virtual void Draw() { // Don't draw name of local player ? if (IsVisible() && m_player->GetId() != GetLocalPlayerId()) { //Assert(m_player->GetAABB()); //DrawAABB(*(m_player->GetAABB())); // Print name // TODO Do all these in one go, to minimise state changes AmjuGL::PushAttrib(AmjuGL::AMJU_BLEND | AmjuGL::AMJU_DEPTH_READ); AmjuGL::Enable(AmjuGL::AMJU_BLEND); AmjuGL::Disable(AmjuGL::AMJU_DEPTH_READ); GuiText text; text.SetTextSize(5.0f); // TODO CONFIG text.SetText(m_player->GetName()); static const float MAX_NAME_WIDTH = 4.0f; // minimise this to reduce overdraw - calc from text text.SetSize(Vec2f(MAX_NAME_WIDTH, 1.0f)); text.SetJust(GuiText::AMJU_JUST_CENTRE); //text.SetInverse(true); //text.SetDrawBg(true); text.SetFgCol(Colour(1, 1, 1, 1)); AmjuGL::PushMatrix(); Matrix m; m.SetIdentity(); // Reverse modelview rotation Matrix r; r.ModelView(); m = TransposeRot(r); Vec3f tr(m_combined[12], m_combined[13], m_combined[14]); m.TranslateKeepRotation(tr); AmjuGL::MultMatrix(m); static const float SCALE_FACTOR = 20.0f; float x = MAX_NAME_WIDTH * SCALE_FACTOR * -0.5f; AmjuGL::Translate(x, 60.0f, 0); // TODO CONFIG AmjuGL::Scale(SCALE_FACTOR, SCALE_FACTOR, 10); text.Draw(); AmjuGL::PopMatrix(); AmjuGL::PopAttrib(); } }
void Game::RunOneLoop() { #ifdef SHOW_FRAME_TIME static std::string fps; static int framesThisSec = 0; framesThisSec++; static int elapsed = 0; float e = TheTimer::Instance()->GetElapsedTime(); if ((int)e != elapsed) { elapsed = (int)e; fps = ToString(framesThisSec); framesThisSec = 0; } #ifdef WIN32 unsigned long start = GetTickCount(); #else // Get time taken to update/draw/flip, giving the 'real' FPS, not fixed to screen refresh rate timeval tbefore; gettimeofday(&tbefore, 0); #endif #endif // SHOW_FRAME_TIME Update(); #ifdef SHOW_FRAME_TIME #ifdef WIN32 unsigned long mid = GetTickCount(); #else // Get time taken to update/draw/flip, giving the 'real' FPS, not fixed to screen refresh rate timeval mid; gettimeofday(&mid, 0); #endif #endif // SHOW_FRAME_TIME Draw(); #ifdef SHOW_FRAME_TIME if (m_font) { #ifdef WIN32 unsigned long draw = GetTickCount() - mid; unsigned long update = mid - start; std::string s = "Draw: " + ToString((unsigned int)draw) + " update: " + ToString((unsigned int)update); #else timeval tafter; gettimeofday(&tafter, 0); double draw = tafter.tv_sec - mid.tv_sec + (tafter.tv_usec - mid.tv_usec) * 1e-6; double update = mid.tv_sec - tbefore.tv_sec + (mid.tv_usec - tbefore.tv_usec) * 1e-6; int idraw = (int)(draw * 1000.0f); int iupdate = (int)(update * 1000.0f); std::string s = std::string("Draw: ") + std::string((idraw < 10 ? "0" : "")) + ToString(idraw) + std::string("ms update: ") + std::string((iupdate < 10 ? "0" : "")) + ToString(iupdate) + "ms"; #endif s += " fps: " + fps; // Display time per frame static GuiText t; t.SetFont(m_font); t.SetScaleX(0.7f); t.SetFgCol(Colour(1, 1, 1, 1)); t.SetLocalPos(Vec2f(-1.0f, 1.0f)); t.SetSize(Vec2f(2.0f, 0.1f)); t.SetJust(GuiText::AMJU_JUST_LEFT); t.SetText(s); AmjuGL::PushAttrib(AmjuGL::AMJU_LIGHTING | AmjuGL::AMJU_TEXTURE_2D); AmjuGL::Disable(AmjuGL::AMJU_LIGHTING); AmjuGL::Enable(AmjuGL::AMJU_TEXTURE_2D); t.Draw(); AmjuGL::PopAttrib(); } #endif // SHOW_FRAME_TIME AmjuGL::Flip(); }
void Ve1NameNode::Draw() { // Print name // TODO Do all these in one go, to minimise state changes AmjuGL::PushAttrib(AmjuGL::AMJU_BLEND | AmjuGL::AMJU_DEPTH_READ); AmjuGL::Enable(AmjuGL::AMJU_BLEND); AmjuGL::Disable(AmjuGL::AMJU_DEPTH_READ); GuiText text; text.SetTextSize(5.0f); // TODO CONFIG text.SetText(ToString(*m_obj)); static const float MAX_NAME_WIDTH = 4.0f; // minimise this to reduce overdraw - calc from text text.SetSize(Vec2f(MAX_NAME_WIDTH, 1.0f)); text.SetJust(GuiText::AMJU_JUST_CENTRE); //text.SetInverse(true); //text.SetDrawBg(true); AmjuGL::PushMatrix(); Matrix m; m.SetIdentity(); //Vec3f tr(m_local[12], m_local[13], m_local[14]); Vec3f tr(m_combined[12], m_combined[13], m_combined[14]); m.Translate(tr); AmjuGL::MultMatrix(m); static const float SCALE_FACTOR = 20.0f; float x = MAX_NAME_WIDTH * SCALE_FACTOR * -0.5f; AmjuGL::Translate(x, 60.0f, 0); // TODO CONFIG AmjuGL::Scale(SCALE_FACTOR, SCALE_FACTOR, 10); text.Draw(); AmjuGL::PopMatrix(); AmjuGL::PopAttrib(); /* AmjuGL::PushAttrib( AmjuGL::AMJU_TEXTURE_2D | AmjuGL:: AMJU_LIGHTING | AmjuGL::AMJU_BLEND | AmjuGL::AMJU_DEPTH_READ | AmjuGL::AMJU_DEPTH_WRITE); AmjuGL::Enable(AmjuGL::AMJU_TEXTURE_2D); AmjuGL::Disable(AmjuGL::AMJU_LIGHTING); AmjuGL::Enable(AmjuGL::AMJU_BLEND); AmjuGL::Disable(AmjuGL::AMJU_DEPTH_READ); AmjuGL::Disable(AmjuGL::AMJU_DEPTH_WRITE); AmjuGL::PushMatrix(); AmjuGL::SetIdentity(); AmjuGL::SetMatrixMode(AmjuGL::AMJU_PROJECTION_MATRIX); AmjuGL::PushMatrix(); AmjuGL::SetIdentity(); MultColour(Colour(0, 0, 1, 1)); GuiText text; text.SetTextSize(0.5f); std::string s = "Object " + ToString(m_obj->GetId()) + " " + m_obj->GetTypeName(); text.SetText(s); text.SizeToText(); text.SetJust(GuiText::AMJU_JUST_LEFT); text.SetLocalPos(screenpos); text.Draw(); AmjuGL::PopMatrix(); AmjuGL::SetMatrixMode(AmjuGL::AMJU_MODELVIEW_MATRIX); AmjuGL::PopMatrix(); AmjuGL::PopAttrib(); */ }