/**
* The main render call: clears the screen, renders the game scene and the fps info.
*
* @param debugLevel The level of visual debugging for the physical scene: 0 - no debug info; 1 - render actors; 2 - render actors and other debug stuff (like joint constraints)
*/
void EngineCore::render(const int debugLevel)
{
	if(m_pRenderContext->getEnableBit("wireframe"))
	{
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		renderScene(debugLevel);
	}
	else
	{
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
		//renderGrayScale(0, debugLevel);
		renderDOF(0, debugLevel);
	}

	renderFPS();
}
Exemple #2
0
void ModelViewApp::render()
{
	glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glm::quat quaRot = glm::angleAxis(m_rot, glm::normalize(glm::vec3(1.0f, 0.0f, 0.0f)));
	glm::mat4 matRot = glm::mat4_cast(quaRot);
	glm::mat4 matView = glm::lookAt(glm::vec3(0.0f, 0.0f, 200.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));

	glm::mat4 matMVP = getRenderer()->getPerspectiveMatrix() * matView * matRot;

	for (const auto& renderPieceInfo : m_pMeshData->renderPieceInfoList)
	{
		renderPieceInfo->pShader->useProgram();
		renderPieceInfo->pShader->setUniform("u_matMVP", matMVP);
		renderPieceInfo->pShader->setTexture(m_pMeshData->getMaterialTexDiffuse(renderPieceInfo->pieceInfo.nMaterialId), 0);
		renderPieceInfo->pShader->drawBuffer(renderPieceInfo->pVertexBuffer, renderPieceInfo->pIndexBuffer);
	}

	renderFPS();
}
Exemple #3
0
int main()
{
	GLFWwindow* window;
	struct DemoData data;
	struct NVGcontext* vg = NULL;
	struct FPScounter fps;
	double prevt = 0;

	if (!glfwInit()) {
		printf("Failed to init GLFW.");
		return -1;
	}

	initFPS(&fps);

	glfwSetErrorCallback(errorcb);

	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    window = glfwCreateWindow(1000, 600, "NanoVG", NULL, NULL);
	if (!window) {
		glfwTerminate();
		return -1;
	}

	glfwSetKeyCallback(window, key);

	glfwMakeContextCurrent(window);
#ifdef NANOVG_GLEW
	glewExperimental = GL_TRUE;
    if(glewInit() != GLEW_OK) {
		printf("Could not init glew.\n");
		return -1;
	}
#endif

	vg = nvgCreateGL3(512,512);
	if (vg == NULL) {
		printf("Could not init nanovg.\n");
		return -1;
	}

	if (loadDemoData(vg, &data) == -1)
		return -1;

	glfwSwapInterval(0);

	glfwSetTime(0);
	prevt = glfwGetTime();

	while (!glfwWindowShouldClose(window))
	{
		double mx, my, t, dt;
		int width, height;

		t = glfwGetTime();
		dt = t - prevt;
		prevt = t;
		updateFPS(&fps, dt);

		glfwGetCursorPos(window, &mx, &my);
		glfwGetFramebufferSize(window, &width, &height);

		// Update and render
		glViewport(0, 0, width, height);
		glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glEnable(GL_CULL_FACE);
		glDisable(GL_DEPTH_TEST);

		nvgBeginFrame(vg, width, height);

		renderDemo(vg, mx,my, width,height, t, blowup, &data);
		renderFPS(vg, 5,5, &fps);

		glEnable(GL_DEPTH_TEST);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	freeDemoData(vg, &data);

	nvgDeleteGL3(vg);

	glfwTerminate();
	return 0;
}