Example #1
0
void spot_light :: render(GemState *state)
{
  if (!m_light)return;

  if (m_change) {
    m_change = 0;
    if ( !m_on ){
      glDisable(m_light);
      return;
    }

    glEnable(m_light);

    // setGlobal parameter
    glLightfv(m_light, GL_DIFFUSE,  m_color);
    glLightfv(m_light, GL_SPECULAR, m_color);
    glLightf(m_light, GL_LINEAR_ATTENUATION, linearAttenuation);
  }

  if (m_on) {
    // Set spot parameters
    glLightfv(m_light, GL_POSITION, m_position);
    glLightf(m_light, GL_SPOT_EXPONENT, spotExponent);
    glLightfv(m_light, GL_SPOT_DIRECTION, spotDirection);
    glLightf(m_light, GL_SPOT_CUTOFF, spotCutoff);

    renderDebug();
  }
}
Example #2
0
void renderGameplay(App *app){
	SDL_BlitSurface(app->game.board.image, NULL, app->screen, NULL);

	renderDebug(app);

	if(app->game.winner){
		app->game.winner->grabbing = 0;
	}

	if(app->game.head.body.life <= 0){
		app->game.allan.body.action = ACTION_DEATH;
		app->game.indy.body.action = ACTION_DEATH;
		renderGameOver(app);
	}

	if(app->game.winner){
		renderWinner(app);
	}
	renderLifeBars(app);
	renderEnemies(app);
	renderPlayer(app, &app->game.indy);
	renderPlayer(app, &app->game.allan);
	renderHead(app);
	renderHints(app);

	checkPlayerLife(&app->game.indy, app);
	checkPlayerLife(&app->game.allan, app);

}
Example #3
0
void CScenePlay::renderScene()
{
	// レイヤーの描画
	mainLayer->Render();
	minimapLayer->Render();
	// バックバッファにレンダーターゲットを設定
	CGraphicsManager::setRenderTargetToBackBuffer();
	// レイヤーテクスチャーの貼られた板ポリの描画
	mainLayer->board->Render(Camera2D.get());
	minimapLayer->board->Render(Camera2D.get());
	// UIの描画
	renderUI();
#ifdef _DEBUG
	// デバッグ描画
	renderDebug();
#endif
	renderFPS = renderFPSCount.getFrameRate_();
}
Example #4
0
// ================================================
// render
// vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
void osgParticleHPS::ParticleTrail::render(const osg::Vec3 &xpos, const osg::Vec3 &px, const osg::Vec3 &py ) const
{

    // set the color for the particle
    glColor4f( current_color_.x(),
               current_color_.y(),
               current_color_.z(),
               current_color_.w() );

//std::cout << "ParticleTrail::render - ratio " << (t0_ - timestampForLastNewPoint_) / timeBetweenPoints_ << std::endl;
//std::cout << "ParticleTrail::render - xpos " << xpos << std::endl;
//std::cout << "ParticleTrail::render - num points in trail: " << positions_.size() << std::endl;

//std::cout << "roll is " << osg::RadiansToDegrees( angle_[0] ) << std::endl;

    if( !positions_.empty() )
    {

        switch( trailType_ )
        {
        case BUILT_IN_SHAPE:
            // cast away const-ness (sigh...)
            ((osgParticleHPS::ParticleTrail*)this)->renderBuiltInShape( px, py );
            break;
        case LINE:
            renderLine();
            break;
        case RIBBON:
            renderRibbon();
            break;
        case CROSS_RIBBON:
            renderCrossRibbon();
            break;
        case DEBUG:
            renderDebug( current_size_.x() );
            break;
        default:
            break;
        }
    }

}
Example #5
0
void Screen_GP_Clung::draw()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

	m_textureProgram.use();

	// Upload texture uniform
	GLint textureUniform = m_textureProgram.getUniformLocation("mySampler");
	glUniform1i(textureUniform, 0);
	glActiveTexture(GL_TEXTURE0);

