Esempio n. 1
0
void
ParticleNode::DrawCurrent(
    sf::RenderTarget& target, sf::RenderStates states
) const {
    if ( mNeedsVertexUpdate ) {
        ComputeVertices();
        mNeedsVertexUpdate = false;
    }
    states.texture = &mTexture;

    target.draw( mVertexArray, states );
}
Esempio n. 2
0
IActor::ActorReturnState Terrain::LoadMetaData( const void* metaData )
{
    const FBMultiTexturedTerrain* fbTerrainBuff = (FBMultiTexturedTerrain*)metaData;

    SimpleTerrain::LoadMetaData(fbTerrainBuff->Base());

    m_pHeightMapFileName = getPlatformPath(fbTerrainBuff->BitmapFileName()->c_str());

    ResourceManager& resMgr = SystemLocator::GetInstance()->RequestSystem<ResourceManager>("ResourceManager");
    m_textures.push_back(&resMgr.AcquireResource(fbTerrainBuff->Texture2DResourceName()->c_str()));
    m_textures.push_back(&resMgr.AcquireResource(fbTerrainBuff->Texture2DResourceName1()->c_str()));
    m_textures.push_back(&resMgr.AcquireResource(fbTerrainBuff->Texture2DResourceName2()->c_str()));
    m_textures.push_back(&resMgr.AcquireResource(fbTerrainBuff->Texture2DBlendResourceName3()->c_str()));

    ComputeVertices();

    GPUResourceSystem& gpuSys = (GPUResourceSystem&)SystemLocator::GetInstance()->RequestSystem("GPUResourceSystem");
    m_pCBPerObject = gpuSys.CreateConstantBufferResourceView(GPUResourceDesc(GPUResourceType_CBV, sizeof(PerObjectBuffer)));

    return IActor::ActorReturnState_Success;
}