Exemple #1
0
void DrawGlyphTex()
{
	g_pDevice->BeginRendering(true, true, true);

	ZFXMatrix mWorld;
	mWorld.Identity();
	g_pDevice->SetWorldTransform(&mWorld);
	
	Font *pFont = g_pDevice->GetFontManager()->GetFont(g_fontID);
	UINT nSkinID = pFont->GetSkinID(33);

	g_pDevice->SetTextureStage(0, RS_TEX_ADDSIGNED);
	g_pDevice->GetSkinManager()->ActiveSkin(nSkinID);
	glBindVertexArray(g_vao);
	glBindBuffer(GL_ARRAY_BUFFER, g_vertex);
	glVertexPointer(2, GL_FLOAT, 4 * sizeof(GLfloat), 0);
	glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(GLfloat), (void*)(2 * sizeof(float)));
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);


	glDrawArrays(GL_TRIANGLES, 0, 6); 

	GLenum error = glGetError();
	if (error != GL_NO_ERROR)
	{
		int i = 0;
	}

	g_pDevice->EndRendering();

}
Exemple #2
0
void DrawTriangle(IShaderManager* sm)
{
	
	g_pDevice->BeginRendering(true, true, true);

	ZFXMatrix mWorld;
	mWorld.Identity();
	g_pDevice->SetWorldTransform(&mWorld);

	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	GLfloat vertexs[6][5] = {
			{ -0.9, -0.9, 0.0, 0.0f, 0.5f },
			{ 0.85, -0.9, 0.0, 0.5f, 0.0f },
			{ -0.9, 0.85, 0.5, 0.0f, 0.0f },
			{ 0.9, -0.85, 0.0, 0.0f, 0.5f },
			{ 0.9, 0.9, 0.0, 0.0f, 0.5f },
			{ -0.85, 0.9, 0.0, 0.0f, 0.5f },
	};

	GLuint vbo;
	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, sizeof(vertexs), vertexs, GL_STATIC_DRAW);
	glVertexPointer(2, GL_FLOAT, sizeof(float) * 45, 0);
	glColorPointer(3, GL_FLOAT, 5 * sizeof(float), (void*)(2 * sizeof(float)));

	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), BUFFER_OFFSET(0));
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), BUFFER_OFFSET(2 * sizeof(float)));
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);

	sm->EnableShader(false);

	glDrawArrays(GL_TRIANGLES, 0, 6);


	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);

	GLenum error = glGetError();
	if (error != GL_NO_ERROR)
	{
		int i = 0;
	}

	g_pDevice->EndRendering();
}
Exemple #3
0
void DrawString(const char* str)
{
	IShaderManager* sm = g_pDevice->GetShaderManager();
	sm->EnableShader(false);

	g_pDevice->BeginRendering(true, true, true);

	ZFXMatrix mWorld;
	mWorld.Identity();
	g_pDevice->SetWorldTransform(&mWorld);


	g_pDevice->DrawText(g_fontID, 0, 0, 0xffff0000, str);

	g_pDevice->EndRendering();
}
Exemple #4
0
void DrawS3DModel()
{
	g_pDevice->BeginRendering(true, true, true);

	ZFXMatrix mWorld;
	mWorld.Identity();
	/*mWorld.Identity();
	mWorld.Translate(-2.0f, 1.0f, 13.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	hr = g_pMarder->Render(true, false);

	mWorld.Translate(-1.0f, -5.0f, 15.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	hr = g_pLeopard2->Render(true, false);
	*/
	mWorld.Translate(0.5, 0.5, 0);
	g_pDevice->SetWorldTransform(&mWorld);
	g_pG3->Render(true, false);
	g_pLeopard2->Render(true, false);
	g_pMarder->Render(true, false);

	g_pDevice->EndRendering();
}
Exemple #5
0
/**
* Do one frame.
*/
HRESULT ProgramTick(void)
{
	HRESULT hr = ZFX_FAIL;
	ZFXMatrix mWorld;
	mWorld.Identity();

	static float fT = 0.0f;
	static float fA = 0.0f;


	// this is just fancy fadein/fadeout eyecandy ////////
	if (fT <= 1.0f)
	{
		fA = fT;
		fT += 0.01f;
	}
	else if (fT <= 2.0f)
	{
		fA = 1 - (fT - 1); 
		fT += 0.01f;
	}
	else fT = 0.0f;
	// end of fancy fadein/fadeout eyecandy //////////////

	// set first viewport (whole window)
	g_pDevice->SetMode(EMD_PERSPECTIVE, 0);
	IShaderManager* sm = g_pDevice->GetShaderManager();
	if (g_vshader)
		sm->BindShader(g_vshader);
	if (g_fshader)
		sm->BindShader(g_fshader);
	if(g_vshader || g_fshader)
		sm->EnableShader(true);
	GLfloat f[16] = { 0.0 };
	glGetFloatv(GL_MODELVIEW_MATRIX, f);
	glGetFloatv(GL_PROJECTION_MATRIX, f);
	g_pDevice->SetClearColor(0.7f, 0.7f, 1.0f);

