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Java GL11.glClear方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glClear方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glClear方法的具体用法?Java GL11.glClear怎么用?Java GL11.glClear使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在org.lwjgl.opengl.GL11的用法示例。


在下文中一共展示了GL11.glClear方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: start

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Start the test 
 */
public void start() {
	initGL(800,600);
	init();
	
	while (true) {
		update();
		GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
		render();
		
		Display.update();
		Display.sync(100);

		if (Display.isCloseRequested()) {
			System.exit(0);
		}
	}
}
 
开发者ID:j-dong,项目名称:trashjam2017,代码行数:21,代码来源:TestUtils.java

示例2: renderOne

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderOne(final Entity ent) {
    if (!checkValidity((EntityLivingBase)ent)) {
        return;
    }
    GL11.glPushAttrib(1048575);
    GL11.glDisable(3008);
    GL11.glDisable(3553);
    GL11.glDisable(2896);
    GL11.glEnable(3042);
    GL11.glBlendFunc(770, 771);
    GL11.glLineWidth(0.2f);
    GL11.glEnable(2848);
    GL11.glHint(3154, 4354);
    GL11.glEnable(2960);
    GL11.glClear(1024);
    GL11.glClearStencil(15);
    GL11.glStencilFunc(512, 1, 15);
    GL11.glStencilOp(7681, 7681, 7681);
    colorLines(ent);
    GL11.glLineWidth(1.5f);
    GL11.glStencilOp(7681, 7681, 7681);
    GL11.glPolygonMode(1032, 6913);
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:24,代码来源:ESP.java

示例3: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/** Render everything based on the tiem since the last frame
 * 
 * @param delta time between the last frame
 */
private void render(long delta){
	//if rendering is disabled, just don't render 
	if(!Window.canRender())
		return;
	
	//clear the color
	GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
	
	//render the frame
	scene.render(delta);
	_interface.render(delta);
	
	//show new frame
	window.swapBuffers();
}
 
开发者ID:tek256,项目名称:LD38,代码行数:20,代码来源:Engine.java

示例4: clear

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void clear(int mask)
{
    if (clearEnabled)
    {
        GL11.glClear(mask);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:8,代码来源:GlStateManager.java

示例5: render3D

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
@SideOnly(Side.CLIENT)
public void render3D(float partialTicks) {
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    Minecraft.getMinecraft().getRenderManager().renderEngine.bindTexture(Textures.GLOW_RESOURCE);
    //  mc.func_110434_K().func_110577_a(Textures.GLOW_RESOURCE);
    for (Map.Entry<EntityItem, Integer> entry : searchedItems.entrySet()) {
        EntityItem item = entry.getKey();
        float height = MathHelper.sin((item.getAge() + partialTicks) / 10.0F + item.hoverStart) * 0.1F + 0.2F;
        RenderSearchItemBlock.renderSearch(item.lastTickPosX + (item.posX - item.lastTickPosX) * partialTicks, item.lastTickPosY + (item.posY - item.lastTickPosY) * partialTicks + height, item.lastTickPosZ + (item.posZ - item.lastTickPosZ) * partialTicks, entry.getValue(), totalSearchedItemCount);
    }
    for (int i = 0; i < searchedBlocks.size(); i++) {
        if (!searchedBlocks.get(i).renderSearchBlock(totalSearchedItemCount)) {
            searchedBlocks.remove(i);
            i--;
        }
    }
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:32,代码来源:SearchUpgradeHandler.java

示例6: prepare

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Prepares for a rendering pass. The depth and colour buffers of the
 * current framebuffer are cleared and a few other default settings are set.
 */
private void prepare() {
    GL11.glClearColor(0f, 0.66f, 0.94f, 1f);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    GL32.glProvokingVertex(GL32.GL_FIRST_VERTEX_CONVENTION);
    OpenGlUtils.cullBackFaces(true);
    OpenGlUtils.enableDepthTesting(true);
    OpenGlUtils.antialias(true);
}
 
