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:fr.guillaume.prive.viper.core.graphic.GraphicMotor.java
private static void setupOpenGL() { try {/* w ww . j a v a2 s.c o m*/ PixelFormat pixelFormat = new PixelFormat(); ContextAttribs contextAtrributes = new ContextAttribs(3, 2).withForwardCompatible(true) .withProfileCore(true); Display.setDisplayMode(new DisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT)); Display.setTitle(WINDOW_NAME); Display.create(pixelFormat, contextAtrributes); } catch (LWJGLException e) { throw new IllegalStateException("OpenGL init error", e); } GL11.glClearColor(0f, 0f, 0f, 0f); GL11.glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_BLEND); }
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// www . jav a 2 s.co m * * @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 ww w. j av a2s.co 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 *//*ww w. j a va2 s .c o m*/ 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 ww. j a va 2s . 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 w w w.j a va 2 s . c o m 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. *///ww w.j a v a 2s.c om 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:geh.Geh.java
public void initGL() { try {//ww w .j a v a 2 s. c o m Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); Display.create(); } catch (LWJGLException ex) { ex.printStackTrace(); System.exit(0); } Mouse.setGrabbed(false); GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GL11.glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, WIDTH, HEIGHT, 0.0, -1.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }
From source file:hexagonalminesweeper.HexagonalMinesweeper.java
public static void renderGL() { try {//w ww.j a v a2s . c om Display.setDisplayMode(new org.lwjgl.opengl.DisplayMode(800, 600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glViewport(0, 0, 800, 600); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 600, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); Display.setVSyncEnabled(true); }
From source file:illarion.graphics.lwjgl.RenderDisplayLWJGL.java
License:Open Source License
/** * Setup the openGL render environment. Such as the view port the matrix for * the orthogonal view and so on.//from w w w . j a v a2s .co m */ protected void setupOpenGL() { if (!Display.isCreated()) { return; } // set the basic view port of the game. This should be the full size of // the client window GL11.glViewport(0, 0, resWidth, resHeight); // enable alpha blending based on the picture alpha channel GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // disable death test, we work in 2D anyway, there is no depth GL11.glDisable(GL11.GL_DEPTH_TEST); // switch to projection matrix to set up the orthogonal view that we // need GL11.glMatrixMode(GL11.GL_PROJECTION); // load the identity matrix to we have a clean start GL11.glLoadIdentity(); // setup the orthogonal view GLU.gluOrtho2D(0, resWidth, 0, resHeight); // set clear color to black GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // sync frame (only works on windows) if (Graphics.NO_SLOWDOWN) { Display.setVSyncEnabled(false); } else { Display.setVSyncEnabled(true); } // clean up the screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // switch to model view matrix, so we can place the sprites correctly GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); }