Example #1
0
void CBitmapUi::DrawCurrentScreenState() const
{
	EScreenState currentScreenState = GetScreenState();

	switch(currentScreenState)
	{
	case eSS_InGameScreen:
		DrawCrosshair();
		break;

	case eSS_LoadingScreen:
		DrawFullscreenQuad(m_iTexLoadingScreen);
		break;

	case eSS_StartScreen:
		DrawFullscreenQuad(m_iTexStartScreen);
		break;

	case eSS_PausedScreen:
		DrawFullscreenQuad(m_iTexPauseScreen);
		break;

	default:
		assert(false);
		break;
	}
}
Example #2
0
void R_draw(HDC hDC)
{
	glGetUniformLocation(NULL,NULL);
	rt_back.Clear(0.2941f, 0.2941f, 0.2941f, 1.0f);
	rt_scene.Clear(0.3921f, 0.3921f, 0.3921f, 1.0f);
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);

	glBindFramebuffer(GL_FRAMEBUFFER, rt_scene.fbo);
	glViewport(0, 0, rt_scene.width, rt_scene.height);
	camera.setOrthoMatrix();

	if(bdrawbglayer01)
		tilemap_back.draw(&camera);
	if(bdrawbglayer02)
		tilemap_front.draw(&camera);
	if(bdrawbglayer03 && tilemap_back.has_c_Map)
		DrawCollisionMap();

	R_drawWorldDebug();

	glViewport(0, 0, client_rect.w, client_rect.h);
	R_setScreenOrtho();
	s_srcRect = ScreenRect(lmenuw/client_rect.w,0,1.0 - ((lmenuw + rmenuw)/client_rect.w),1);
	s_dstRect = ScreenRect(lmenuw, 0, client_rect.w - (lmenuw + rmenuw), client_rect.h);
	DrawQuadDS(rt_back, rt_scene,&s_dstRect,&s_srcRect, NULL);

	glViewport(0, 0, client_rect.w, client_rect.h);
	glBindFramebuffer(GL_FRAMEBUFFER, debug_rendertarget.fbo);
	glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	R_setScreenOrtho();

	DrawLeftPanel();
	DrawRightPanel();	
	DrawClientBorder();

	R_setPostProcessingOrtho();
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	DrawFullscreenQuad(rt_back, debug_rendertarget, NULL);

	glFlush();
	bdoublebuffer ? SwapBuffers( hDC ) : glDrawBuffer(GL_FRONT);
}
Example #3
0
 static void DrawFullscreenQuad(Context &context, const Texture2D &texture) { DrawFullscreenQuad(context, &texture); }