Java tutorial
/******************************************************************************** * * Copyright 2014 Theodor Angergard * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *******************************************************************************/ package se.angergard.engine.graphics; import org.lwjgl.opengl.*; /** A set of helper methods using in the render category * @author Theodor */ public class RenderUtil { /** Clear the screen with GL_COLOR_BUFFER_BIT */ public static void clearScreen() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); } /** Sets the clear color * * @param red The red component 0f - 1.0f * @param green The green component 0f - 1.0f * @param blue The blue component 0f - 1.0f */ public static void setClearColor(float red, float green, float blue) { setClearColor(red, green, blue, 1); } /** @param red The red component 0f - 1.0f * @param green The green component 0f - 1.0f * @param blue The blue component 0f - 1.0f * @param alpha */ public static void setClearColor(float red, float green, float blue, float alpha) { GL11.glClearColor(red, green, blue, alpha); } /** Unbind's all textures, */ public static void unbindTexture() { GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0); } /** Unbind's all shaders, */ public static void unbindShader() { GL20.glUseProgram(0); } public static void unbindFrameBuffer() { GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0); } }