void CTextRenderer::ResetTransform() { m_Transform.SetIdentity(); m_Transform.Scale(1.0f, -1.f, 1.0f); m_Transform.Translate(0.0f, (float)g_yres, -1000.0f); CMatrix3D proj; proj.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); m_Transform = proj * m_Transform; m_Dirty = true; }
CMatrix3D GetDefaultGuiMatrix() { CMatrix3D m; m.SetIdentity(); m.Scale(1.0f, -1.f, 1.0f); m.Translate(0.0f, (float)g_yres, -1000.0f); CMatrix3D proj; proj.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); m = proj * m; return m; }
void CCinemaManager::DrawBars() const { int height = (float)g_xres / 2.39f; int shift = (g_yres - height) / 2; if (shift <= 0) return; #if CONFIG2_GLES #warning TODO : implement bars for GLES #else // Set up transform for GL bars glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); CMatrix3D transform; transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); glLoadMatrixf(&transform._11); glColor4f(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); glBegin(GL_QUADS); glVertex2i(0, 0); glVertex2i(g_xres, 0); glVertex2i(g_xres, shift); glVertex2i(0, shift); glEnd(); glBegin(GL_QUADS); glVertex2i(0, g_yres - shift); glVertex2i(g_xres, g_yres - shift); glVertex2i(g_xres, g_yres); glVertex2i(0, g_yres); glEnd(); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); // Restore transform glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); #endif }
void AtlasViewGame::DrawOverlays() { #if CONFIG2_GLES #warning TODO: implement Atlas game overlays for GLES #else // Set up transform for overlays glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); CMatrix3D transform; transform.SetIdentity(); transform.Scale(1.0f, -1.f, 1.0f); transform.Translate(0.0f, (float)g_yres, -1000.0f); CMatrix3D proj; proj.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); transform = proj * transform; glLoadMatrixf(&transform._11); if (m_BandboxArray.size() > 0) { glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Render bandbox as array of lines glVertexPointer(2, GL_FLOAT, sizeof(SBandboxVertex), &m_BandboxArray[0].x); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(SBandboxVertex), &m_BandboxArray[0].r); glDrawArrays(GL_LINES, 0, m_BandboxArray.size()); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); #endif }
void Render() { PROFILE3("render"); if (g_SoundManager) g_SoundManager->IdleTask(); ogl_WarnIfError(); g_Profiler2.RecordGPUFrameStart(); ogl_WarnIfError(); // prepare before starting the renderer frame if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->BeginFrame(); if (g_Game) g_Renderer.SetSimulation(g_Game->GetSimulation2()); // start new frame g_Renderer.BeginFrame(); ogl_WarnIfError(); if (g_Game && g_Game->IsGameStarted()) g_Game->GetView()->Render(); ogl_WarnIfError(); g_Renderer.RenderTextOverlays(); if (g_DoRenderGui) g_GUI->Draw(); ogl_WarnIfError(); // If we're in Atlas game view, render special overlays (e.g. editor bandbox) if (g_AtlasGameLoop && g_AtlasGameLoop->view) { g_AtlasGameLoop->view->DrawOverlays(); ogl_WarnIfError(); } // Text: glDisable(GL_DEPTH_TEST); g_Console->Render(); ogl_WarnIfError(); if (g_DoRenderLogger) g_Logger->Render(); ogl_WarnIfError(); // Profile information g_ProfileViewer.RenderProfile(); ogl_WarnIfError(); // Draw the cursor (or set the Windows cursor, on Windows) if (g_DoRenderCursor) { PROFILE3_GPU("cursor"); CStrW cursorName = g_CursorName; if (cursorName.empty()) { cursor_draw(g_VFS, NULL, g_mouse_x, g_yres-g_mouse_y, false); } else { bool forceGL = false; CFG_GET_VAL("nohwcursor", forceGL); #if CONFIG2_GLES #warning TODO: implement cursors for GLES #else // set up transform for GL cursor glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); CMatrix3D transform; transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f); glLoadMatrixf(&transform._11); #endif #if OS_ANDROID #warning TODO: cursors for Android #else if (cursor_draw(g_VFS, cursorName.c_str(), g_mouse_x, g_yres-g_mouse_y, forceGL) < 0) LOGWARNING("Failed to draw cursor '%s'", utf8_from_wstring(cursorName)); #endif #if CONFIG2_GLES #warning TODO: implement cursors for GLES #else // restore transform glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); #endif } } glEnable(GL_DEPTH_TEST); g_Renderer.EndFrame(); PROFILE2_ATTR("draw calls: %d", (int)g_Renderer.GetStats().m_DrawCalls); PROFILE2_ATTR("terrain tris: %d", (int)g_Renderer.GetStats().m_TerrainTris); PROFILE2_ATTR("water tris: %d", (int)g_Renderer.GetStats().m_WaterTris); PROFILE2_ATTR("model tris: %d", (int)g_Renderer.GetStats().m_ModelTris); PROFILE2_ATTR("overlay tris: %d", (int)g_Renderer.GetStats().m_OverlayTris); PROFILE2_ATTR("blend splats: %d", (int)g_Renderer.GetStats().m_BlendSplats); PROFILE2_ATTR("particles: %d", (int)g_Renderer.GetStats().m_Particles); ogl_WarnIfError(); g_Profiler2.RecordGPUFrameEnd(); ogl_WarnIfError(); }