Example usage for org.lwjgl.opengl GL11 glClearDepth

List of usage examples for org.lwjgl.opengl GL11 glClearDepth

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glClearDepth.

Prototype

public static void glClearDepth(@NativeType("GLdouble") double depth) 

Source Link

Document

Sets the depth value used when clearing the depth buffer.

Usage

From source file:com.opengrave.og.MainThread.java

License:Open Source License

protected void initGL() {
    if (glfwInit() != GLFW_TRUE) {
        System.exit(1);//from  w w w  .ja v  a 2s . c om
    }
    glfwDefaultWindowHints();
    glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE);
    glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
    window = glfwCreateWindow(800, 600, "HiddenGrave", NULL, NULL);
    if (window == NULL) {
        System.exit(1);
    }
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // TODO condig of vsync. Enable vsync
    GL.createCapabilities();
    glfwSetFramebufferSizeCallback(window, (framebufferSizeCallback = new GLFWFramebufferSizeCallback() {
        @Override
        public void invoke(long window, int width, int height) {
            onResize(width, height);
        }
    }));
    onResize(800, 600);
    // TODO Check all extensions. TEX 2D ARRAY, GLSL 130
    createConfig();

    Util.initMatrices();
    Renderable.init();
    GUIXML.init();

    // Prepare Lighting
    initLighting();
    // Default Values
    GL11.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); // sets background to grey
    Util.checkErr();
    GL11.glClearDepth(1.0f); // clear depth buffer
    Util.checkErr();
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables depth testing
    Util.checkErr();
    GL11.glDepthFunc(GL11.GL_LEQUAL); // sets the type of test to use for
    // depth testing
    GL11.glEnable(GL11.GL_BLEND);
    Resources.loadTextures(); // Reconsider positioning. Other than GUI
    // texture we could offset these in another
    // thread... Possibly?
    Resources.loadModels();
    Resources.loadFonts();

}

From source file:com.runescape.client.revised.editor.modelviewer.Main.java

License:Open Source License

public static void initialize(final Canvas modelCanvas) {
    try {/*from ww  w . j a va 2s.com*/
        Display.setParent(modelCanvas);
        Display.create(new PixelFormat(8, 24, 8, 8));
        Display.makeCurrent();
    } catch (final LWJGLException lwjgle) {
        try {
            Display.create(new PixelFormat(8, 24, 8, 0));
        } catch (final LWJGLException e) {
            e.printStackTrace();
        }
    }
    Display.setVSyncEnabled(false);
    Display.setSwapInterval(0);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glClearDepth(1.0F);
    GL11.glDepthFunc(GL11.GL_LEQUAL);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glEnable(GL11.GL_NORMALIZE);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glEnable(GL11.GL_POINT_SMOOTH);
    GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE);
    GL11.glCullFace(GL11.GL_BACK);
}

From source file:com.rvantwisk.cnctools.controls.opengl.OpenGLRenderer.java

License:Open Source License

protected void init() {
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    GL11.glClearDepth(1.0);
    GL11.glDepthFunc(GL11.GL_LEQUAL);/*from w ww.  j av a2  s  . co m*/
    GL11.glEnable(GL11.GL_COLOR_MATERIAL);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

}

From source file:com.sriramramani.droid.inspector.ui.InspectorCanvas.java

License:Mozilla Public License

public InspectorCanvas(Composite parent, int style, GLData data) {
    super(parent, style, data);
    setCurrent();/*from   w ww.ja va  2s. com*/

    // Clear the canvas.
    GL11.glClearColor(CLEAR_COLOR[0], CLEAR_COLOR[1], CLEAR_COLOR[2], CLEAR_COLOR[3]);
    GL11.glClearDepth(1.0f);
    GL11.glLineWidth(1.0f);
    GL11.glPointSize(1.0f);

    GL11.glShadeModel(GL11.GL_FLAT);

    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
    GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);

    GL11.glDisable(GL11.GL_LIGHTING);

    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthMask(true);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_ALPHA_TEST);
    GL11.glAlphaFunc(GL11.GL_GREATER, 0.01f);

    GL11.glEnable(GL11.GL_STENCIL_TEST);
    GL11.glStencilFunc(GL11.GL_ALWAYS, 0x1, 0xf);
    GL11.glStencilOp(GL11.GL_INCR, GL11.GL_KEEP, GL11.GL_INCR);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    reset();

    mTransform = new Matrix4f();
    mTransform.setIdentity();

    addListener(SWT.Resize, this);
    addListener(SWT.Paint, this);
    addMouseListener(this);
    addMouseWheelListener(this);
}

From source file:com.telinc1.rpjg.Game.java

License:Apache License

public void start() {
    // Start logging.
    Configurator.defaultConfig().writer(new ConsoleWriter())
            .formatPattern("[{date:yyyy-MM-dd HH:mm:ss}] [{level}] [{class_name}] {message}").activate();
    Logger.info("Creating and initializing game.");