开发者ID:GryPLOfficial,项目名称:EcoSystem-Official,代码行数:13,代码来源:RenderEngine.java

示例7: gameLoop

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void gameLoop() throws InterruptedException {
	double startTime = GLFW.glfwGetTime();
	double deltaTime = 0.;
	double fpsSleepTime = 0.;

	while (running) {

		input();
		update(deltaTime);

		GL11.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
		GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
		render();
		GLFW.glfwSwapBuffers(window);

		// FPS calculations
		fpsSleepTime = ((1. / (double) (TARGET_FPS)) + startTime - GLFW.glfwGetTime()) * 1000.;
		if (fpsSleepTime < 0.)
			fpsSleepTime = 0.;
		Thread.sleep((long) fpsSleepTime);
		deltaTime = GLFW.glfwGetTime() - startTime;
		startTime = GLFW.glfwGetTime();
		if (deltaTime > 1)
			deltaTime = 1;// catch framedrops
		// java.lang.System.out.println("FPS: " + (1./deltaTime));
	}
}
 
开发者ID:erikgoe,项目名称:Cubeland,代码行数:28,代码来源:Game.java

示例8: prepare

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Prepares for a rendering pass. The depth and colour buffers of the
 * current framebuffer are cleared and a few other default settings are set.
 */
private void prepare() {
	GL11.glClearColor(1f, 1f, 1f, 1f);
	GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
	GL32.glProvokingVertex(GL32.GL_FIRST_VERTEX_CONVENTION);
	OpenGlUtils.cullBackFaces(true);
	OpenGlUtils.enableDepthTesting(true);
	OpenGlUtils.antialias(true);
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyWater,代码行数:13,代码来源:RenderEngine.java

示例9: clearRenderBuffer

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void clearRenderBuffer()
{
    if (isShadowPass)
    {
        checkGLError("shadow clear pre");
        EXTFramebufferObject.glFramebufferTexture2DEXT(36160, 36096, 3553, sfbDepthTextures.get(0), 0);
        GL11.glClearColor(1.0F, 1.0F, 1.0F, 1.0F);
        GL20.glDrawBuffers(programsDrawBuffers[30]);
        checkFramebufferStatus("shadow clear");
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        checkGLError("shadow clear");
    }
    else
    {
        checkGLError("clear pre");
        GL20.glDrawBuffers(36064);
        GL11.glClear(16384);
        GL20.glDrawBuffers(36065);
        GL11.glClearColor(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glClear(16384);

        for (int i = 2; i < usedColorBuffers; ++i)
        {
            GL20.glDrawBuffers(36064 + i);
            GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
            GL11.glClear(16384);
        }

        setDrawBuffers(dfbDrawBuffers);
        checkFramebufferStatus("clear");
        checkGLError("clear");
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:34,代码来源:Shaders.java

示例10: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render()
{
    GL11.glClearColor(SKY_COLOR, SKY_COLOR, SKY_COLOR, 0.0f);
    GL11.glClearStencil(0);
    GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
    
    GL11.glColor3f(GROUND_COLOR, GROUND_COLOR, GROUND_COLOR);
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(-1.0f, 0.0f, 1.0f);
    GL11.glVertex3f(1.0f, 0.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 0.0f, -1.f);
    GL11.glVertex3f(1.0f, 0.0f, -1.0f);
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(1.0f, 0.0f, -1.0f);
    GL11.glVertex3f(1.0f, 0.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 0.0f, -1.0f);
    GL11.glVertex3f(-1.0f, 0.0f, 1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    
    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);
    GL11.glVertex3f(-1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, 1.0f);
    GL11.glVertex3f(1.0f, -1.0f, -1.0f);
    GL11.glEnd();
}
 
