public static void setClearColor(float red, float green, float blue) { clearColor[0] = red; clearColor[1] = green; clearColor[2] = blue; if (isShadowPass) { glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); return; } glDrawBuffers(dfbDrawBuffers); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawBuffers(GL_COLOR_ATTACHMENT0_EXT); glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawBuffers(GL_COLOR_ATTACHMENT1_EXT); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawBuffers(dfbDrawBuffers); }
/** R_SetPalette */ protected void R_SetPalette(byte[] palette) { // 256 RGB values (768 bytes) // or null int i; int color = 0; if (palette != null) { int j = 0; for (i = 0; i < 256; i++) { color = (palette[j++] & 0xFF) << 0; color |= (palette[j++] & 0xFF) << 8; color |= (palette[j++] & 0xFF) << 16; color |= 0xFF000000; r_rawpalette[i] = color; } } else { for (i = 0; i < 256; i++) { r_rawpalette[i] = d_8to24table[i] | 0xff000000; } } GL_SetTexturePalette(r_rawpalette); GL11.glClearColor(0, 0, 0, 0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glClearColor(1f, 0f, 0.5f, 0.5f); }
/** R_SetupFrame */ void R_SetupFrame() { r_framecount++; // build the transformation matrix for the given view angles Math3D.VectorCopy(r_newrefdef.vieworg, r_origin); Math3D.AngleVectors(r_newrefdef.viewangles, vpn, vright, vup); // current viewcluster mleaf_t leaf; if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) == 0) { r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; leaf = Mod_PointInLeaf(r_origin, r_worldmodel); r_viewcluster = r_viewcluster2 = leaf.cluster; // check above and below so crossing solid water doesn't draw wrong if (leaf.contents == 0) { // look down a bit Math3D.VectorCopy(r_origin, temp); temp[2] -= 16; leaf = Mod_PointInLeaf(temp, r_worldmodel); if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2)) r_viewcluster2 = leaf.cluster; } else { // look up a bit Math3D.VectorCopy(r_origin, temp); temp[2] += 16; leaf = Mod_PointInLeaf(temp, r_worldmodel); if ((leaf.contents & Defines.CONTENTS_SOLID) == 0 && (leaf.cluster != r_viewcluster2)) r_viewcluster2 = leaf.cluster; } } for (int i = 0; i < 4; i++) v_blend[i] = r_newrefdef.blend[i]; c_brush_polys = 0; c_alias_polys = 0; // clear out the portion of the screen that the NOWORLDMODEL defines if ((r_newrefdef.rdflags & Defines.RDF_NOWORLDMODEL) != 0) { GL11.glEnable(GL11.GL_SCISSOR_TEST); GL11.glClearColor(0.3f, 0.3f, 0.3f, 1.0f); GL11.glScissor( r_newrefdef.x, vid.height - r_newrefdef.height - r_newrefdef.y, r_newrefdef.width, r_newrefdef.height); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glClearColor(1.0f, 0.0f, 0.5f, 0.5f); GL11.glDisable(GL11.GL_SCISSOR_TEST); } }
public static void render() { GL11.glClearColor(0f, 255f / 191f, 1f, 0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glColor3f(0.5f, 0.5f, 1.0f); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glLoadIdentity(); lookThrough(); /*doPicking(); namemap = new HashMap<Integer, Location>(); Render.renderArray(world.getSpawn()); GL11.glLoadIdentity(); game.render(); stopPicking();*/ // Picking junk /*GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glColor3f(0.5f,0.5f,1.0f); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glLoadIdentity(); lookThrough();*/ Render.renderArray(world.getSpawn()); Render.renderEntities(world.entities); /*GL11.glLoadIdentity(); game.render();*/ Display.update(); }
/** Sets the clear color based on the the current theme's clear color. */ public static void setClearColor() { glClearColor( currentTheme.clearColor[0], currentTheme.clearColor[1], currentTheme.clearColor[2], currentTheme.clearColor[3]); }
