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(); }
void Debuger::Draw(){ if(_is_init && activated){ DrawFps(); DrawClockMarks(); DrawPlayerStats(); DrawWorldStats(); DrawBiomeStats(); DrawEntitiesStats(0); DrawEntitiesStats(1); _terminal.draw(*_window,_text); } }
// ------------------------------------------------------- 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); }
// ------------------------------------------------------- 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(); }