开发者ID:SmashMaster,项目名称:KraftigAudio,代码行数:35,代码来源:Skybox.java

示例11: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
public void render(float alpha)
{
    GL11.glPushMatrix();
    GL11.glTranslatef(pos.x, pos.y, 0.0f);
    GL11.glScalef(radius.x, radius.y, 1.0f);
    
    //Draw outline.
    GL11.glLineWidth(1.0f);
    float color = Main.instance().getFocus() == this ? 0.75f : 1.0f;
    GL11.glColor4f(color, color, 1.0f, alpha);
    GL11.glBegin(GL11.GL_LINE_LOOP);
    GL11.glVertex2f(-1.0f, -1.0f);
    GL11.glVertex2f(-1.0f, 1.0f);
    GL11.glVertex2f(1.0f, 1.0f);
    GL11.glVertex2f(1.0f, -1.0f);
    GL11.glEnd();
    
    //Enable stencil writing, disable color writing.
    GL11.glEnable(GL11.GL_STENCIL_TEST);
    GL11.glColorMask(false, false, false, false);
    GL11.glStencilFunc(GL11.GL_ALWAYS, 1, 0xFF);
    GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_REPLACE);

    //Draw stencil mask.
    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(-1.0f, -1.0f);
    GL11.glVertex2f(-1.0f, 1.0f);
    GL11.glVertex2f(1.0f, 1.0f);
    GL11.glVertex2f(1.0f, -1.0f);
    GL11.glEnd();
    
    //Disable stencil writing, enable color writing.
    GL11.glColorMask(true, true, true, true);
    GL11.glStencilFunc(GL11.GL_EQUAL, 1, 0xFF);
    GL11.glStencilOp(GL11.GL_KEEP, GL11.GL_KEEP, GL11.GL_KEEP);
    
    //Draw masked stuff here.
    
    //Return to normal stencil state.
    GL11.glDisable(GL11.GL_STENCIL_TEST);
    GL11.glClear(GL11.GL_STENCIL_BUFFER_BIT);
    
    GL11.glPopMatrix();
}
 
开发者ID:SmashMaster,项目名称:KraftigAudio,代码行数:46,代码来源:MidiSeqTimeline.java

示例12: clearScreenBuffer

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void clearScreenBuffer()
{
	GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:5,代码来源:Window.java

示例13: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(float partialTicks) {
    /*
    Block block = Block.blocksList[world.getBlockId(x, y, z)];
    block.setBlockBoundsBasedOnState(world, x, y, z);
    double minX = block.getBlockBoundsMinX();
    double minY = block.getBlockBoundsMinY();
    double minZ = block.getBlockBoundsMinZ();
    double maxX = minX + (block.getBlockBoundsMaxX() - minX) * progress;
    double maxY = minY + (block.getBlockBoundsMaxY() - minY) * progress;
    double maxZ = minZ + (block.getBlockBoundsMaxX() - minZ) * progress;
    */
    double minX = 0;
    double minY = 0;
    double minZ = 0;
    double maxX = 1;
    double maxY = 1;
    double maxZ = 1;
    float progress = (ticksExisted % 20 + partialTicks) / 20;
    GL11.glDepthMask(false);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glLineWidth(1.0F);
    // GL11.glColor4d(0, 1, 1, progress < 0.5F ? progress + 0.5F : 1.5 - progress);
    GL11.glColor4d(0, progress < 0.5F ? progress + 0.5F : 1.5 - progress, 1, 1);
    GL11.glPushMatrix();
    // GL11.glTranslated(-0.5D, -0.5D, -0.5D);
    GL11.glTranslated(pos.getX(), pos.getY(), pos.getZ());
    BufferBuilder wr = Tessellator.getInstance().getBuffer();
    wr.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
    wr.pos(minX, minY, minZ).endVertex();
    wr.pos(minX, maxY, minZ).endVertex();
    wr.pos(minX, minY, maxZ).endVertex();
    wr.pos(minX, maxY, maxZ).endVertex();

