List of usage examples for org.lwjgl.opengl GL11 glClearColor
public static void glClearColor(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha)
From source file:Model.Render.java
public void pripravi() { GL11.glClearColor(1, 0, 0, 1); }
From source file:modeledit.ModelView3D.java
License:Open Source License
private void glInit() { try {// ww w . j a v a 2 s . com this.makeCurrent(); } catch (Exception e) { return; // e.printStackTrace(); } GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(40, ((float) this.getWidth()) / ((float) this.getHeight()), 1, 100); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glShadeModel(GL11.GL_SMOOTH); // GL11.glPolygonMode(GL11.GL_FRONT,GL11.GL_LINE); // GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, get(whiteLight)); GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, get(whiteLight)); GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, get(ambientLight)); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_LIGHT0); GLUtils.glLightPos(1.0f, 1.0f, 1.0f); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP); // GL11.glTexParameteri(GL11.GL_TEXTURE_2D,GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP); }
From source file:net.ae97.notlet.client.GameInstance.java
License:Open Source License
public static void createTextures() throws LWJGLException { Display.setDisplayMode(new DisplayMode(width, height)); Display.create();//from w w w. j av a 2 s . co m Display.setVSyncEnabled(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0, 0, width, height); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, width, height, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); Font awtFont = new Font("Times New Roman", Font.BOLD, 18); font = new TrueTypeFont(awtFont, true); try { textureMapping.put("SMALLLET", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("SMALLLET.png"))); textureMapping.put("healthbar", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("healthbar.png"))); textureMapping.put("score", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("score.png"))); textureMapping.put("arrow", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("arrow.png"))); textureMapping.put("dirt", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("dirt.png"))); textureMapping.put("rangerD", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("rangerD.png"))); textureMapping.put("rangerL", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("rangerL.png"))); textureMapping.put("rangerR", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("rangerR.png"))); textureMapping.put("rangerU", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("rangerU.png"))); textureMapping.put("skele", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("skele.png"))); textureMapping.put("slime", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("slime.png"))); textureMapping.put("hp", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("hp.png"))); textureMapping.put("pb", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("pb.png"))); textureMapping.put("wall", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("wall.png"))); textureMapping.put("exit", TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("exit.png"))); } catch (IOException ex) { throw new RuntimeException(ex); } }
From source file:net.BiggerOnTheInside.Binder.Binder.java
License:Open Source License
