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:shadowmage.meim.client.gui.GuiModelEditor.java
License:Open Source License
protected void doSelection() { int posX = Mouse.getX(); int posY = Mouse.getY(); GL11.glDisable(GL11.GL_TEXTURE_2D);//from www. j a v a 2s . c om GL11.glClearColor(1.f, 1.f, 1.f, 1.f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GuiModelEditor.model.renderForSelection(); byte[] pixelColorsb = new byte[3]; ByteBuffer pixelColors = ByteBuffer.allocateDirect(3); GL11.glReadPixels(posX, posY, 1, 1, GL11.GL_RGB, GL11.GL_BYTE, pixelColors); for (int i = 0; i < 3; i++) { pixelColorsb[i] = pixelColors.get(i); } int r = pixelColorsb[0]; int g = pixelColorsb[1]; int b = pixelColorsb[2]; GL11.glEnable(GL11.GL_TEXTURE_2D); AWLog.logDebug("colors clicked on: " + r + "," + g + "," + b); int color = (r << 16) | (g << 8) | b; AWLog.logDebug("color out: " + color); GL11.glClearColor(.2f, .2f, .2f, 1.f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); Primitive p = model.getPrimitive(color); if (p == null) { this.setSelectedPiece(null); this.setSelectedPrimitive(null); } else { this.setSelectedPrimitive(p); } }
From source file:src.graphics.common.Rendering.java
License:Open Source License
public void renderDisplay() { initSettings();/*from w w w . j a v a 2 s . c o m*/ final Colour BC = backColour == null ? Colour.DARK_GREY : backColour; GL11.glClearColor(BC.r, BC.g, BC.b, BC.a); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); port.applyView(); lighting.bindLight(0); for (Client client : clients) { GL11.glColor4f(1, 1, 1, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); final int disabled[] = client.GL_disables(); if (disabled != null) for (int d : disabled) GL11.glDisable(d); client.renderTo(this); if (disabled != null) for (int d : disabled) GL11.glEnable(d); } clients.clear(); if (HUD != null) { HUD.renderHUD(new Box2D().set(0, 0, viewWide, viewHigh)); } // // TODO: Allow a custom image-tex? final Colour FC = foreColour == null ? Colour.NONE : foreColour; //final Colour FC = Colour.GREY ; FC.bindColour(); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glBegin(GL11.GL_QUADS); UINode.drawQuad(0, 0, viewWide, viewHigh, 0, 0, 1, 1, 0); GL11.glEnd(); Display.update(); }
From source file:taiga.gpvm.render.ColoredSky.java
License:Open Source License
@Override protected void renderSky(Matrix4 proj) { GL11.glClearColor(red, green, blue, 1f); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_COLOR_BUFFER_BIT); }
From source file:tectonicus.rasteriser.lwjgl.LwjglRasteriser.java
License:BSD License
@Override public void clear(Color clearColour) { GL11.glClearColor(clearColour.getRed() / 255.0f, clearColour.getGreen() / 255.0f, clearColour.getBlue() / 255.0f, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); }
From source file:thebounzer.org.lwgldemo.OglBook.java
License:Open Source License
public OglBook() { // Initialize OpenGL (Display) this.setupOpenGL(); this.printOpenglInfo(); Util.checkGLError();/*from w w w . java 2 s .co m*/ Chapter chapter = new Chapter5(); chapter.configure(); // Setup background color float[] color = new float[] { 0.0f, 0.0f, 0.0f, 1.0f }; GL11.glClearColor(color[0], color[1], color[2], color[3]); while (!Display.isCloseRequested()) { // Do a single loop (logic/render) //GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); chapter.loopCycle(); // Force a maximum FPS of about 60 Display.sync(60); // Let the CPU synchronize with the GPU if GPU is tagging behind Display.update(); } // Destroy OpenGL (Display) chapter.destroy(); this.destroyDisplay(); }
From source file:tk.ivybits.engine.gl.GL.java
License:Open Source License
public static void glClearColor(float a, float b, float c, float d) { GL11.glClearColor(a, b, c, d); }
From source file:tk.jacklin213.voxelgale.rendering.BasicRenderer.java
License:Apache License
private void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D);// w w w. java 2s. c o m GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0, 0, 0, 0); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); }
From source file:uk.co.ifs_studios.engine.util.OpenGL.java
License:Open Source License
/** * Setup OpenGL./* w ww . j a v a2 s . c om*/ * * @param width * - Width of screen. * @param height * - Height of screen. */ public static void initialize(int width, int height) { GL11.glClearColor(0f, 0f, 0f, 0f); GL11.glViewport(0, 0, width, height); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); }
From source file:us.illyohs.wumbo.client.render.RenderGuildCore.java
License:Creative Commons License
@Override public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float tick) { TileGuildCore tgc = (TileGuildCore) tile; GL11.glPushMatrix();/*from w ww .jav a 2 s.c o m*/ GL11.glTranslated((float) x + 0.5, (float) y + 1.5, (float) z + 2.5); GL11.glScalef(1F, -1F, -1F); FMLClientHandler.instance().getClient().renderEngine.bindTexture(LibAssets.ASSET_GUILD_CORE_FRAME); frame.render(.0625F); // core.render(); // GL11.glScalef(1F, -1F, -1F); GL11.glBlendFunc(0, 1); GL11.glClearColor(0.7f, 0.7f, 0.7f, 1.0f); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslated((float) x + 1.0, (float) y + 2.0, (float) z + 1.0); GL11.glScalef(1F, -1F, -1F); core.render8(); GL11.glPopMatrix(); }
From source file:us.samcraft.thaumickeeper.client.render.RenderKeeper.java
License:Creative Commons License
@Override public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float tick) { TileSpaceKeeper tKeeper = (TileSpaceKeeper) tileentity; GL11.glPushMatrix();//from w w w. j a v a 2s . co m GL11.glTranslated((float) x + 0.5, (float) y + 1.5, (float) z + 0.5); GL11.glScalef(1F, -1F, -1F); Minecraft.getMinecraft().renderEngine.bindTexture(TEXTURE); model.render(.0625F); GL11.glScalef(1F, -1F, -1F); GL11.glBlendFunc(0, 1); GL11.glClearColor(0.7f, 0.7f, 0.7f, 1.0f); GL11.glPopMatrix(); }