Ejemplo n.º 1
0
	bool EngineMain::Update()
	{

		// update core
		m_pGameEngine->GetEngineCore()->Update();

		// update modules



		// update game
		if(false == m_pGameManager->GetGame()->Update())
		{
			return false;
		}


		// render 

		// render modules
		SysGraphicsPtr pGraphics = m_pGameEngine->GetSysGraphics();
		
		pGraphics->SetRenderTarget(Texture2DPtr());
		pGraphics->ClearRenderTarget();

		pGraphics->Render();


		pGraphics->ClearRenderQueue();

		pGraphics->Present();

		return true;
	}
Ejemplo n.º 2
0
	void RenderBatchTriangle::flush(const GraphicContextPtr &gc)
	{
		if (position > 0)
		{
			gc->set_program_object(program_sprite);

			int gpu_index;
			VertexArrayVector<SpriteVertex> gpu_vertices(batch_buffer->get_vertex_buffer(gc, gpu_index));

			if (!prim_array[gpu_index])
			{
				prim_array[gpu_index] = PrimitivesArray::create(gc);
				prim_array[gpu_index]->set_attributes(0, gpu_vertices, cl_offsetof(SpriteVertex, position));
				prim_array[gpu_index]->set_attributes(1, gpu_vertices, cl_offsetof(SpriteVertex, color));
				prim_array[gpu_index]->set_attributes(2, gpu_vertices, cl_offsetof(SpriteVertex, texcoord));
				prim_array[gpu_index]->set_attributes(3, gpu_vertices, cl_offsetof(SpriteVertex, texindex));

				if (!glyph_blend)
				{
					BlendStateDescription blend_desc;
					blend_desc.set_blend_function(blend_constant_color, blend_one_minus_src_color, blend_zero, blend_one);
					glyph_blend = gc->create_blend_state(blend_desc);
				}
			}

			gpu_vertices.upload_data(gc, 0, vertices, position);

			for (int i = 0; i < num_current_textures; i++)
				gc->set_texture(i, current_textures[i]);

#ifdef _DEBUG // Suppress a warning when the D3D debug layer is active (to do: add a boolean on gc that can report if a debug layer is present)
			if (num_current_textures > 0)
			{
				for (int i = num_current_textures; i < max_textures; i++)
					gc->set_texture(i, current_textures[0]);
			}
#endif

			if (use_glyph_program)
			{
				gc->set_blend_state(glyph_blend, constant_color);
				gc->draw_primitives(type_triangles, position, prim_array[gpu_index]);
				gc->reset_blend_state();
			}
			else
			{
				gc->draw_primitives(type_triangles, position, prim_array[gpu_index]);
			}

			for (int i = 0; i < num_current_textures; i++)
				gc->reset_texture(i);

#ifdef _DEBUG // Suppress a warning when the D3D debug layer is active (to do: add a boolean on gc that can report if a debug layer is present)
			if (num_current_textures > 0)
			{
				for (int i = num_current_textures; i < max_textures; i++)
					gc->reset_texture(i);
			}
#endif

			gc->reset_program_object();

			position = 0;
			for (int i = 0; i < num_current_textures; i++)
				current_textures[i] = Texture2DPtr();
			num_current_textures = 0;

		}
	}