/** Initialise the GL context */ protected void initGL() { Log.info("Starting display " + width + "x" + height); String extensions = GL11.glGetString(GL11.GL_EXTENSIONS); 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, width, height); GL11.glMatrixMode(GL11.GL_MODELVIEW); if (input == null) { input = new Input(height); } input.init(height); input.removeListener(lastGame); input.addListener(game); lastGame = game; }
private void activate() { if (_active == 0) { try { _oldContext = ContextManager.getCurrentContext(); _pbuffer.makeCurrent(); ContextManager.switchContext(_pbuffer); ContextManager.getCurrentContext().clearEnforcedStates(); ContextManager.getCurrentContext().enforceStates(_enforcedStates); if (_bgColorDirty) { GL11.glClearColor( _backgroundColor.getRed(), _backgroundColor.getGreen(), _backgroundColor.getBlue(), _backgroundColor.getAlpha()); _bgColorDirty = false; } } catch (final LWJGLException e) { logger.logp(Level.SEVERE, this.getClass().toString(), "activate()", "Exception", e); throw new Ardor3dException(); } } _active++; }
private void initialise() { DisplayMode mode = new DisplayMode(WIDTH, HEIGHT); Display.setTitle(TITLE); input = new InputHandler(); display = new CodeDisplay(input); try { Display.setDisplayMode(mode); Display.setResizable(false); Display.create(); if (!GLContext.getCapabilities().OpenGL33) System.err.printf("You must have at least OpenGL 3.3 to run this program\n"); } catch (LWJGLException e) { e.printStackTrace(); System.exit(-1); } // Set clear color glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // Less than or equal glClearDepth(1.0); establishProjectionMatrix(); // glEnable(GL_LIGHTING); // glEnable(GL_LIGHT0); }
/** * ************************************************************************************************************************************************************************************************* * Initialization stuff comes in here... * ************************************************************************************************************************************************************************************************ */ private void init() { try { Display.setDisplayMode(new DisplayMode(640, 480)); Display.setVSyncEnabled(true); Display.setTitle("MS3D Loader [G36C]"); Display.create(); Keyboard.create(); } catch (LWJGLException e) { Sys.alert("Error", "Initialization failed!\n\n" + e.getMessage()); System.exit(0); } /* OpenGL */ int width = Display.getDisplayMode().getWidth(); int height = Display.getDisplayMode().getHeight(); GL11.glViewport(0, 0, width, height); // Reset The Current Viewport GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix GL11.glLoadIdentity(); // Reset The Projection Matrix GLU.gluPerspective( 45.0f, ((float) width / (float) height), 0.1f, 1000.0f); // Calculate The Aspect Ratio Of The Window GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix GL11.glLoadIdentity(); // Reset The Modelview Matrix GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Background color 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); // Load model // g36c = new // MS3DModel(resourceLoader.loadResourceAsStream("models/gsg9.ms3d"),this.getClass().getResource("./data/textures").getPath()); g36c = new MS3DModel( resourceLoader.loadResourceAsStream("models/assassin.ms3d"), this.getClass().getResource("./data/textures").getPath()); // tdsLoader=new TDSLoader(); // try { // tdsLoader.load(resourceLoader.loadResourceAsStream("models/face.3ds")); // System.out.println(tdsLoader.getObjectSize()); // } catch (IOException e) { // e.printStackTrace(); // } // Load font font = new Font(resourceLoader.loadResourceAsStream("textures/font.bmp"), 12, width, height); // Init timer timer = new Timer(); }