    wr.pos(maxX, minY, minZ).endVertex();
    wr.pos(maxX, maxY, minZ).endVertex();
    wr.pos(maxX, minY, maxZ).endVertex();
    wr.pos(maxX, maxY, maxZ).endVertex();

    wr.pos(minX, minY, minZ).endVertex();
    wr.pos(maxX, minY, minZ).endVertex();
    wr.pos(minX, minY, maxZ).endVertex();
    wr.pos(maxX, minY, maxZ).endVertex();

    wr.pos(minX, maxY, minZ).endVertex();
    wr.pos(maxX, maxY, minZ).endVertex();
    wr.pos(minX, maxY, maxZ).endVertex();
    wr.pos(maxX, maxY, maxZ).endVertex();

    wr.pos(minX, minY, minZ).endVertex();
    wr.pos(minX, minY, maxZ).endVertex();
    wr.pos(maxX, minY, minZ).endVertex();
    wr.pos(maxX, minY, maxZ).endVertex();

    wr.pos(minX, maxY, minZ).endVertex();
    wr.pos(minX, maxY, maxZ).endVertex();
    wr.pos(maxX, maxY, minZ).endVertex();
    wr.pos(maxX, maxY, maxZ).endVertex();

    Tessellator.getInstance().draw();

    GL11.glPopMatrix();
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDepthMask(true);
    GL11.glEnable(GL11.GL_TEXTURE_2D);
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:73,代码来源:RenderCoordWireframe.java

示例14: render

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(float partialTicks) {

        double x = pos.getX() + 0.5D;
        double y = pos.getY() + 0.5D;
        double z = pos.getZ() + 0.5D;

        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glPushMatrix();

        GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);

        float red = 0.5F;
        float green = 0.5F;
        float blue = 1.0F;
        float alpha = 0.5F;

        GL11.glTranslated(x, y, z);

        // for some reason the blend function resets... that's why this line is here.
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        IBlockState state = world.getBlockState(pos);
        if (!getBlock().isAir(state, world, pos)) arrowRenderer.render(world, pos, partialTicks);

        int targetAcquireProgress = (int) ((ticksExisted - 50) / 0.7F);
        GL11.glRotatef(180.0F - Minecraft.getMinecraft().getRenderManager().playerViewY, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(180.0F - Minecraft.getMinecraft().getRenderManager().playerViewX, 1.0F, 0.0F, 0.0F);
        if (ticksExisted <= 120 && ticksExisted > 50) {
            GL11.glColor4d(0, 1, 0, 0.8D);
            RenderProgressBar.render(0D, 0.4D, 1.8D, 0.9D, 0, targetAcquireProgress);
        }

        GL11.glEnable(GL11.GL_TEXTURE_2D);
        if (!getBlock().isAir(state, world, pos)) {
            FontRenderer fontRenderer = Minecraft.getMinecraft().fontRenderer;

            GL11.glColor4d(red, green, blue, alpha);
            if (ticksExisted > 120) {
                GL11.glScaled(0.02D, 0.02D, 0.02D);
                stat.render(-1, -1, partialTicks);
            } else if (ticksExisted > 50) {
                GL11.glScaled(0.02D, 0.02D, 0.02D);
                fontRenderer.drawString("Acquiring Target...", 0, 0, 0x7F7F7F);
                fontRenderer.drawString(targetAcquireProgress + "%", 37, 28, 0x002F00);
            } else if (ticksExisted < -30) {
                GL11.glScaled(0.03D, 0.03D, 0.03D);
                stat.render(-1, -1, partialTicks);
                fontRenderer.drawString("Lost Target!", 0, 0, 0xFF0000);
            }
        }
        GL11.glPopMatrix();
    }
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:53,代码来源:RenderBlockTarget.java

示例15: prepare

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void prepare() {
	GL11.glClearColor(1, 1, 1, 1);
	GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
}
 
开发者ID:TheThinMatrix,项目名称:OcclusionQueries,代码行数:5,代码来源:MasterRenderer.java


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