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:com.dinasgames.engine.graphics.GL.java
public static void clearColor(GLColor color) { if (version >= 11) { GL11.glClearColor(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha()); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }/* w w w .ja v a 2 s .c o m*/ }
From source file:com.flowpowered.caustic.lwjgl.gl20.GL20Context.java
License:MIT License
@Override public void setClearColor(Vector4f color) { checkCreated();//from ww w. ja va 2s. c om GL11.glClearColor(color.getX(), color.getY(), color.getZ(), color.getW()); // Check for errors LWJGLUtil.checkForGLError(); }
From source file:com.gameminers.ethereal.architect.ModelCanvas.java
License:Open Source License
@Override protected void paintGL() { try {//from w w w.j a v a 2 s .c o m if (getWidth() != current_width || getHeight() != current_height) { current_width = getWidth(); current_height = getHeight(); GL11.glViewport(0, 0, current_width, current_height); } GL11.glClearColor(0.0f, 0.6f, 0.5f, 1.0f); GL11.glClearDepth(1.0); GL11.glColor3f(1, 1, 1); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) getWidth() / (float) getHeight(), 0.1f, 1000.0f); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPushMatrix(); GL11.glTranslatef(0, 0, zoom); GL11.glRotatef(angle, 0f, 1f, 0f); GL11.glRotatef(tilt, 1f, 0f, 0f); GL11.glTranslatef(-16, -16, -16); if (lit) { GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_LIGHT0); GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, lightPosition); GL11.glLight(GL11.GL_LIGHT0, GL11.GL_AMBIENT, lightAmbient); } else { GL11.glDisable(GL11.GL_LIGHTING); } if (textured) { GL11.glEnable(GL11.GL_TEXTURE_2D); } else { GL11.glDisable(GL11.GL_TEXTURE_2D); } if (model != null) { if (model.isAmbientOcclusionEnabled()) { GL11.glShadeModel(GL11.GL_SMOOTH); } else { GL11.glShadeModel(GL11.GL_FLAT); } for (ModelElement ele : model.getElements()) { GL11.glPushMatrix(); if (ele.isShade()) { GL11.glEnable(GL11.GL_LIGHTING); } else { GL11.glDisable(GL11.GL_LIGHTING); } float fromX = ele.getFrom()[0]; float fromY = ele.getFrom()[1]; float fromZ = ele.getFrom()[2]; float toX = ele.getTo()[0]; float toY = ele.getTo()[1]; float toZ = ele.getTo()[2]; float fX = (fromX > toX ? fromX : toX); float fY = (fromY > toY ? fromY : toY); float fZ = (fromZ > toZ ? fromZ : toZ); float tX = (fromX > toX ? toX : fromX); float tY = (fromY > toY ? toY : fromY); float tZ = (fromZ > toZ ? toZ : fromZ); GL11.glTranslatef(fX, fY, fZ); float scaleX = tX - fX; float scaleY = tY - fY; float scaleZ = tZ - fZ; GL11.glBegin(GL11.GL_QUADS); GL11.glNormal3f(0, 0, -1f); for (int i = 0; i < vertices.length / 3; i++) { int faceIdx = i / 4; ModelFace face; switch (faceIdx) { case 0: face = ele.getFaces().getNorth(); break; case 1: face = ele.getFaces().getSouth(); break; case 2: face = ele.getFaces().getUp(); break; case 3: face = ele.getFaces().getDown(); break; case 4: face = ele.getFaces().getWest(); break; case 5: face = ele.getFaces().getEast(); break; default: face = null; break; } int idx = i * 3; float vX = vertices[idx] * scaleX; float vY = vertices[idx + 1] * scaleY; float vZ = vertices[idx + 2] * scaleZ; /*float u; float v; GL11.glTexCoord2f(u, v);*/ GL11.glVertex3f(vX, vY, vZ); } GL11.glEnd(); GL11.glPopMatrix(); } } GL11.glPopMatrix(); swapBuffers(); repaint(); } catch (LWJGLException e) { throw new RuntimeException(e); } }
From source file:com.gameminers.mav.Mav.java
License:Open Source License
private static void drawBasicScreen(String s, float dim) { Rendering.setUpGL();//from w w w . j av a 2 s . c om Rendering.beforeFrame(Display.getWidth(), Display.getHeight()); GL11.glClearColor(0, 0, 0, 1); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); Fonts.light[2].drawString((Display.getWidth() / 2) - (Fonts.light[2].getWidth(s) / 2), 160, s, Color.white); Rendering.drawTriangle(Display.getWidth() / 2f, 90, 74, 0.5f, 0.5f, 0.5f, 0.5f, 0); Rendering.drawTriangle(Display.getWidth() / 2f, 90, 64, 0.5f, 0.5f, 0.5f, 1, 0.5f); Rendering.drawTriangle(Display.getWidth() / 2f, 90, 56, 0, 0, 0, 1, 1f); Rendering.drawRectangle(0, 0, Display.getWidth(), Display.getHeight(), 0, 0, 0, dim, 1); Display.update(); }
From source file:com.gameminers.mav.personality.poly.PolygonPersonality.java
License:Open Source License
