void Render::draw(Camera *camera, Container& container)
        {
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glUseProgram(shader->getProgramID());

            glEnableVertexAttribArray(0);
            glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
            glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

            //glEnableVertexAttribArray(1);
            //glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
            //glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

            glEnableVertexAttribArray(2);
            glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
            glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);

            glUniformMatrix4fv(camera->get_projection_location(), 1, GL_FALSE, camera->get_projection_matrix());
            glUniformMatrix4fv(camera->get_view_location(), 1, GL_FALSE, camera->get_view_matrix());
            glUniformMatrix4fv(camera->get_model_location(), 1, GL_FALSE, camera->get_model_matrix());

            drawGrid();
            drawContainer(container, camera);
            drawLayers(container.getLayers(), camera);

            glDisableVertexAttribArray(0);
            glDisableVertexAttribArray(1);
            glDisableVertexAttribArray(2);
        }
void drawNexuizPlayerSettingsTab(entity me)
{
	if(cvar_string("_cl_name") == "Player")
		me.playerNameLabel.alpha = ((mod(time * 2, 2) < 1) ? 1 : 0);
	else
		me.playerNameLabel.alpha = me.playerNameLabelAlpha;
	drawContainer(me);
}
Ejemplo n.º 3
0
/* Draw function of a window control */
int drawWindow(control* self, control* dummy_window, SDL_Rect dummy_parent) {
    int err = OK;
    if ((self != NULL) && (self->ctrl_type == ctrl_window)) {
        err = drawContainer(self,self,self->rect);
        if (err == OK) {
            if ((err = SDL_Flip(self->surface)) != OK) {
                printf("ERROR: failed to flip buffer: %s\n", SDL_GetError());
            }
        }
    }
    return err;
}
Ejemplo n.º 4
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void ComponentContainer::drawAll()
{
    //Render the container itself
    drawContainer();

    //Draw reach GUI component
    _gameEngine->getUIManager()->beginRenderUI();
    for(const std::shared_ptr<GUIComponent> component : iterator())
    {
        if(!component->isVisible()) continue;  //Ignore hidden/destroyed components
        component->draw();
    }
    _gameEngine->getUIManager()->endRenderUI();
}
Ejemplo n.º 5
0
void
drawAll(void)
{
  int i, j;
  int piece;
  char done[PIECES + 1];
  float m[4][4];

  build_rotmatrix(m, curquat);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glTranslatef(0, 0, -10);
  glMultMatrixf(&(m[0][0]));
  glRotatef(180, 0, 0, 1);

  if (depth) {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  } else {
    glClear(GL_COLOR_BUFFER_BIT);
  }
  for (i = 1; i <= PIECES; i++) {
    done[i] = 0;
  }
  glLoadName(0);
  drawContainer();
  for (i = 0; i < HEIGHT; i++) {
    for (j = 0; j < WIDTH; j++) {
      piece = thePuzzle[i][j];
      if (piece == 0)
        continue;
      if (done[piece])
        continue;
      done[piece] = 1;
      glLoadName(piece);
      if (piece == movingPiece) {
        drawBox(piece, move_x, move_y);
      } else {
        drawBox(piece, j, i);
      }
    }
  }
}
Ejemplo n.º 6
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 void draw(Ego::GUI::DrawingContext& drawingContext) override {
     drawContainer(drawingContext);
 }
Ejemplo n.º 7
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void VariablesDebugPanel::draw(DrawingContext& drawingContext) {
    drawContainer(drawingContext);
    drawAll(drawingContext);
}