	// Camera matrix
	glm::mat4 projectionMatrix = m_camera.getCameraMatrix();
	GLint pUniform = m_textureProgram.getUniformLocation("P");
	glUniformMatrix4fv(pUniform, 1, GL_FALSE, &projectionMatrix[0][0]);

	m_spriteBatch.begin();
	
	for (Entity_Clung* e : m_entities) {
		if (m_camera.isBoxInView(e->getPosition() - (e->getDrawDims() / 2.0f), e->getDrawDims())) {
			e->draw(m_spriteBatch);
		}
	}

	for (Item_Clung* e : m_items) {
		if (m_camera.isBoxInView(e->getPosition() - (e->getDrawDims() / 2.0f), e->getDrawDims())) {
			e->draw(m_spriteBatch);
		}
	}

	m_spriteBatch.end();
	m_spriteBatch.renderBatch();
	m_textureProgram.unuse();

	renderGUI(projectionMatrix);

	if (m_debug) renderDebug(projectionMatrix);
}
Example #6
0
void UINode::renderTop (int x, int y) const
{
	const int childX = x + getRenderX();
	const int childY = y + getRenderY();

	if (_renderBorder) {
		const int w = getRenderWidth(false);
		const int h = getRenderHeight(false);
		renderRect(x + getRenderX(false), y + getRenderY(false), w, h, _borderColor);
	}

	int textYOffset = 0;
	for (DelayedTextsConstIter i = _texts.begin(); i != _texts.end(); ++i) {
		const UINodeDelayedText& t = *i;
		const int fontX = t.pos.x > 0.00001f ? (t.pos.x * _frontend->getWidth()) : (getRenderCenterX() - t.font->getTextWidth(t.text) / 2.0f);
		int fontY;
		if (t.pos.y > 0.00001f) {
			fontY = t.pos.y * _frontend->getHeight();
		} else {
			const int textHeight = t.font->getTextHeight(t.text);
			fontY = textYOffset + getRenderCenterY() - textHeight / 2.0f;
			textYOffset += textHeight;
		}
		t.font->print(t.text, colorWhite, fontX, fontY);
	}

	const bool debug = Config.isDebugUI();
	const bool focus = hasFocus();
	if (debug && focus)
		renderDebug(x, y, y + 20);

	for (UINodeListConstIter i = _nodes.begin(); i != _nodes.end(); ++i) {
		const UINode* nodePtr = *i;
		if (!nodePtr->isVisible())
			continue;
		nodePtr->render(childX, childY);
	}
}
Example #7
0
void world_light :: render(GemState *state)
{
  if (!m_light) {
    return;
  }

  if (m_change) {
    m_change = 0;
    if ( !m_on ) {
      glDisable(m_light);
      return;
    }

    glEnable(m_light);
    glLightfv(m_light, GL_DIFFUSE,  m_color);
    glLightfv(m_light, GL_SPECULAR, m_color);
  }

  if (m_on) {
    glLightfv(m_light, GL_POSITION, m_position);
    renderDebug();
  }
}
void SubdividerState::render() {
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    /// Draw debug state.
    renderDebug();
    if (shouldDrawLines)
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    else
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    
    phongProg->glBind();
    /// Draw rest ov everything
    util::MatrixStack MV, P;
    camera.applyProjectionMatrix(&P);
    camera.applyViewMatrix(&MV);
    
    engine::PointLight light(util::Vec3f(-4, 4, -4), util::Vec3f(1, 1, 1));
    phongProg->glSendUniform("uLightPos", MV.applyToPos(light.position));
    phongProg->glSendUniform("uLightCol", light.color);
    
    engine::PhongMaterial mat;
    mat.send(*phongProg, "UaColor", "UdColor", "UsColor", "Ushine");
    
    MV.push();
        MV.translate(-objectSpacingFromOrigin);
        MV.scale(objectScales);
        phongProg->glSendUniform("MV", MV.top());
        phongProg->glSendUniform("P", P.top());
        baseModel.draw(*phongProg);
    MV.pop();
    
    engine::SimpleModel * subdivModel = mesh.getModel();
    if (subdivModel != NULL) {
        mat.diffuse = util::Vec3f(1, 0, 0);
        mat.send(*phongProg, "UaColor", "UdColor", "UsColor", "Ushine");
        
