// *** Render
void UserInput::Render()
{
    START_PROFILE(g_app->m_profiler, "Render UserInput");

    //
    // Render 2D overlays

    g_editorFont.BeginText2D();


	//
	// Eclipse

    glEnable    ( GL_BLEND );
    glDisable   ( GL_CULL_FACE );
    glDisable   ( GL_DEPTH_TEST );
    glDepthMask ( false );

    EclRender();

    glDepthMask ( true );
    glEnable    ( GL_DEPTH_TEST );
    glEnable    ( GL_CULL_FACE );
    glDisable   ( GL_BLEND );


    g_editorFont.EndText2D();


    //
    // Render 3d mouse history

//    glEnable    ( GL_BLEND );
//    glEnable    ( GL_LINE_SMOOTH );
//    glDisable   ( GL_DEPTH_TEST );
//    glLineWidth ( 5.0f );
//    glBegin     ( GL_LINE_STRIP );

//    for( int i = 0; i < m_mousePosHistory.Size(); ++i )
//    {
//        float alpha = 1.0f - ((float) i / (float) m_mousePosHistory.Size());
//        alpha *= 0.5f;
//        glColor4f( 1.0f, 1.0f, 0.0f, alpha );
//        Vector3 *thisPos = m_mousePosHistory[i];
//        glVertex3fv( thisPos->GetData() );
//    }

//    glEnd       ();
//    glEnable    ( GL_DEPTH_TEST );
//    glDisable   ( GL_LINE_SMOOTH );
//    glDisable   ( GL_BLEND );

    END_PROFILE(g_app->m_profiler, "Render UserInput");
}
Exemple #2
0
void App::Render()
{
    START_PROFILE("Render");

    g_renderer->ClearScreen( true, false );
    g_renderer->BeginScene();
    
    
    //
    // World map
    // Don't render anything if we are resyncing
    
    bool connectionScrewed = EclGetWindow("Connection Status");
    if( m_gameRunning && !connectionScrewed )
    {
        bool render = true;
#ifdef TESTBED
        render = g_keys[KEY_M];
#endif
        if( render )
        {
            GetMapRenderer()->Update();
            GetMapRenderer()->Render();
        }
    }


    //
    // Lobby graphics

    if( !m_gameRunning )
    {    
        GetLobbyRenderer()->Render();
    }


    g_renderer->Reset2DViewport();
    g_renderer->BeginScene();

       

    //
    // Eclipse buttons and windows

    GetInterface()->Render();

    START_PROFILE( "Eclipse GUI" );
    g_renderer->SetBlendMode( Renderer::BlendModeNormal );
    EclRender();
    END_PROFILE( "Eclipse GUI" );
    
    
    //
    // Mouse

    GetInterface()->RenderMouse();
   

#ifdef SHOW_OWNER
    RenderOwner(); 
#endif


    //
    // Flip

    START_PROFILE( "GL Flip" );
    g_windowManager->Flip();
    END_PROFILE( "GL Flip" );   
    
    END_PROFILE( "Render" );
}