camera.getBackgroundColor();
        GL11.glClearColor(color.r, color.g, color.b, color.a);

        GL11.glScissor(binding.x, binding.y, binding.width, binding.height);
        GL11.glEnable(GL11.GL_SCISSOR_TEST);
        if (color.a == 1.0f) {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        } else {
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            GL11.glOrtho(0, binding.width, 0, binding.height, -2000.0, 2000.0);

            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glColor4f(color.r, color.g, color.b, color.a);
            GL11.glBegin(GL11.GL_QUADS);
            GL11.glVertex3f(0, 0, 0);
            GL11.glVertex3f(binding.width, 0, 0);
            GL11.glVertex3f(binding.width, binding.height, 0);
            GL11.glVertex3f(0, binding.height, 0);
            GL11.glEnd();
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
        }
        GL11.glDisable(GL11.GL_SCISSOR_TEST);

        binding.camera.display(binding.width, binding.height);

        GL11.glDisable(GL11.GL_DEPTH_TEST);
        //            binding.getGui().display();
        GL11.glEnable(GL11.GL_DEPTH_TEST);

        if (select && binding == focusCamera) {
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            //glu.gluPerspective(45.0f, h, 0.1, 2000.0);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            binding.camera.select(mouseX, mouseY);
            context.setMouseOverCameraBinding(binding);
        }
    }
    GL11.glFlush();
    select = false;
}

From source file:fr.guillaume.prive.viper.core.graphic.GraphicMotor.java

public static void draw() {
    GraphicMotor.checkInstance();// w w  w .  ja  va 2  s  .  co m

    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL20.glUseProgram(instance.shipShaderId);

    GL20.glUniform1i(instance.useTextureLocation, instance.drawPolygonFrame ? 0 : 1);
    int drawStyle = instance.drawPolygonFrame ? GL11.GL_LINE_LOOP : GL11.GL_TRIANGLES;

    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, instance.shipTextureId);
    GL30.glBindVertexArray(instance.shipVaoId);
    GL20.glEnableVertexAttribArray(0);
    GL20.glEnableVertexAttribArray(1);
    GL20.glEnableVertexAttribArray(2);
    GL20.glEnableVertexAttribArray(3);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, instance.shipVboiId);
    GL11.glDrawElements(drawStyle, instance.shipVboiLenght, GL11.GL_UNSIGNED_INT, 0);

    GL20.glDisableVertexAttribArray(0);
    GL20.glDisableVertexAttribArray(1);
    GL20.glDisableVertexAttribArray(2);
    GL20.glDisableVertexAttribArray(3);
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    GL30.glBindVertexArray(0);
    GL20.glUseProgram(0);
}

From source file:fr.ign.cogit.geoxygene.appli.render.LwjglLayerRenderer.java

License:Open Source License

/**
 * Initialize layer FBO to receive GL primitives from a set of identical
 * symbolizers//  w  w w  .j  a  v a2  s.  c om
 * 
 * @param primitive
 * @param opacity
 * @param currentSymbolizer
 * @throws GLException
 */
private void clearFBOLayer() throws GLException {
    GLTools.glCheckError("preparing next FBO Layer");
    GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, this.getLayerViewPanel().getGLCanvas().getFboId());
    GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);

    GLTools.glCheckError("bind frame buffer");

    // Blending mode in FBO drawing.
    GLTools.glCheckError("finalizing FBO initialization");
    GL11.glClearColor(0f, 0f, 0f, 0f);
    GLTools.glCheckError("finalizing FBO initialization");
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

    GLTools.glCheckError("finalizing FBO initialization");
    glEnable(GL11.GL_BLEND);
    GLTools.glCheckError("finalizing FBO initialization");
    GL20.glBlendEquationSeparate(GL14.GL_FUNC_ADD, GL14.GL_MAX);
    GLTools.glCheckError("finalizing FBO initialization");
    GL14.glBlendFuncSeparate(GL11.GL_ONE, GL11.GL_ZERO, GL11.GL_ZERO, GL11.GL_ZERO);
    GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0);
    GLTools.glCheckError("finalizing FBO initialization");
}