public void display(long deltaTime) { Display.sync(60); elapsedTime += deltaTime; if (Display.wasResized()) resize(); float[] offsets = computePositionOffsets(0, 0, deltaTime); float xOffset = offsets[0]; float yOffset = offsets[1]; adjustVertexData(xOffset, yOffset); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(program); glBindBuffer(GL_ARRAY_BUFFER, positionBufferObject); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glUseProgram(0); Display.update(); // calls (among other things) swapBuffers() }
@Override public void render() { GL11.glClearColor( (float) color.getRed() / 255, (float) color.getGreen() / 255, (float) color.getBlue() / 255, 0); }
/** * Set the JumboColor OpenGL will clear to screen to. * * @param c the new JumboColor */ public static void setRefreshcolor(JumboColor c) { if (c == null) { throw new NullPointerException("Input is null!"); } refreshcolor.x = c.getRed() / 255.0f; refreshcolor.y = c.getGreen() / 255.0f; refreshcolor.z = c.getBlue() / 255.0f; GL11.glClearColor(refreshcolor.x, refreshcolor.y, refreshcolor.z, 1); }
private void initGL() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // sets background to grey glClearDepth(1.0f); // clear depth buffer glEnable(GL_DEPTH_TEST); // Enables depth testing glDepthFunc(GL_LEQUAL); // sets the type of test to use for depth testing glMatrixMode(GL_PROJECTION); // sets the matrix mode to project // GLU.gluOrtho2D(-10, 10, -10, 10); // GLU.gluOrtho2D(0 - COORD_WIDTH / 2, 0 + COORD_WIDTH / 2, 0 - COORD_HEIGHT / 2, 0 + // COORD_HEIGHT / 2); float fovy = 90.0f; float aspect = DISPLAY_MODE.getWidth() / (float) DISPLAY_MODE.getHeight(); float zNear = 0.1f; float zFar = 20000.0f; GLU.gluPerspective(fovy, aspect, zNear, zFar); glViewport(0, 0, DISPLAY_MODE.getWidth(), DISPLAY_MODE.getHeight()); // GLU.gluOrtho2D(-10, 10, -10, 10); // GLU.gluOrtho2D(-1, 1, -1, 1); glOrtho( 0 - COORD_WIDTH / 2, 0 + COORD_WIDTH / 2, 0 - COORD_HEIGHT / 2, 0 + COORD_HEIGHT / 2, zNear, zFar); System.out.println(COORD_WIDTH + ", " + COORD_HEIGHT); glMatrixMode(GL_MODELVIEW); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // ----------- Variables & method calls added for Lighting Test -----------// initLightArrays(); glShadeModel(GL_SMOOTH); glMaterial(GL_FRONT, GL_SPECULAR, matSpecular); // sets specular material color glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); // sets shininess glLight(GL_LIGHT0, GL_POSITION, lightPosition); // sets light position glLight(GL_LIGHT0, GL_SPECULAR, whiteLight); // sets specular light to white glLight(GL_LIGHT0, GL_DIFFUSE, whiteLight); // sets diffuse light to white glLightModel(GL_LIGHT_MODEL_AMBIENT, lModelAmbient); // global ambient light glEnable(GL_LIGHTING); // enables lighting glEnable(GL_LIGHT0); // enables light0 glEnable(GL_COLOR_MATERIAL); // enables opengl to use glColor3f to define material color glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // tell opengl glColor3f effects the ambient and diffuse properties // of material // ----------- END: Variables & method calls added for Lighting Test -----------// }
@Override protected void render() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); glRotatef(1, 1, 0, 0); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glDrawElements(GL_QUAD_STRIP, brickIndices); glPolygonMode(GL_FRONT, GL_FILL); glDrawElements(GL_QUADS, paintedWall); }
public void render() { glPushMatrix(); { glClearColor(0, 0, 0, 0); glColor4f(255, 255, 255, 255); tileMap.render(); player.render(tileMap.getX(), tileMap.getY()); chat.render(); robot.render(); } glPopMatrix(); }