    // Create the display.
    try {//  ww  w . j ava  2  s.  co m
        Display.setTitle(GameOptions.GAME_NAME);
        Display.setResizable(false);
        Display.setDisplayMode(new DisplayMode(640, 360));
        Display.setVSyncEnabled(true);
        Display.setFullscreen(false);

        Display.create();
    } catch (LWJGLException e) {
        e.printStackTrace();
        System.exit(ExitCodes.INIT_DISPLAY);
    } finally {
        this.isRunning = true;
        Logger.info("Finished display creation.");
    }

    // Initialize OpenGL.
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_LIGHTING);

    GL11.glClearColor(0f, 0f, 0f, 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, Display.getWidth(), Display.getHeight());
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();
    GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1);
    GL11.glMatrixMode(GL11.GL_MODELVIEW);

    // Load all textures.
    TextureLoader.initialize();

    // Initialize the game.
    this.initialize();

    // Load the default map.
    this.loadMap("dungeon");
    ModuleManager.getInstance().openModule(new ModuleMap());

    // Main game loop
    while (this.isRunning() && !Display.isCloseRequested()) {
        // Clear the screen from the previous frame.
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        this.loop();
        this.draw();
        this.collectInput();

        // Sync and update the display.
        Display.update();
        Display.sync(GameOptions.FRAME_RATE);
    }

    // Free up all resources and exit.
    Logger.info("Close requested!");

    TextureLoader.destroy();
    Display.destroy();

    Logger.info("Resources destroyed - exiting.");
    System.exit(ExitCodes.CLOSE_REQUESTED);
}

From source file:edu.csun.ecs.cs.multitouchj.ui.graphic.WindowManager.java

License:Apache License

protected void initializeOpenGl() {
    DisplayMode displayMode = displayManager.getCurrentDisplayMode();

    GL11.glEnable(GL11.GL_DEPTH_TEST);//from  ww  w . j  a v  a  2 s  .c  o  m
    GL11.glClearDepth(1.0f);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glViewport(0, 0, displayMode.getWidth(), displayMode.getHeight());
    GL11.glMatrixMode(GL11.GL_PROJECTION);
    GL11.glLoadIdentity();

    //GLU.gluPerspective(45.0f, (float)SCREEN_WIDTH/(float)SCREEN_HEIGHT, 4.0f, 4000.0f);
    GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 1.0f, 100.0f);

    GL11.glMatrixMode(GL11.GL_MODELVIEW);
    GL11.glLoadIdentity();

    GL11.glShadeModel(GL11.GL_SMOOTH);
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    //GL11.glClearDepth(1.0f);

    //GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    //GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glCullFace(GL11.GL_BACK);
}

From source file:espresso3d.engine.E3DEngine.java

License:Open Source License

private void initGL() {
    logger.writeLine(E3DEngineLogger.SEVERITY_INFO, "Initializing OpenGL");

    GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
    GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background  
    GL11.glClearDepth(1.0); // Depth Buffer Setup
    GL11.glEnable(GL11.GL_DEPTH_TEST); // Enables Depth Testing
    GL11.glDepthFunc(GL11.GL_LEQUAL); // The Type Of Depth Testing To Do
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // Set Perspective Calculations To Most Accurate
}

From source file:eu.over9000.veya.gui.Gui.java

License:Open Source License

private static void setUpStates(final int width, final int height) {
     try {/*  w w  w .j a v  a  2  s. c om*/
         Display.setDisplayMode(new DisplayMode(width, height));

         Display.create();
         //Display.create(new PixelFormat().withSamples(4).withDepthBits(24), new ContextAttribs(3, 3));
         Display.setVSyncEnabled(true);
     } catch (final 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, 0.3f, 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, 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);
 }

From source file:fable.imageviewer.views.ReliefView.java

License:Open Source License

@Override
public void createPartControl(Composite parent) {

    thisView = this;
    parent.setLayout(new GridLayout(1, false));
    GridUtils.removeMargins(parent);/*from ww w  . jav  a  2s  . co  m*/

    createActions();