From source file:fr.ign.cogit.geoxygene.util.gl.GLTools.java

License:Open Source License

/**
 * set gl clear color from a LWJGL Color object
 *//*from  w  ww.j a v  a  2s  .c  o m*/
public static void glClear(final Color color, int bufferId) {
    GL11.glClearColor(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f,
            color.getAlpha() / 255f);
    GL11.glClear(bufferId);
}

From source file:fr.ign.cogit.geoxygene.util.gl.GLTools.java

License:Open Source License

/**
 * set gl clear color from an AWT Color object
 *///from  ww w.  j  ava 2  s  .com
public static void glClear(final java.awt.Color color, int bufferId) {
    GL11.glClearColor(color.getRed() / 255f, color.getGreen() / 255f, color.getBlue() / 255f,
            color.getAlpha() / 255f);
    GL11.glClear(bufferId);
}

From source file:fr.ign.cogit.geoxygene.util.gl.GLTools.java

License:Open Source License

/**
 * set gl clear color from RGBA components
 *//*from   w w  w  .  jav a  2 s .c  o m*/
public static void glClear(float r, float g, float b, float a, int bufferId) {
    GL11.glClearColor(r, g, b, a);
    GL11.glClear(bufferId);
}

From source file:fr.theshark34.sharkengine.Game.java

License:Apache License

/**
 * Update the window, called by the main loop of the create() method
 *///from  ww  w  .  jav  a  2s  . c om
private static void update() {
    // Clear all
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glClearColor((float) clearColor.getRed() / 255, (float) clearColor.getGreen() / 255,
            (float) clearColor.getBlue() / 255, (float) clearColor.getAlpha() / 255);

    // Draw the current GUI
    if (currentGUI != null)
        currentGUI.draw();

    // Check if user requested close
    if (Display.isCloseRequested())
        stop();

    // Update the Display
    Display.update();
}

From source file:game.engine.game.Scene.java

License:Open Source License

/**
 * Draws the screen contents using OpenGL.
 *///from   w ww  .j av  a2s. c  o m
public void draw() {
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, getScreenWidthUnits(), getScreenHeightUnits(), 0, -1, 1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();
    GL11.glTranslatef(-screenX, -screenY, 0.0f);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
    for (GameObject gameObject : gameObjects) {
        gameObject.draw();
    }
}

From source file:game.states.State_PREFAB_EDITOR.java

License:Open Source License

@Override
protected void Render() {

    OrthoMode();/*  w  w  w  .jav a  2  s  . c  o m*/
    ModelMode();

    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    DrawBackground();

    ButtonGUILayer.Render();
    if (PrefabMap != null)
        PrefabMap.Render();
    PrefabPalette.Render();
    Color.white.bind();
    MenuGUILayer.Render();

    ProjectionMode();
    ModelMode();
    GL11.glDisable(GL11.GL_TEXTURE_2D);

    GL11.glTranslatef(CameraX, CameraY, -20f + CameraZ); // Move Right 1.5

    GL11.glTranslatef(9, -45, 0);
    GL11.glRotatef(MapRotatef, 0f, 1.0f, 0f);
    RenderPrefab();

}

From source file:game.states.State_SINGLEPLAYER.java

License:Open Source License

@Override
protected void Render() {

    OrthoMode();/*from  w w w  .j  a  va2 s.c om*/
    ModelMode();

    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    DrawBackground();
    MainGUILayer.Render();
    MenuGUILayer.Render();
    StatRenderer.DrawBars();

    ProjectionMode();
    ModelMode();
    GL11.glDisable(GL11.GL_TEXTURE_2D);

    GL11.glTranslatef(PlayerX, PlayerY, -20f + PlayerZ); // Move Right 1.5

    GL11.glTranslatef(9, -45, 0);
    GL11.glRotatef(MapRotatef, 0f, 1.0f, 0f);
    t.Render();

}