void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels ) { Actor* pActor = NULL; bool bUseLighting = false; if( bIsMine ) { pActor = GetTapMineActor( fBeat ); bUseLighting = cache->m_bTapMineUseLighting; } else if( bIsAddition ) { pActor = GetTapAdditionActor( fBeat ); bUseLighting = cache->m_bTapAdditionUseLighting; } else if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow ) { pActor = GetHoldHeadActor( fBeat, false, false ); bUseLighting = cache->m_bHoldHeadUseLighting; } else { pActor = GetTapNoteActor( fBeat ); bUseLighting = cache->m_bTapNoteUseLighting; } DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting ); }
//---------------------------------------------------------------------------- // Debug Render //---------------------------------------------------------------------------- void CPhysicsManager::DebugRender (CRenderManager* render) { assert( m_pScene != NULL ); if( !m_bDebugRenderMode ) return; // Render all actors in the scene int nbActors = m_pScene->getNbActors(); NxActor** actors = m_pScene->getActors(); while(nbActors--) { NxActor* actor = *actors++; DrawActor(actor, render); } // Render all controllers in the scene int nbControllers =m_pControllerManager->getNbControllers(); while(nbControllers--) { DrawActor(m_pControllerManager->getController(nbControllers)->getActor(), render); } }
void RenderActors(bool shadows) { // Render all the actors in the scene NxU32 nbActors = gScene->getNbActors(); NxActor** actors = gScene->getActors(); while (nbActors--) { NxActor* actor = *actors++; ActorUserData* ud = (ActorUserData*)(actor->userData); if (ud && ud->flags & UD_IS_DRAIN) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(GL_FALSE); glColor4f(0.1f, 0.8f, 1.0f, 0.8f); DrawActor(actor, gSelectedActor, true); glDisable(GL_BLEND); glDepthMask(GL_TRUE); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } else { DrawActor(actor, gSelectedActor, true); // Handle shadows if (shadows) { DrawActorShadow(actor, true); } } } }
//---------------------------------------------------------------------------------------- // Debug Render : dibuixa cada un dels actors trobats a l'escena si estem en mode debug //---------------------------------------------------------------------------------------- void CPhysicsManager::DebugRender ( CRenderManager* _RM ) { assert( m_pScene != NULL ); if( !m_bDebugRenderMode ) return; // Render all actors in the scene int nbActors = m_pScene->getNbActors(); NxActor** l_pActors = m_pScene->getActors(); while ( nbActors-- ) { NxActor* l_pActor = *l_pActors++; DrawActor ( l_pActor, _RM ); } }
void RenderActors(bool shadows) { // Render all the actors in the scene NxU32 nbActors = gScene->getNbActors(); NxActor** actors = gScene->getActors(); while (nbActors--) { NxActor* actor = *actors++; DrawActor(actor, gSelectedActor, false); // Handle shadows if (shadows) { DrawActorShadow(actor, false); } } }