	// clear buffers and start scene
	g_pDevice->BeginRendering(true, true, true);

	mWorld.Translate(-1.0f, 1.0f, 3.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	hr = g_pMarder->Render(true, false);

	mWorld.Translate(-1.0f, -5.0f, 2.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	hr = g_pLeopard2->Render(true, false);

	mWorld.Identity();
	//mWorld.Translate(1.1f, -0.6f, 1.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	hr = g_pG3->Render(true, false);

	g_pDevice->FadeScreen(0.0f, 0.0f, 0.0f, fA);

	// render into second viewport
	g_pDevice->SetMode(EMD_PERSPECTIVE, 1);
	if (g_vshader || g_fshader)
		sm->EnableShader(true);
	glGetFloatv(GL_MODELVIEW_MATRIX, f);
	glGetFloatv(GL_PROJECTION_MATRIX, f);
	g_pDevice->SetClearColor(1.0f, 0.2f, 0.2f);
	g_pDevice->Clear(true, true, true);

	mWorld.Translate(-2.0f, 1.0f, 3.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	g_pMarder->Render(true, true);

	mWorld.Translate(-1.0f, -5.0f, 2.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	g_pLeopard2->Render(true, true);

	mWorld.Translate(1.1f, -0.6f, 1.0f);
	g_pDevice->SetWorldTransform(&mWorld);
	g_pG3->Render(true, true);

	g_pDevice->FadeScreen(0.0f, 0.0f, 0.0f, 1.0f - fA);

	g_pDevice->SetMode(EMD_PERSPECTIVE, 0);

	/*if (g_pDevice->IsWindowed())
		g_pDevice->DrawText(g_nFontID, 10, 10, 255, 255, 0, "ZFXEngine 2.0");
	else 
	{
		g_pDevice->GetResolution(&pt);
		g_pDevice->DrawText(g_nFontID, 10, 10, 255, 255, 0, "Screen: (%d,%d)", pt.x, pt.y);
	}
*/
	// flip backbuffer to front
	g_pDevice->EndRendering();
	return hr;
} // Tick
Exemple #6
0
void DrawLightExam()
{
	// compute camera 
	g_pos.y = distance * sin(yAngle);
	g_pos.x = distance * cos(yAngle) * sin(-xAngle);
	g_pos.z = distance * cos(yAngle) * cos(-xAngle);

	g_lightPos.y = LightDistantce * sin(yLightAngle);
	g_lightPos.x = LightDistantce * cos(yLightAngle) * sin(-xLightAngle);
	g_lightPos.z = LightDistantce * cos(yLightAngle) * cos(-xLightAngle);



	light.vcPosition = g_lightPos;
	light.vcDirection = -g_lightPos;
	light.vcDirection.w = 0;
	light.fPhi = g_cutoff;
	light.fExponent = g_exponent;

	g_pDevice->UseWindow(0);

	ZFXVector vU(0, 1, 0);
	g_pDevice->SetViewLookAt(g_pos, ZFXVector(0, 0, 0), vU);
	IShaderManager *sm = g_pDevice->GetShaderManager();
	sm->SetNamedConstant("camera_position", DAT_FVEC4, 1, g_pos.v);
	GLfloat f[16] = { 0.0 };
	glGetFloatv(GL_MODELVIEW_MATRIX, f);
	glGetFloatv(GL_PROJECTION_MATRIX, f);

	ZFXMatrix mWorld;
	mWorld.Identity();
	g_pDevice->SetWorldTransform(&mWorld);

	//sm->EnableShader(false);

	g_pDevice->SetAmbientLight(0.1, 0.1, 0.1);
	g_pDevice->SetLight(&light, 0);

	float v[4];
	glGetMaterialfv(GL_FRONT, GL_AMBIENT, v);
	glGetMaterialfv(GL_FRONT, GL_DIFFUSE, v);
	glGetMaterialfv(GL_FRONT, GL_SPECULAR, v);
	glGetMaterialfv(GL_FRONT, GL_EMISSION, v);

	DrawOBJModel();
	GLenum error = glGetError();
	if (error != GL_NO_ERROR)
	{
		int i = 0;
	}

	glGetMaterialfv(GL_FRONT, GL_AMBIENT, v);
	glGetMaterialfv(GL_FRONT, GL_DIFFUSE, v);
	glGetMaterialfv(GL_FRONT, GL_SPECULAR, v);
	glGetMaterialfv(GL_FRONT, GL_EMISSION, v);

	glGetLightfv(GL_LIGHT0, GL_AMBIENT, v);
	glGetLightfv(GL_LIGHT0, GL_DIFFUSE, v);
	glGetLightfv(GL_LIGHT0, GL_SPECULAR, v);


	error = glGetError();
	if (error != GL_NO_ERROR)
	{
		int i = 0;
	}
}