void CLightingEditor::OnRender()
{
	if ( !IsEditorActive() )
		return;

	const EDITOR_DBG_MODES dbg = GetDebugMode();
	if ( dbg != EDITOR_DBG_OFF && g_ShaderEditorSystem->IsReady() )
	{
		const char *pszDebugList[] = {
			"dbg_editor_ppe_lighting",
			"dbg_editor_ppe_depth",
			"dbg_editor_ppe_normals",
		};
		Assert( dbg >= 1 && dbg <= 3 );
		const char *pszDebugName = pszDebugList[ dbg - 1 ];

		int iDbgIndex = shaderEdit->GetPPEIndex( pszDebugName );
		if ( iDbgIndex != -1 )
			shaderEdit->DrawPPEOnDemand( iDbgIndex );
	}

	RenderSprites();

	RenderSelection();

	RenderHelpers();
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEditorSystem::PostRender()
{
	if( !IsActive() )
		return;

	RenderSelection();
	RenderHelpers();
}
// Render controller scene
void CViewerScene::RenderScene ()
{
    m_pRenderer->SetClearColor(OGVec4(0.3f, 0.3f, 0.4f, 1.0f));

    m_pSg->RenderScene(m_pCamera);

    unsigned long Verts; 
    unsigned long Faces;
    unsigned long TextureSwitches;
    unsigned long VBOSwitches;
    unsigned long DrawCalls;
    GetStatistics()->GetStatistics(Verts, Faces, TextureSwitches, VBOSwitches, DrawCalls);
    m_pRenderer->DisplayString(OGVec2(85.0f, 2.0f), 0.4f, 0x7FFFFFFF, "Vertices: %d", Verts);
    m_pRenderer->DisplayString(OGVec2(85.0f, 6.0f), 0.4f, 0x7FFFFFFF, "Faces: %d", Faces);
    m_pRenderer->DisplayString(OGVec2(85.0f,10.0f), 0.4f, 0x7FFFFFFF, "Textures: %d", TextureSwitches);
    m_pRenderer->DisplayString(OGVec2(85.0f,14.0f), 0.4f, 0x7FFFFFFF, "VBO: %d", VBOSwitches);
    m_pRenderer->DisplayString(OGVec2(85.0f,18.0f), 0.4f, 0x7FFFFFFF, "DP: %d", DrawCalls);
    GetStatistics()->Reset();
    m_pRenderer->DrawScene();
    RenderHelpers();

    glFlush();
}