private void doRenderLoop() { try { while (!isDisplayable()) { Thread.sleep(50); } Display.setParent(this); Display.setVSyncEnabled(true); Display.create(); mMouseState = new boolean[Mouse.getButtonCount()]; for (int i = 0; i < mMouseState.length; i++) { mMouseState[i] = Mouse.isButtonDown(i); } // GL11.glsetSwapInterval(1); 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); if (mScene.getAmbientLight() != null) { GL11.glEnable(GL11.GL_LIGHTING); GL11.glLightModel( GL11.GL_LIGHT_MODEL_AMBIENT, Color4fLogic.toFloatBuffer(mScene.getAmbientLight())); } if (mScene.getColorMaterialFace() != JGLColorMaterialFace.UNSET) { initMaterial(); } if (mScene.getFogMode() != JGLFogMode.UNSET) { initFog(); } Dimension newDim; while (!Display.isCloseRequested() && !mCloseRequested) { newDim = mNewCanvasSize.getAndSet(null); if (newDim != null) { GL11.glViewport(0, 0, newDim.width, newDim.height); syncViewportSize(); } doRender(); doMouse(); doKeys(); doEye(); Display.update(); } Display.destroy(); } catch (InterruptedException | LWJGLException e) { e.printStackTrace(); } }
private void loop() { GL11.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); GL11.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); while (GLFW.glfwWindowShouldClose(window) != GL11.GL_TRUE) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glPushMatrix(); for (Robot r : robots) r.draw(); GL11.glPopMatrix(); GLFW.glfwSwapBuffers(window); GLFW.glfwPollEvents(); } }
@Override protected void init() { glClearColor(0, 0, 0, 0); glPixelZoom(1, -1); try { for (int i = 0; i < fonts.length; ++i) { fonts[i] = new Font(new File(FONT_NAMES[i]), FONT_MAPS[i], width, height); } } catch (Exception e) { e.printStackTrace(); System.exit(1); } }
@Override public void render() { glClearColor(0.2f, 0.4f, 0.7f, 1.0f); this.title.render(); this.twitter.render(); for (int i = 0; i < texts.length; i++) { ResourceManager.font.render(texts[i], 5, i * 8 + 100, 16, 16); } ResourceManager.font.render( "@ S0orax", 24 + 32 + 5, Game.instance.getHeight() / Game.instance.getScale() - 35, 16, 16); this.back.render(); }
public void setUpFog() { glEnable(GL_FOG); FloatBuffer fogColor = BufferUtils.createFloatBuffer(4); fogColor.put(0.1f).put(0.1f).put(0.1f).put(1.0f).flip(); glFogi(GL_FOG_MODE, GL_LINEAR); glFog(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.005f); glHint(GL_FOG_HINT, GL_NICEST); glFogf(GL_FOG_START, 300.0f); glFogf(GL_FOG_END, 2000.0f); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); }
public void initGL() { // Setup Display try { if (display_parent != null) { Display.setParent(display_parent); } Display.setDisplayMode(new DisplayMode(1000, 1000)); Display.create(new PixelFormat(24, 8, 24, 0, 0)); Display.setTitle("JGE3d"); // Create a fullscreen window with 1:1 orthographic 2D projection // (default) Display.setFullscreen(false); // Enable vsync if we can (due to how OpenGL works, it cannot be // guarenteed to always work) // TODO: Make Configurable by User Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); } window_manager = new WindowManager(); // camera = (Camera) objectList.getItem(Camera.CAMERA_NAME); setPerspective(); // Set default openGL for drawing // GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); // Initialize default settings ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); if (GLContext.getCapabilities().GL_ARB_vertex_buffer_object) { supports_vbo = true; } else { supports_vbo = false; } // Blending functions so we can have transparency GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_BLEND); }
@Override public void draw(GameTime gameTime) { GL11.glClearColor(0, 0, 0, 0); GL11.glClearDepth(1.0); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); RasterizerState.CULL_CLOCKWISE.set(); BlendState.OPAQUE.set(); DepthState.DEFAULT.set(); program.use(); texture.use(TextureUnit.Texture0, program.getUniform("Texture")); vb.useAsAttrib(fxsi); ib.bind(); GL11.glDrawElements(PrimitiveType.Triangles, 6, GLType.UnsignedInt, 0); ib.unbind(); texture.unuse(); GLProgram.unuse(); if (!savedImage) { int sw = game.getWidth(); int sh = game.getHeight(); ByteBuffer pb = NativeMem.createByteBuffer(sw * sh * 4); GL11.glReadPixels(0, 0, sw, sh, PixelFormat.Rgba, GLType.UnsignedByte, pb); pb.position(0); pb.limit(sw * sh * 4); byte[] cb = new byte[4]; BufferedImage im = new BufferedImage(sw, sh, BufferedImage.TYPE_INT_ARGB); for (int y = sh - 1; y >= 0; y--) { for (int x = 0; x < sw; x++) { pb.get(cb); im.setRGB( x, y, (cb[2] & 0xFF) | ((cb[1] & 0xFF) << 8) | ((cb[0] & 0xFF) << 16) | 0xFF000000); } } try { ImageIO.write(im, "png", new File("Diag.png")); System.out.println("Image Has Been Saved"); } catch (IOException e) { System.out.println(e.getMessage()); } savedImage = true; } }
