static void PostDisplay()
{
#ifndef _MSC_BUILD
	// Write frames if necessary.
	if (DumpFrames)
	{
		const int FRAME_INTERVAL = 1;
		if ((FrameNumber % FRAME_INTERVAL) == 0)
		{
			const unsigned int w = glutGet(GLUT_WINDOW_WIDTH);
			const unsigned int h = glutGet(GLUT_WINDOW_HEIGHT);
			
			unsigned char * buffer = new char[w * h * 4];
			glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

			char filename[13];
			sprintf(filename, "img%.5i.png", FrameNumber / FRAME_INTERVAL);
			printf("Dumped %s.\n", filename);

			saveImageRGBA(filename, buffer, w, h);

			delete[] buffer;
		}
		
		FrameNumber++;
	}
#endif

	DrawFps();

	glutSwapBuffers();
}
	void RenderSystem::DrawInfo()
	{
		WCHAR WinInfo[255];
		swprintf(WinInfo, L"Window Size: %d x %d", m_ScreenWidth, m_ScreenHeight);
		DrawFps();
		m_Font.drawText(m_pD3D11DeviceContext, WinInfo, 22.0f, 10.0f, 40.0f);
		m_Font.drawText(m_pD3D11DeviceContext, m_videoCardInfo.c_str(), 22.0f, 10.0f, 70.0f);
	}
void RenderSystem::v_Render()
{
	BeginScene();

	m_Camera.DetectInput(m_Timer.GetDeltaTime(), GetHwnd());
	m_Matrix.View  =   m_Camera.GetViewMatrix();
	m_Matrix.Proj  =  m_Proj;

	//////////////////////////////////////////////////////////////////
	XMMATRIX objectModel = XMMatrixTranslation(0.0f, -1.0f, 0.0f);
	XMStoreFloat4x4(&m_Matrix.Model, XMMatrixTranspose(objectModel));
	ObjModel.Render(m_pD3D11DeviceContext, m_Matrix.Model, m_Matrix.View, m_Matrix.Proj);

	m_pD3D11DeviceContext->OMSetBlendState(0, 0, 0xffffffff);


	if (m_Camera.GetRightMouseClicked())
		CheckPick();

	for (int i = 0; i != 20; ++i)
	{
		if (!bottleHit[i])
		{
			XMFLOAT4X4 tempModel;
			XMMATRIX  model = XMMatrixTranspose(bottleModel[i]);
			XMStoreFloat4x4(&tempModel, model);
			BottomModel.Render(m_pD3D11DeviceContext, tempModel, m_View, m_Proj);
		}
	}

	WCHAR scoreInfo[255];
	swprintf(scoreInfo, L"Score: %d ", score);
	m_Font.drawText(m_pD3D11DeviceContext.Get(), scoreInfo, 22.0f, 10.0f, 100.0f, 0xff0099ff);

	////////////////////////////////////////////////////////

	XMMATRIX sphereWorld = XMMatrixIdentity();
	m_Matrix.View._14 = 0.0f;
	m_Matrix.View._24 = 0.0f;
	m_Matrix.View._34 = 0.0f;
	m_Matrix.View._41 = 0.0f;
	m_Matrix.View._42 = 0.0f;
	m_Matrix.View._43 = 0.0f;
	XMStoreFloat4x4(&m_Matrix.Model, XMMatrixTranspose(sphereWorld));

	m_Skymap.Render(m_pD3D11DeviceContext.Get(), m_Matrix);

	///////////////////////////////////////////////////////

	DrawFps();

	EndScene();
}
Exemple #4
0
void Debuger::Draw(){
    if(_is_init && activated){
        DrawFps();
        DrawClockMarks();
        DrawPlayerStats();
        DrawWorldStats();
        DrawBiomeStats();
        DrawEntitiesStats(0);
        DrawEntitiesStats(1);
        _terminal.draw(*_window,_text);
    }
}
Exemple #5
0
// -------------------------------------------------------
void DrawHud (const CControl *ctrl) {
	if (!param.show_hud)
		return;

	ETR_DOUBLE speed = ctrl->cvel.Length();
	SetupGuiDisplay ();

	//draw_gauge (speed * 3.6, ctrl->jump_amt);
	ScopedRenderMode rm(TEXFONT);
	draw_time();
	draw_herring_count (g_game.herring);
	DrawSpeed (speed * 3.6);
	DrawFps ();
	DrawCoursePosition (ctrl);
	DrawWind (Wind.Angle (), Wind.Speed (), ctrl);
}
Exemple #6
0
// -------------------------------------------------------
void DrawHud (CControl *ctrl) {
    TVector3 vel;
    double speed;

	if (!param.show_hud) return;
    vel = ctrl->cvel;
    speed = NormVector (&vel);
    SetupGuiDisplay ();

    draw_gauge (speed * 3.6, ctrl->jump_amt);
	set_gl_options (TEXFONT);
	glColor4f (1, 1, 1, 1);
    draw_time();
    draw_herring_count (g_game.herring);
    DrawSpeed (speed * 3.6);
	DrawFps ();
	DrawCoursePosition (ctrl);
	if (g_game.wind_id > 0) DrawWind2 (Wind.Angle (), Wind.Speed (), ctrl);
}
void RenderSystem::v_Render()
{
	BeginScene();

	m_Camera.DetectInput(m_Timer.GetDeltaTime(), GetHwnd());
	m_Matrix.View  =   m_Camera.GetViewMatrix();
	m_Matrix.Proj  =  m_Proj;

	//////////////////////////////////////////////////////////////////
	XMMATRIX objectModel = XMMatrixTranslation(0.0f, -1.0f, 0.0f);
	XMStoreFloat4x4(&m_Matrix.Model, XMMatrixTranspose(objectModel));
	ObjModel.Render(m_pD3D11DeviceContext, m_Matrix.Model, m_Matrix.View, m_Matrix.Proj);


	XMMATRIX Scale = XMMatrixScaling(0.1f, 0.1f, 0.1f);
	XMStoreFloat4x4(&m_Model, XMMatrixTranspose(Scale) );
	md5Model.Render(m_pD3D11DeviceContext, m_Model, m_Matrix.View, m_Matrix.Proj);

	////////////////////////////////////////////////////////

	XMMATRIX sphereWorld = XMMatrixIdentity();
	m_Matrix.View._14 = 0.0f;
	m_Matrix.View._24 = 0.0f;
	m_Matrix.View._34 = 0.0f;
	m_Matrix.View._41 = 0.0f;
	m_Matrix.View._42 = 0.0f;
	m_Matrix.View._43 = 0.0f;
	XMStoreFloat4x4(&m_Matrix.Model, XMMatrixTranspose(sphereWorld));

	m_Skymap.Render(m_pD3D11DeviceContext.Get(), m_Matrix);

	///////////////////////////////////////////////////////

	DrawFps();

	EndScene();
}