bool TESObjectREFR::Update3D()
{
	if (this == *g_thePlayer) {
//#ifdef _DEBUG
//		// TESModel* model = DYNAMIC_CAST(baseForm, TESForm, TESModel);
//		// if (model && (*g_thePlayer)->SetSkeletonPath(model->GetModelPath()))
//		{
//			// Update face/head/hair
//			RaceSexMenu* g_raceSexMenu = NULL;
//			InterfaceManager* pIM = InterfaceManager::GetSingleton();
//			if (pIM) {
//				g_raceSexMenu = (RaceSexMenu*)pIM->GetMenuByType(kMenuType_RaceSex);
//				if (!g_raceSexMenu) {
//					g_raceSexMenu = (RaceSexMenu*)pIM->TempMenuByType(kMenuType_RaceSex);
//					if (g_raceSexMenu) {
//						g_raceSexMenu->UpdatePlayerHead();
//						FormHeap_Free(g_raceSexMenu);
//					}
//					return true;
//				}
//			}
//			if (g_raceSexMenu)
//				g_raceSexMenu->UpdatePlayerHead();
//			return true;
//		}
//		//else
//		//	return false;
//#endif
		return true;
	}

	Set3D(NULL, true);
	ModelLoader::GetSingleton()->QueueReference(this, 1, 0);
	return true;
}
Beispiel #2
0
void
vsScene::SetCamera3D( vsCamera3D *camera, bool reference )
{
    Set3D(true);
    if ( camera )
        m_camera3D = camera;
    else
        m_camera3D = m_defaultCamera3D;

    m_cameraIsReference = reference;
}
Beispiel #3
0
void Game::RenderHUD(){
	Set2D(0, m_width, m_height, 0); // Change to 2D view and use 1:1 pixel resolution with [0,0] origin being at the top-left corner.
	glDisable(GL_DEPTH_TEST);  // Disable depth testing so the HUD will not be hidden by the 3D graphics
	glDisable(GL_LIGHTING);
	glEnable(GL_BLEND);  // Semi-transparent background 
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor4f(0.0f, 0.0f, 0.9f, 0.5f);
	glBegin(GL_QUADS);
		glVertex2f(0,0);	//top of screen
		glVertex2f(0,20);
		glVertex2f(m_width, 20);
		glVertex2f(m_width, 0);
	glEnd();
	glDisable(GL_BLEND);
	strcpy_s(text, "Ball Dropper - Project Portfolio");
	font1->printString(4, 15, text);
	font1->setColor(1.0f, 1.0f, 0.0f);
	if(GAMESTATE == MAINSTATESCREEN){
		sprintf(text, "Ball Density: %i", (int)sphereDensity);
		font1->printString(400, 50, text);
	}
	if(GAMESTATE == PLAYSTATESCREEN){
		sprintf(text, "Avg FPS: %.1f Score: %i Lives: %i", (float)fCount / cft, (int)score, (int)lives);
		font1->printString(400, 15, text);
		loadFileof.open("loadText.txt");
		char words[225];
		string textScore = "Score: ";
		string result;
		sprintf(words, "%i ", (int)score);
		result = textScore + words;
		loadFileof << result;
	
		//sprintf(text, "Level type: %s Score: %i",);
	}
	if(GAMESTATE == ENDSTATESCREEN){
		getline(loadFileif,line);
		char s[255];
		strcpy(s, line.c_str());
		sprintf(text, "%s", s);
		font1->printString(400, 50, text);
	}
	if(gameState == 0){
	}

	Set3D(VIEW_ANGLE, NEAR_CLIPPING, FAR_CLIPPING); // Set back to 3D
	glEnable(GL_LIGHTING);
}
Beispiel #4
0
void Game::Render2D(){
	// Change to 2D view and use 1:1 pixel resolution with
	// [0,0] origin being at the top-left corner.
	Set2D(0, m_width, m_height, 0);
	// Disable depth testing so the HUD will not be hidden
	// by the 3D graphics
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_LIGHTING);
//#####################################

	GUIHandle->Render();

//#####################################
	
	// Set back to 3D
	Set3D();
}
Beispiel #5
0
void Game::RenderHUD(){
	Set2D(0, m_width, m_height, 0); // Change to 2D view and use 1:1 pixel resolution with [0,0] origin being at the top-left corner.
	glDisable(GL_DEPTH_TEST);  // Disable depth testing so the HUD will not be hidden by the 3D graphics
	glEnable(GL_BLEND);  // Semi-transparent background 
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor4f(0.0f, 0.0f, 0.9f, 0.5f);
	glBegin(GL_QUADS);
		glVertex2f(0,0);	//top of screen
		glVertex2f(0,20);
		glVertex2f(m_width, 20);
		glVertex2f(m_width, 0);
	glEnd();
	glDisable(GL_BLEND);
	
	font1->setColor(1.0f, 1.0f, 0.0f);
	strcpy_s(text, "Applied Physics - Platform");
	font1->printString(4, 15, text);
	sprintf(text, "Avg FPS: %.1f", (float)fCount / cft);
	font1->printString(350, 15, text);
	sprintf(text, "Walls: %i/%i", (int)wallNumber, (int)ARRAY_WALL_NUMBER);
	font1->printString(500, 15, text);

	Set3D(VIEW_ANGLE, NEAR_CLIPPING, FAR_CLIPPING); // Set back to 3D
}