@Override public boolean init(Engine engine) { Window window = engine.getGlobal(Window.class); try { DisplayMode[] modes = Display.getAvailableDisplayModes(); DisplayMode chosen = modes[0]; for (DisplayMode mode : modes) { if (mode.getWidth() == window.width && mode.getHeight() == window.height && mode.isFullscreenCapable()) { chosen = mode; } break; } chosen = (DisplayMode) JOptionPane.showInputDialog( null, "Display Options", "Display Mode", JOptionPane.QUESTION_MESSAGE, null, modes, chosen); if (chosen == null) { return false; } Display.setDisplayMode(chosen); Display.setFullscreen( JOptionPane.showConfirmDialog( null, "Fullscreen?", "Display Options", JOptionPane.YES_NO_OPTION) == JOptionPane.YES_OPTION); Display.setVSyncEnabled(true); Display.create(); glClearColor(1, 1, 1, 1); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } catch (LWJGLException ex) { System.err.println("Error creating display: " + ex.getMessage()); return false; } return true; }
private void loop() { GL.createCapabilities(); System.out.println("OPENGL VERSION " + glGetString(GL_VERSION)); glClearColor(0, 0, 0, 0); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WORLD_X, WORLD_Y, 0, -1, 1); while (!glfwWindowShouldClose(winID)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawMe(); glfwSwapBuffers(winID); glfwPollEvents(); } }
@Override public void draw() { GL11.glClearColor(0.8f, 0.8f, 0.8f, 0.0f); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT); GL11.glLoadIdentity(); GLU.gluLookAt(5.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); GL11.glRotatef(rot, 0.0f, 1.0f, 0.0f); GL11.glRotatef(rot2, 1.0f, 0.0f, 0.0f); drawer.draw(); Keyboard.poll(); while (Keyboard.next()) { if (Keyboard.getEventKeyState()) { if (Keyboard.getEventKey() == Keyboard.KEY_ESCAPE) { return; } if (Keyboard.getEventKey() == Keyboard.KEY_RIGHT) { rot -= 15.0f; } if (Keyboard.getEventKey() == Keyboard.KEY_LEFT) { rot += 15.0f; } if (Keyboard.getEventKey() == Keyboard.KEY_UP) { rot2 -= 15.0f; } if (Keyboard.getEventKey() == Keyboard.KEY_DOWN) { rot2 += 15.0f; } if (Keyboard.getEventKey() == Keyboard.KEY_T) { if (renderMode == GL11.GL_POLYGON) { renderMode = GL11.GL_LINE_LOOP; } else { renderMode = GL11.GL_POLYGON; } } } } }
public void initRenderer() { createWindow(); // Mouse.setGrabbed(true); getLogger().info("SpoutClient Information"); getLogger().info("Operating System: " + System.getProperty("os.name")); getLogger().info("Renderer Mode: " + this.getRenderMode().toString()); getLogger().info("OpenGL Information"); getLogger().info("Vendor: " + GL11.glGetString(GL11.GL_VENDOR)); getLogger().info("OpenGL Version: " + GL11.glGetString(GL11.GL_VERSION)); getLogger().info("GLSL Version: " + GL11.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION)); getLogger().info("Max Textures: " + GL11.glGetString(GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)); String extensions = "Extensions Supported: "; if (getArguments().renderMode == RenderMode.GL30) { for (int i = 0; i < GL11.glGetInteger(GL30.GL_NUM_EXTENSIONS); i++) { extensions += GL30.glGetStringi(GL11.GL_EXTENSIONS, i) + " "; } } else { extensions += GL11.glGetString(GL11.GL_EXTENSIONS); } getLogger().info(extensions); soundManager.init(); Spout.getFilesystem().postStartup(); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glClearColor((135.f / 255.0f), 206.f / 255.f, 250.f / 255.f, 0); // worldRenderer = new WorldRenderer(this); // worldRenderer.setup(); renderer = new PrimitiveBatch(); mat = (RenderMaterial) this.getFilesystem() .getResource("material://Spout/resources/resources/materials/BasicMaterial.smt"); renderer.begin(); renderer.addCube(new Vector3(-0.5, -0.5, -0.5), Vector3.ONE, Color.RED, sides); renderer.end(); gui = new SpriteBatch(); }
