Exemple #1
0
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels )
{
	Actor* pActor = NULL;
	bool bUseLighting = false;
	if( bIsMine )
	{
		pActor = GetTapMineActor( fBeat );
		bUseLighting = cache->m_bTapMineUseLighting;
	}
	else if( bIsAddition )
	{
		pActor = GetTapAdditionActor( fBeat );
		bUseLighting = cache->m_bTapAdditionUseLighting;
	}
	else if( bOnSameRowAsHoldStart  &&  cache->m_bDrawHoldHeadForTapsOnSameRow )
	{
		pActor = GetHoldHeadActor( fBeat, false, false );
		bUseLighting = cache->m_bHoldHeadUseLighting;
	}
	else	
	{
		pActor = GetTapNoteActor( fBeat );
		bUseLighting = cache->m_bTapNoteUseLighting;
	}

	DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting );
}
//----------------------------------------------------------------------------
// Debug Render
//----------------------------------------------------------------------------
void CPhysicsManager::DebugRender (CRenderManager* render)
{

	assert( m_pScene != NULL );

	if( !m_bDebugRenderMode ) return; 

	// Render all actors in the scene
	int nbActors = m_pScene->getNbActors();
	NxActor** actors = m_pScene->getActors();
	while(nbActors--)
	{
		NxActor* actor = *actors++;
		DrawActor(actor, render);
	}

	// Render all controllers in the scene
	int nbControllers =m_pControllerManager->getNbControllers();
	while(nbControllers--)
	{
		DrawActor(m_pControllerManager->getController(nbControllers)->getActor(), render);
	}
}
void RenderActors(bool shadows)
{
	// Render all the actors in the scene
	NxU32 nbActors = gScene->getNbActors();
	NxActor** actors = gScene->getActors();
	while (nbActors--)
	{
		NxActor* actor = *actors++;

		ActorUserData* ud = (ActorUserData*)(actor->userData);

		if (ud && ud->flags & UD_IS_DRAIN)
		{
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			glDepthMask(GL_FALSE);
			glColor4f(0.1f, 0.8f, 1.0f, 0.8f);

			DrawActor(actor, gSelectedActor, true);

			glDisable(GL_BLEND);
			glDepthMask(GL_TRUE);
			glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
		}
		else
		{
			DrawActor(actor, gSelectedActor, true);

			// Handle shadows
			if (shadows)
			{
				DrawActorShadow(actor, true);
			}
		}
	}
}
Exemple #4
0
//----------------------------------------------------------------------------------------
// Debug Render : dibuixa cada un dels actors trobats a l'escena si estem en mode debug
//----------------------------------------------------------------------------------------
void CPhysicsManager::DebugRender ( CRenderManager* _RM )
{
	assert( m_pScene != NULL );

	if( !m_bDebugRenderMode ) return; 

	// Render all actors in the scene
	int nbActors = m_pScene->getNbActors();
	NxActor** l_pActors = m_pScene->getActors();
	while ( nbActors-- )
	{
		NxActor* l_pActor = *l_pActors++;
		DrawActor ( l_pActor, _RM );
	}
}
void RenderActors(bool shadows)
{
    // Render all the actors in the scene
    NxU32 nbActors = gScene->getNbActors();
    NxActor** actors = gScene->getActors();
    while (nbActors--)
    {
        NxActor* actor = *actors++;
	    DrawActor(actor, gSelectedActor, false);

        // Handle shadows
        if (shadows)
        {
			DrawActorShadow(actor, false);
        }
    }
}