@Override public void renderBackground() { /*long delta = System.currentTimeMillis()-Mav.lastInputEvent; if (delta > IDLE_TIME) {// w w w . j a v a 2s. c o m bgLum = (1.0f-(Math.min(delta-IDLE_TIME, IDLE_FADE_OUT_TIME)/IDLE_FADE_OUT_TIME))*0.3f; framesSinceFade = 0; } else { framesSinceFade++; bgLum = Math.min(0.3f, framesSinceFade/IDLE_FADE_IN_FRAMES); }*/ float[] rgb = RenderState.getColor(bgLum); GL11.glClearColor(rgb[0], rgb[1], rgb[2], 1f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
From source file:com.github.kajdreef.mazerunnermvn.Launcher.java
/** * Initialize the display./* w w w .ja v a2 s. com*/ */ public void initDisplayLWJGL() { PixelFormat pixelFormat = new PixelFormat(); ContextAttribs contextAtrributes = new ContextAttribs(3, 2).withForwardCompatible(true) .withProfileCore(true); try { Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); Display.setTitle("MazeRunner"); Display.create(pixelFormat, contextAtrributes); } catch (LWJGLException e) { e.printStackTrace(); System.exit(-1); } GL11.glClearColor(0.4f, 0.6f, 0.9f, 0f); GL11.glViewport(0, 0, WIDTH, HEIGHT); // Enable depth test so the objects are rendered in the right way. GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_CULL_FACE); }
From source file:com.github.reisnera.gameboylfb.App.java
License:GNU General Public License
public App() { // Set up error callback glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err)); if (glfwInit() != GL11.GL_TRUE) { throw new IllegalStateException("Unable to initialize GLFW"); }//from ww w . j a va2 s .c o m glfwDefaultWindowHints(); glfwWindowHint(GLFW_VISIBLE, GL11.GL_FALSE); // the window will stay hidden after creation glfwWindowHint(GLFW_RESIZABLE, GL11.GL_FALSE); window = glfwCreateWindow(WIDTH, HEIGHT, "gameboylfb", MemoryUtil.NULL, MemoryUtil.NULL); if (window == MemoryUtil.NULL) { throw new RuntimeException("Failed to create the GLFW window"); } // Setup a key callback. It will be called every time a key is pressed, repeated or released. // It needs a window handle before it can be set glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() { @Override public void invoke(long window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) glfwSetWindowShouldClose(window, GL11.GL_TRUE); // We will detect this in our rendering loop } }); // Get the resolution of the primary monitor ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor()); // Center our window glfwSetWindowPos(window, (GLFWvidmode.width(vidmode) - WIDTH) / 2, (GLFWvidmode.height(vidmode) - HEIGHT) / 2); // Make the OpenGL context current glfwMakeContextCurrent(window); // Enable v-sync glfwSwapInterval(1); // Make the window visible glfwShowWindow(window); //GL.createCapabilities(true); // Load LWJGL's current context without deprecated functions GLContext.createFromCurrent(); // use this line instead with the 3.0.0a build // Clear buffer to Game Boy off-state display color GL11.glClearColor(0.605f, 0.734f, 0.059f, 1.0f); }
From source file:com.google.gapid.glviewer.GeometryScene.java
License:Apache License
@Override public void init(Renderer renderer) { float[] background = new float[] { .2f, .2f, .2f, 1f }; LOG.log(FINE, "GL Version: " + GL11.glGetString(GL11.GL_VERSION)); LOG.log(FINE, "GLSL Version: " + GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION)); shaders = Shaders.init(renderer);//from w w w .j ava 2s . c om if (renderable != null) { renderable.init(renderer); } GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glClearColor(background[0], background[1], background[2], background[3]); GL11.glPointSize(4); GL30.glBindVertexArray(GL30.glGenVertexArrays()); }
From source file:com.google.gapid.glviewer.gl.Renderer.java
License:Apache License
/** Clears the viewport with the given solid color */ public static void clear(Color c) { GL11.glClearColor(c.getRed() / 255f, c.getGreen() / 255f, c.getBlue() / 255f, 1f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
From source file:com.google.gapid.glviewer.Viewer.java
License:Apache License
@Override public void init() { float[] background = new float[] { .2f, .2f, .2f, 1f }; LOG.log(FINE, "GL Version: " + GL11.glGetString(GL11.GL_VERSION)); LOG.log(FINE, "GLSL Version: " + GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION)); shaders = Shaders.init();//from w w w .ja v a2s . co m if (renderable != null) { renderable.init(); } GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glClearColor(background[0], background[1], background[2], background[3]); GL11.glPointSize(4); GL30.glBindVertexArray(GL30.glGenVertexArrays()); }