    Composite comp = new Composite(parent, SWT.NONE);
    comp.setLayoutData(new GridData(SWT.FILL, SWT.FILL, true, true));
    comp.setLayout(new FillLayout());
    GLData data = new GLData();
    data.doubleBuffer = true;
    canvas = new GLCanvas(comp, SWT.NONE, data);
    canvas.setSize(comp.getSize());
    canvas.setCurrent();
    try {
        GLContext.useContext(canvas);
    } catch (LWJGLException ex) {
        FableUtils.excMsg(ReliefView.class, "Error in createPartControl using GLContext.useContext", ex);
    }
    // context = GLDrawableFactory.getFactory().createExternalGLContext();
    canvas.addListener(SWT.Resize, new Listener() {
        public void handleEvent(Event event) {
            Rectangle bounds = canvas.getBounds();
            // float fAspect = (float) bounds.width / (float) bounds.height;
            canvas.setCurrent();
            try {
                GLContext.useContext(canvas);
            } catch (LWJGLException ex) {
                FableUtils.excMsg(ReliefView.class, "Error in resize listener using GLContext.useContext", ex);
            }
            // context.makeCurrent();
            // GL11 gl = context.getGL ();
            GL11.glViewport(0, 0, bounds.width, bounds.height);
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
            // GLU glu = new GLU();
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
            drawRelief();
            canvas.swapBuffers();
            // context.release();
        }
    });
    canvas.setCurrent();
    try {
        GLContext.useContext(canvas);
    } catch (LWJGLException ex) {
        FableUtils.excMsg(ReliefView.class, "Error in createPartControl using GLContext.useContext", ex);
    }
    // GL11 gl = context.getGL ();
    GL11.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    GL11.glColor3f(1.0f, 0.0f, 0.0f);
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glClearDepth(1.0);
    GL11.glLineWidth(2);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    // context.release();
    // create the grip for users to change the orientation, translation and
    // zoom
    grip = new SceneGrip(canvas, this);
    canvas.addMouseListener(grip);
    canvas.addMouseMoveListener(grip);
    canvas.addListener(SWT.MouseWheel, grip);
    canvas.addKeyListener(grip);
    // apparently opengl has to be redrawn constantly (why ?)
    Display.getCurrent().asyncExec(new Runnable() {
        // int rot = 0;
        public void run() {
            if (canvas == null)
                return;
            if (!canvas.isDisposed()) {
                canvas.setCurrent();
                Rectangle bounds = canvas.getBounds();
                grip.setBounds(bounds);
                canvas.setCurrent();
                try {
                    GLContext.useContext(canvas);
                } catch (LWJGLException ex) {
                    FableUtils.excMsg(ReliefView.class,
                            "Error in createPartControl using " + "GLContext.useContext", ex);
                }
                // GL11 gl = context.getGL ();
                GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
                GL11.glClearColor(.0f, .0f, .0f, 1.0f); // black background
                drawRelief();
                canvas.swapBuffers();
                // context.release();
                Display.getCurrent().timerExec(200, this);
            }
        }
    });

    createImageInformationPanel(parent);
}

From source file:fr.def.iss.vd2.lib_v3d.V3DCanvas.java

License:Open Source License

/**
 * Sets up the screen./*ww  w .  j  a v  a 2 s  . c o m*/
 *
 * @see javax.media.openGL11.GLEventListener#init(javax.media.openGL11.GLAutoDrawable)
 */
public void init() {
    try {

        frame = new JFrame("Space agencies");
        //frame.setSize(width,height);
        //frame.setUndecorated(true);  //here
        frame.setVisible(true);
        //frame.setAlwaysOnTop(true);
        frame.setLocation(0, 0);
        Canvas canvas = new Canvas();
        canvas.setMinimumSize(new Dimension(800, 600));
        canvas.setPreferredSize(new Dimension(width, height));
        frame.add(canvas);
        frame.pack();
        frame.addWindowListener(generateWindowListener());

        frame.getContentPane().addHierarchyBoundsListener(new HierarchyBoundsListener() {

            @Override
            public void ancestorMoved(HierarchyEvent e) {
            }

            @Override
            public void ancestorResized(HierarchyEvent e) {
                width = frame.getContentPane().getWidth();
                height = frame.getContentPane().getHeight();
                reshape(0, 0, width, height);
            }
        });

        Display.setDisplayMode(new DisplayMode(width, height));
        //Display.setFullscreen(true);
        Display.setVSyncEnabled(false);
        Display.setTitle("Space agencies");
        Display.setParent(canvas);
        Display.create();
        canvas.requestFocus();
    } catch (Exception e) {
        System.out.println("Error setting up display" + e);
        System.exit(0);
    }

    // Enable z- (depth) buffer for hidden surface removal.
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDepthFunc(GL11.GL_LEQUAL);

    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glEnable(GL11.GL_POINT_SMOOTH);

    if (polygonOffset) {
        GL11.glEnable(GL11.GL_POLYGON_OFFSET_FILL);
        GL11.glPolygonOffset(1.0f, 1.0f);
    }
    GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_NICEST);
    GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST);

    GL11.glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_BLEND);

    // Enable smooth shading.
    GL11.glShadeModel(GL11.GL_SMOOTH);

    // Define "clear" color.
    GL11.glClearColor(0f, 0f, 0.4f, 0f);

    // We want a nice perspective.
    GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glFlush();

    TextureManager.clearCache();
    initied = true;

    //        new LWJGLBinding();

}