/** * <p>Sets up OpenGL.</p>/*from w w w .ja va2s.com*/ */ public void initGL() { int width = displayMode.getWidth(); int height = displayMode.getHeight(); /* Enable 2D texturing. */ GL11.glEnable(GL11.GL_TEXTURE_2D); /* Make all models smoothly textured. */ GL11.glShadeModel(GL11.GL_SMOOTH); /* Set the background color to that signature blue. */ GL11.glClearColor(0.9f, 1.0f, 1.0f, 0.0f); /* Set the clear depth to all-the-way */ GL11.glClearDepth(1.0); /* Enable the depth system. */ GL11.glEnable(GL11.GL_DEPTH_TEST); /* Set the function for depth to GL_LEQUAL. */ GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); /* Enable face culling, basically don't render this face relative to the camera's position. */ GL11.glEnable(GL11.GL_CULL_FACE); /* Set OpenGL to cull the back face of our spatials. */ GL11.glCullFace(GL11.GL_BACK); /* Set the matrix mode to projection. */ GL11.glMatrixMode(GL11.GL_PROJECTION); /* Reset the OpenGL configuration, loading our above prefrences. */ //GL11.glLoadIdentity(); /* Set the perspective. */ GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); /* Set the matrix mode to be model view. */ GL11.glMatrixMode(GL11.GL_MODELVIEW); /* Set the perspective correction hint to finest quality. */ GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); }
From source file:net.bryanbergen.lwjgl.display.Window.java
public void setBackground(Color background) { this.background = background; GL11.glClearColor((float) background.getRed(), (float) background.getGreen(), (float) background.getBlue(), (float) background.getAlpha()); }
From source file:net.bryanbergen.lwjgl.display.Window.java
private void initGLFW() { if (GLFW.glfwInit() != GL_TRUE) { throw new IllegalStateException("Failed to initialize GLFW"); }/*from w ww. j av a2 s .com*/ GLFW.glfwDefaultWindowHints(); GLFW.glfwWindowHint(GLFW_VISIBLE, visible ? GL_TRUE : GL_FALSE); GLFW.glfwWindowHint(GLFW_RESIZABLE, resizable ? GL_TRUE : GL_FALSE); windowHandle = GLFW.glfwCreateWindow(dimension.getWidth(), dimension.getHeight(), title, fullscreen ? GLFW.glfwGetPrimaryMonitor() : NULL, NULL); if (windowHandle == NULL) { throw new RuntimeException("Failed to initialized GLFW Window"); } GLFWVidMode vidmode = GLFW.glfwGetVideoMode(GLFW.glfwGetPrimaryMonitor()); GLFW.glfwSetWindowPos(windowHandle, (vidmode.width() - dimension.getWidth()) / 2, (vidmode.height() - dimension.getHeight()) / 2); GLFW.glfwMakeContextCurrent(windowHandle); initCallbacks(); GLFW.glfwSwapInterval(vsync ? 1 : 0); GL.createCapabilities(); GL11.glClearColor((float) background.getRed(), (float) background.getGreen(), (float) background.getBlue(), (float) background.getAlpha()); }
From source file:net.fabricmc.base.launch.FabricClientTweaker.java
License:Apache License
private void createEarlyDisplay() { File gameDir = new File(args.get("--gameDir")); Properties def = new Properties(); def.setProperty("fullscreen", "false"); def.setProperty("overrideWidth", "0"); def.setProperty("overrideHeight", "0"); Properties props = new Properties(def); try {/*w w w .j av a 2 s . c o m*/ props.load(Files.newReader(new File(gameDir, "options.txt"), StandardCharsets.UTF_8)); } catch (FileNotFoundException e) { } catch (IOException e) { e.printStackTrace(); } boolean fullscreen = args.containsKey("--fullscreen") || Boolean.parseBoolean(props.getProperty("fullscreen")); int overrideWidth = Integer.parseInt(props.getProperty("overrideWidth")); int overrideHeight = Integer.parseInt(props.getProperty("overrideHeight")); int width = 854; int height = 480; if (overrideWidth > 0) { width = overrideWidth; } else if (args.containsKey("--width")) { width = Math.max(1, Integer.parseInt(args.get("--width"))); } if (overrideHeight > 0) { height = overrideHeight; } else if (args.containsKey("--height")) { height = Math.max(1, Integer.parseInt(args.get("--height"))); } String ver = args.get("--version"); if (ver == null) { ver = "Unknown"; } else { int index = ver.indexOf('-'); if (index != -1) { ver = ver.substring(0, index); } } try { Display.setDisplayMode(new DisplayMode(width, height)); Display.setFullscreen(fullscreen); Display.setResizable(true); Display.setTitle("Minecraft " + ver); try { Display.create(new PixelFormat().withDepthBits(24)); } catch (LWJGLException e) { e.printStackTrace(); Display.create(); } GL11.glClearColor(1, 1, 1, 1); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); Display.update(); } catch (LWJGLException e1) { e1.printStackTrace(); Throwables.propagate(e1); } }