private void loadScreen() throws LWJGLException { ScaledResolution scaledresolution = new ScaledResolution(gameSettings, displayWidth, displayHeight); GL11.glClear(16640); GL11.glMatrixMode(5889 /*GL_PROJECTION*/); GL11.glLoadIdentity(); GL11.glOrtho( 0.0D, scaledresolution.field_25121_a, scaledresolution.field_25120_b, 0.0D, 1000D, 3000D); GL11.glMatrixMode(5888 /*GL_MODELVIEW0_ARB*/); GL11.glLoadIdentity(); GL11.glTranslatef(0.0F, 0.0F, -2000F); GL11.glViewport(0, 0, displayWidth, displayHeight); GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); Tessellator tessellator = Tessellator.instance; GL11.glDisable(2896 /*GL_LIGHTING*/); GL11.glEnable(3553 /*GL_TEXTURE_2D*/); GL11.glDisable(2912 /*GL_FOG*/); GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, renderEngine.getTexture("/title/mojang.png")); tessellator.startDrawingQuads(); tessellator.setColorOpaque_I(0xffffff); tessellator.addVertexWithUV(0.0D, displayHeight, 0.0D, 0.0D, 0.0D); tessellator.addVertexWithUV(displayWidth, displayHeight, 0.0D, 0.0D, 0.0D); tessellator.addVertexWithUV(displayWidth, 0.0D, 0.0D, 0.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, 0.0D, 0.0D, 0.0D); tessellator.draw(); char c = '\u0100'; char c1 = '\u0100'; GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); tessellator.setColorOpaque_I(0xffffff); func_6274_a( (scaledresolution.getScaledWidth() - c) / 2, (scaledresolution.getScaledHeight() - c1) / 2, 0, 0, c, c1); GL11.glDisable(2896 /*GL_LIGHTING*/); GL11.glDisable(2912 /*GL_FOG*/); GL11.glEnable(3008 /*GL_ALPHA_TEST*/); GL11.glAlphaFunc(516, 0.1F); Display.swapBuffers(); }
public void render(int delta) { glClearColor(0.5f, 0.5f, 0.8f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); update(); // Like a cake, this has layers. We want ground at the bottom so it goes first. for (AbstractEntity e : Window.ground) { e.draw(); } for (AbstractEntity e : Window.entities) { e.update(delta); e.draw(); } if (Window.leftButtonHeld) { drawLineBox(Window.iMouseX, Window.iMouseY, Window.mouseX, Window.mouseY, true); } renderer.flushQueue(); drawFPS(fps); }
@Override protected void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (useSmoothInterpolation) { glUseProgram(smoothInterp.theProgram); } else { glUseProgram(linearInterp.theProgram); } if (useFakeHallway) { fauxHallway.render(); } else { realHallway.render(); } glUseProgram(0); }
/** * Set the JumboColor that the screen is cleared to every frame. * * @param r red value represented by 0.0 to 1.0 * @param g green value represented by 0.0 to 1.0 * @param b blue value represented by 0.0 to 1.0 */ public static void setRefreshcolor(float r, float g, float b) { if (r > 1) { throw new IllegalArgumentException("Red cannot be greater than 1!"); } if (g > 1) { throw new IllegalArgumentException("Green cannot be greater than 1!"); } if (b > 1) { throw new IllegalArgumentException("Blue cannot be greater than 1!"); } if (r < 0) { throw new IllegalArgumentException("Red cannot be less than 1!"); } if (g < 0) { throw new IllegalArgumentException("Green cannot be less than 1!"); } if (b < 0) { throw new IllegalArgumentException("Blue cannot be less than 1!"); } refreshcolor = new Position3DF(r, g, b); GL11.glClearColor(refreshcolor.x, refreshcolor.y, refreshcolor.z, 1); }