Beispiel #1
0
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;
}
Beispiel #2
0
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;
}
Beispiel #3
0
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
}
Beispiel #4
0
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
}
Beispiel #5
0
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();
}