        MV.push();
            MV.translate(objectSpacingFromOrigin);
            MV.scale(objectScales);
            phongProg->glSendUniform("MV", MV.top());
            phongProg->glSendUniform("P", P.top());
            subdivModel->draw(*phongProg);
        MV.pop();
    }
    
    if (drawHUD) {
        getFontEngine().renderText(std::string("Mesh: ") + meshFileName
         + "\n\nM: NextMesh", -0.95, 0.85);
        getFontEngine().renderText(std::string("C: Capture Cursor")
         + "\n\nL: Toggle Lines" + "\n\nH: Toggle HUD"
         + "\n\nL/R Arrows: spacing" + "\n\nU/D Arrows: scaling", -0.95, -0.50);
        getFontEngine().renderText(std::string("S: Subdivide mesh")
         + "\n\nN: Next Subdiv Type" + "\n\nR: Reset mesh"
         + "\n\nSubdiv Type: " + mesh.getTypeString()
         + "\n\nFPS: " + getFPS(), 0, -0.50);
    }
    
    for (int i = 0; i < (int) postRenderFuncs.size(); i++)
        postRenderFuncs[i]();
    postRenderFuncs.clear();
}
Example #9
0
void RenderScene()
{
    g_globalCam.Update();

	// Clear Depth and color buffers //
	glClearColor(0, 0, 0, 0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


	

	// Enabled texturing and depth testing //
	glEnable(GL_TEXTURE_2D);				// Enable Texturing
	glEnable(GL_DEPTH_TEST);				// Enable Depth tests
	glDepthFunc(GL_LEQUAL);					// LESSEQUAL depth test

	glEnable( GL_CULL_FACE );
	glCullFace( GL_BACK );
	glFrontFace( GL_CCW );

	// Do a depth only pass //
	int rtColor = (g_bMSAA) ? g_msaaColor : DEFAULT_HANDLE;
	int rtDepth = (g_bMSAA) ? g_msaaDepth : DEFAULT_HANDLE;
	g_pTexInterface->BindRenderTarget(&rtColor, 1, rtDepth);
	glColorMask(0, 0, 0, 0);
	if(g_bMSAA)
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	RenderGeometry( );
	int def = DEFAULT_HANDLE;

	glColorMask(1, 1, 1, 1);
	// Render the gbuffer to non-msaa targets //
	RenderSceneGBuffer();
	RenderLightBuffer();


	rtColor = (g_bMSAA) ? g_msaaColor : DEFAULT_HANDLE;
	rtDepth = (g_bMSAA) ? g_msaaDepth : DEFAULT_HANDLE;
	g_pTexInterface->BindRenderTarget(&rtColor, 1, rtDepth);

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	rtColor = (g_bMSAA) ? g_normalDepthColor : g_lightBuffer;

	vec2 viewDims = {(float)GetScreenWidth(), (float)GetScreenHeight()};
	g_pShaderInterface->BindShader( g_compositeShader );
	g_pShaderInterface->SetFloat( "g_viewDims", viewDims, 2 );
	g_pShaderInterface->SetStateMatrix( "g_matWorldViewProj", MATRIX_MODELVIEW | MATRIX_PROJECTION );
	g_pShaderInterface->SetTexture( "g_lightBuffer", rtColor );
	g_pShaderInterface->SetTexture("g_diffuseTexture", g_groundTexture);

	int textured = 1;
	g_pShaderInterface->SetInt( "g_bIsTextured", &textured, 0 );

	glDepthFunc(GL_LEQUAL);
	RenderGeometry();

	g_pShaderInterface->UnbindShader();
	

	if(g_bMSAA)
	{
		g_pTexInterface->BindTexture(g_lightBuffer);
		RenderTexturedFullscreenQuad();

		// Rebind default backbuffer //
		g_pTexInterface->ResolveMSAATarget(g_resolveTexture);
		g_pTexInterface->BindRenderTarget(&def, 1, DEFAULT_HANDLE);

		glDisable(GL_DEPTH_TEST);
		g_pTexInterface->BindTexture(g_resolveTexture);        // resolve tex
		RenderTexturedFullscreenQuad();
	}


	g_pTexInterface->EvictTextures();

#ifdef RENDER_DEBUG
	glDepthFunc(GL_ALWAYS);
	renderDebug();
	glDepthFunc(GL_LEQUAL);
#endif

	glFlush();
}