void Draw( void ) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef( 0.0, 0.0, -3.0 ); smokeParticles.Draw(); fireParticles.Draw(); SDL_GL_SwapBuffers(); }
void DrawParticles () { Shaders::SetShader("Particles"); EnableTexturing(); EnableBlending(); Matrices::SetViewMatrix(matrix2x3::Identity()); Matrices::SetModelMatrix(matrix2x3::Identity()); for (std::list<ParticleSystem*>::iterator iter = particleSystems.begin(); iter != particleSystems.end(); ++iter) { ParticleSystem* ps = *iter; bool isDead = ps->Update(); if (isDead) { std::list<ParticleSystem*>::iterator iterCopy = iter; ++iter; particleSystems.erase(iterCopy); delete ps; if (iter == particleSystems.end()) break; } ps->Draw(); } }
/* redisplaying graphics */ void Display(void) { hlBeginFrame(); hlMaterialf(HL_FRONT_AND_BACK, HL_STATIC_FRICTION, 0.1); hlMaterialf(HL_FRONT_AND_BACK, HL_DYNAMIC_FRICTION, 0.8); hlCheckEvents(); /* clear the display */ //glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //materialsTest(); if (mDrawSurface) mSurface.DrawSurface(); // draw the haptic surface hlHintb(HL_SHAPE_DYNAMIC_SURFACE_CHANGE, HL_TRUE); hlTouchableFace(HL_BACK); hlBeginShape(HL_SHAPE_FEEDBACK_BUFFER, mSurfaceShapeId); mSurface.DrawSurface(); hlEndShape(); glDisable(GL_LIGHTING); if (mDrawSystem) mPS.Draw(); if (mDrawNormals) mSurface.DrawSurfaceNormals(); glEnable(GL_LIGHTING); // draw the 3D cursor RedrawCursor(); // show FPS if (mDrawInfo != drawInfo_None) DisplayInfo(); // swap the double buffers glutSwapBuffers(); hlEndFrame(); }
//************************************************************************************************************* void Render(float alpha, float elapsedtime) { D3DXMATRIX world, view, proj; D3DXMATRIX skyworld, viewproj; D3DXVECTOR3 eye(0, 0, -5); D3DXVECTOR3 look(0, 0, 0); D3DXVECTOR3 up(0, 1, 0); D3DXVECTOR2 orient = cameraangle.smooth(alpha); D3DXMatrixRotationYawPitchRoll(&view, orient.x, orient.y, 0); D3DXVec3TransformCoord(&eye, &eye, &view); D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 4, (float)screenwidth / (float)screenheight, 0.1f, 50); D3DXMatrixLookAtLH(&view, &eye, &look, &up); D3DXMatrixMultiply(&viewproj, &view, &proj); device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff6694ed, 1.0f, 0); device->SetTransform(D3DTS_VIEW, &view); device->SetTransform(D3DTS_PROJECTION, &proj); for( int i = 0; i < NUM_DWARFS; ++i ) dwarfs[i].Update(elapsedtime, &dwarfmatrices[i]); effect->SetMatrix("matViewProj", &viewproj); if( SUCCEEDED(device->BeginScene()) ) { // render sky device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); D3DXMatrixScaling(&skyworld, 20, 20, 20); skyeffect->SetMatrix("matWorld", &skyworld); D3DXMatrixIdentity(&skyworld); skyeffect->SetMatrix("matWorldSky", &skyworld); skyeffect->SetMatrix("matViewProj", &viewproj); skyeffect->SetVector("eyePos", (D3DXVECTOR4*)&eye); skyeffect->Begin(0, 0); skyeffect->BeginPass(0); { device->SetTexture(0, skytex); skymesh->DrawSubset(0); } skyeffect->EndPass(); skyeffect->End(); device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); // render ground D3DXMatrixScaling(&world, 5, 0.1f, 5); world._42 = -0.05f; device->SetTransform(D3DTS_WORLD, &world); device->SetTexture(0, texture2); mesh->DrawSubset(0); // dwarfs for( int i = 0; i < NUM_DWARFS; ++i ) dwarfs[i].Draw(); // fire D3DXMatrixTranslation(&world, 0, 0.25f, 0); device->SetTransform(D3DTS_WORLD, &world); system1.Draw(world, view); // render text device->SetFVF(D3DFVF_XYZRHW|D3DFVF_TEX1); device->SetRenderState(D3DRS_ZENABLE, FALSE); device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); device->SetTexture(0, text); device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, textvertices, 6 * sizeof(float)); device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); device->SetRenderState(D3DRS_ZENABLE, TRUE); device->EndScene(); } device->Present(NULL, NULL, NULL, NULL); }