From source file:net.kubin.world.World.java
License:Apache License
public void render() { /* Prepare Matrixes */ Game.getInstance().initSceneRendering(); Configuration configuration = Kubin.getConfiguration(); /* Look through the camera with high viewing distance to render the sky */ _player.getFirstPersonCamera().lookThrough(512.0f); /* Set the fog color based on time */ _fogColor.set(Kubin.getConfiguration().getFogColor()); _fogColor.scale(_sunlight - 0.05f);// w w w . j a v a 2 s . c o m GL11.glFog(GL11.GL_FOG_COLOR, GLUtils.wrapDirect(_fogColor.x(), _fogColor.y(), _fogColor.z(), 1.0f)); GL11.glClearColor(_fogColor.x(), _fogColor.y(), _fogColor.z(), 1.0f); /* Render the sky */ GL11.glFogf(GL11.GL_FOG_START, 200); GL11.glFogf(GL11.GL_FOG_END, 400); _sky.renderSky(); /* Restore the fog distance */ GL11.glFogf(GL11.GL_FOG_START, configuration.getViewingDistance() * 0.55f); GL11.glFogf(GL11.GL_FOG_END, configuration.getViewingDistance()); /* Select the visible blocks */ selectVisibleChunks(_player.getFirstPersonCamera().getViewFrustum()); /* Bind the terrain texture */ //GL11.glEnable(GL11.GL_TEXTURE_2D); //TextureStorage.getTexture("terrain").bind(); PerformanceMonitor.getInstance().start(Operation.RENDER_OPAQUE); for (int i = 0; i < _visibleChunks.size(); ++i) { _visibleChunks.get(i).render(MeshType.OPAQUE); } PerformanceMonitor.getInstance().stop(Operation.RENDER_OPAQUE); PerformanceMonitor.getInstance().start(Operation.RENDER_TRANSLUCENT); for (int i = 0; i < _visibleChunks.size(); ++i) { _visibleChunks.get(i).render(MeshType.TRANSLUCENT); } PerformanceMonitor.getInstance().stop(Operation.RENDER_TRANSLUCENT); PerformanceMonitor.getInstance().start(Operation.RENDER_MANUAL); for (int i = 0; i < _visibleChunks.size(); ++i) { _visibleChunks.get(i).renderManualBlocks(); } PerformanceMonitor.getInstance().stop(Operation.RENDER_MANUAL); /* Render the clouds */ GL11.glFogf(GL11.GL_FOG_START, 200); GL11.glFogf(GL11.GL_FOG_END, 400); _sky.renderClouds(); _player.render(); renderOverlay(); }
From source file:net.neilcsmith.praxis.video.opengl.internal.GLRenderer.java
License:Apache License
public void clear() { activate();/*from ww w . ja v a 2 s .c o m*/ tex0 = null; idx = 0; if (surface == null) { LOGGER.finest("Clearing screen"); GL11.glClearColor(0, 0, 0, 1); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); } else { LOGGER.finest("Clearing surface"); if (surface.hasAlpha()) { GL11.glClearColor(0, 0, 0, 0); } else { GL11.glClearColor(0, 0, 0, 1); } GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); } }
From source file:net.phatcode.rel.multimedia.Renderer.java
License:Open Source License
Renderer(int screenWidth, int screenHeight) { try {/* w ww . j a v a2 s .c o m*/ Display.setDisplayMode(new DisplayMode(screenWidth, screenHeight)); Display.create(); Display.setTitle("AnyaBasic 0.4.0 beta"); } catch (LWJGLException e) { e.printStackTrace(); } this.screenWidth = screenWidth; this.screenHeight = screenHeight; GL11.glViewport(0, 0, screenWidth, screenHeight); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, screenWidth, screenHeight, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glShadeModel(GL11.GL_SMOOTH); //set shading to smooth(try GL_FLAT) GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //set Clear color to BLACK GL11.glClearDepth(1.0f); //Set Depth buffer to 1(z-Buffer) GL11.glDisable(GL11.GL_DEPTH_TEST); //Disable Depth Testing so that our z-buffer works GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glAlphaFunc(GL11.GL_GREATER, 0); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glPolygonMode(GL11.GL_FRONT, GL11.GL_FILL); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0.375f, 0.375f, 0); // magic trick }