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:io.flob.blackheart.DisplayDriver.java
License:Open Source License
private void init_GL() { GL11.glClearColor(0.1F, 0.1F, 0.1F, 1.0F); GL11.glEnable(GL11.GL_BLEND);/*from w w w . j a v a 2 s . co m*/ GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(60.0f, ((float) Display.getWidth()) / ((float) Display.getHeight()), 0.1f, 40.0f); }
From source file:io.flob.clicker.DisplayDriver.java
License:Open Source License
private void init_GL() { GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity();// w w w. java 2 s . c o m GL11.glOrtho(0, width, height, 0, -1, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.1f, 0.1f, 0.1f, 1.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); }
From source file:io.github.SolidStudiosTeam.Flicker.engine.GameLoop.java
License:Open Source License
@Override public void initGL() { /* Enable 2D textures. */ GL11.glEnable(GL11.GL_TEXTURE_2D);/* w w w . j a v a 2s . com*/ /* 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:io.root.gfx.glutils.GL.java
License:Apache License
public static void glClearColor(float red, float green, float blue, float alpha) { GL11.glClearColor(red, green, blue, alpha); }
From source file:ion2d.INDirector.java
License:Open Source License
protected void initGL() { setAlphaBlending(true); setDepthTest(true); setProjection(ProjectionFormat.DirectorProjection2D); GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); }
From source file:ion2d.INGrabber.java
License:Open Source License
/** * Before Rendering of grabbing the screen *///from w w w.jav a 2 s .co m public void beforeRender() { GL11.glGetInteger(GL30.GL_FRAMEBUFFER_BINDING, this.oldBufferObject); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.bufferObject.get(0)); GL11.glClearColor(0, 0, 0, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); }
From source file:itdelatrisu.opsu.render.CurveRenderState.java
License:Open Source License
/** * Draw a curve to the screen that's tinted with `color`. The first time * this is called this caches the image result of the curve and on subsequent * runs it just draws the cached copy to the screen. * @param color tint of the curve// ww w. ja v a 2 s.co m * @param borderColor the curve border color * @param curve the points along the curve to be drawn */ public void draw(Color color, Color borderColor, Vec2f[] curve) { float alpha = color.a; // if this curve hasn't been drawn, draw it and cache the result if (fbo == null) { FrameBufferCache cache = FrameBufferCache.getInstance(); Rendertarget mapping = cache.get(hitObject); if (mapping == null) mapping = cache.insert(hitObject); fbo = mapping; int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D); //glGetInteger requires a buffer of size 16, even though just 4 //values are returned in this specific case IntBuffer oldViewport = BufferUtils.createIntBuffer(16); GL11.glGetInteger(GL11.GL_VIEWPORT, oldViewport); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo.getID()); GL11.glViewport(0, 0, fbo.width, fbo.height); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); Colors.WHITE_FADE.a = 1.0f; this.draw_curve(color, borderColor, curve); color.a = 1f; GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb); GL11.glViewport(oldViewport.get(0), oldViewport.get(1), oldViewport.get(2), oldViewport.get(3)); Colors.WHITE_FADE.a = alpha; } // draw a fullscreen quad with the texture that contains the curve GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_TEXTURE_1D); GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID()); GL11.glBegin(GL11.GL_QUADS); GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(fbo.width, 0); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(0, 0); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(0, fbo.height); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(fbo.width, fbo.height); GL11.glEnd(); }
From source file:jake2.desktop.LWJGLAdapter.java
License:Open Source License
@Override public void glClearColor(float r, float g, float b, float a) { GL11.glClearColor(r, g, b, a); }
From source file:jpcsp.graphics.RE.RenderingEngineLwjgl.java
License:Open Source License
@Override public void clear(float red, float green, float blue, float alpha) { GL11.glClearColor(red, green, blue, alpha); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); }
From source file:junkdisplay.JunkDisplayLWJGL.java
protected void initGLLWJGL() { if (!LEVEL_EDITOR) { GL11.glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); } else {// w w w.j a va 2s . c om GL11.glViewport(0, 0, 1500, 800); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); if (!LEVEL_EDITOR) { GL11.glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1); } else { GL11.glOrtho(0, 1500, 800, 0, 1, -1); } GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); initTextures(); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); createModel(); }