Esempio n. 1
0
///////////////////////////////////////////////////////////////////////        
// Called to draw scene
void RenderScene(void)
{
	// Clear the window with current clearing color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glPushMatrix();
	// Move light under floor to light the "reflected" world
	glLightfv(GL_LIGHT0, GL_POSITION, fLightPosMirror);
	glPushMatrix();
	glFrontFace(GL_CW);             // geometry is mirrored, swap orientation

	glScalef(1.0f, -1.0f, 1.0f);
	DrawWorld();
	glFrontFace(GL_CCW);
	glPopMatrix();

	// Draw the ground transparently over the reflection
	glDisable(GL_LIGHTING);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	DrawGround();
	glDisable(GL_BLEND);
	glEnable(GL_LIGHTING);

	// Restore correct lighting and draw the world correctly
	glLightfv(GL_LIGHT0, GL_POSITION, fLightPos);
	DrawWorld();
	glPopMatrix();

	// Do the buffer Swap
	glutSwapBuffers();
}
Esempio n. 2
0
void LoseLife(char *reason) {
	//Draw cracked screen - but draw all the rest of the world & hud first
	CloseGraphics();
	OpenGraphics();
	DrawWorld(&world, cameraPos, cameraAngle);
	DrawHUD();
	DrawArrow(cameraAngle.y);
	DrawRadarDots(true);
	DrawRadarArm(sweepAngle * sweepStepCount++);
	DrawRadarDots(false);
	//finally!
	DrawCrackedScreen();
	SetTextColor(RED);
	DrawText(25,40,reason);
	if (--lives<=0) {
		SetTextColor(GREEN);
		DrawText(30,55,"GAME OVER!");
	}
	Show();
	PlaySound(SOUND_EXPLOSION);
	//dead?
	if (lives<=0) {
		Sleep(2000);
		//Reset back to splash screen
		ResetTimer();
		mode=0;

		Splash();
	} else {
		// Hit but still going
		InitialiseWorld();
	}
}
Esempio n. 3
0
void draw_screen( void ) {
    // Step
    you_angle += ( 10 * you_velocity * you_turn ) / fps;
    
    float you_x_new = you_x - ( (float)sin(you_angle*piover180) * you_velocity * you_dir ) / fps;
    float you_z_new = you_z + ( (float)cos(you_angle*piover180) * you_velocity * you_dir ) / fps;
    int joel = boundCheck(you_x_new, you_x_new, you_z_new, you_z_new); // TODO change this to avoid repetition
    if (joel == 1) {
        you_x = you_x_new;
        you_z = you_z_new;
    }
    
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen and The Depth Buffer
    /* We don't want to modify the projection matrix. */
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity(); you_compensate();
    
    // Some nice material/colour settings
    glColorMaterial ( GL_FRONT_AND_BACK, GL_EMISSION ) ;
    glEnable ( GL_COLOR_MATERIAL ) ;
    
    glLoadIdentity(); you_compensate();
    glTranslatef( 0.0f, 3.0f, 0.0f );
    draw_cube();
    
    DrawWorld();
    
    if (debug) {
        glLoadIdentity(); glTranslatef(0, 0, -1);
        glColor3f(1, 1, 1);
        glRasterPos2f(-0.7f, -0.5f);
        glPrint("X: %f   Z: %f   Angle: %f   Velocity: %f", you_x, you_z, you_angle, you_velocity);
        glRasterPos2f(-0.7f, 0.5f);
        glPrint("FPS: %f", fps);
    }
    
    if (joel == 12) {
        glLoadIdentity(); glTranslatef(0, 0, -1);
        glColor3f(1, 1, 1);
        glRasterPos2f(-0.7f, 0.5f);
        glPrint("The Cake,");
        glRasterPos2f(-0.7f, 0.4f);
        glPrint("Is a Lie!!");
//         glRasterPos2f(-0.7f, 0.3f);
//         glPrint("Third Line");
    }
    
    Frames++;
    GLint t = SDL_GetTicks();
    if (t - T0 >= 100) {
        GLfloat seconds = (t - T0) / 1000.0;
        fps = Frames / seconds;
        T0 = t;
        Frames = 0;
    }
    
    SDL_GL_SwapBuffers( );
}
Esempio n. 4
0
	//Render the array of sprites.
	void Graphics::Update(float dt)
	{
		//Clear the backbuffer and fill it with the background color.
		//The first parameter is the number of rectangles you are going to clear--0 means clear the whole thing.
		//The second parameter is the array of rectangle to clear--just set it to NULL.
		//The third parameter says what to clear (in this case, the render target, but could be a zbuffer or stencil buffer).
		//The fourth parameter is the color to fill the target with.
		//The fifth and last parameters are the values to fill the zbuffer and stencil buffer with (if necessary).
		pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 0.0f, 0);

		//Begin the scene
		if (SUCCEEDED(pDevice->BeginScene()))
		{
			DrawWorld( dt );

			DrawDebugInfo();

			//End the scene
			pDevice->EndScene();
		}
		
		//Present the backbuffer contents to the display.
		//The parameters are: source rect, dest rect, dest window (NULL meaning the default window), and dirty region.
		pDevice->Present(NULL, NULL, NULL, NULL);
	}
Esempio n. 5
0
void Draw3d()
{
	Setup3dWorld();

	DrawWorld();	
	//pointer
	u.pointer = GetOGLPos(int(u.mp.x), int(u.mp.y));
	mPointer.Draw(u.pointer, 0);
}
Esempio n. 6
0
void main(void) {
	int key;
	intro();
	clrscr();
	gotoxy(35, 1);
	puts("Shooter97!");
	NextBFire = (random(289)+11);
	do {
		DrawWorld();
		if (!Hits()) {
		delay(75);
		BFireCount++;
		if (((BFireCount % NextBFire) == 0) && (!BFire)) {
			BFire = 1;
			BFireXPos = bgpos;
			NextBFire = (random(289)+11);
		}
		if (kbhit()) {
			key = getch();
			if (key == 0) {
				key = getch();
			}
			if (key == 75) {
				ggdir = -1;
			}
			if (key == 77) {
				ggdir = 1;
			}
			if ((key == 72) && (!GFire)) {
				GFire = 1;
				GFireXPos = ggpos;
			}
			if ((key == 113) || (key == 81)) {
				/* then die */
				dead = 1;
			}
		} /* end of if kb hit */
		} /* end of nobody got hit */
	} while (!dead);
	clrscr();
	switch (Hits()) {
		case -1 : {
				puts(" ");
				puts("The BadGuy shot you! GAME OVER!");
				break;
				}
		case 1 : {
				puts(" ");
				puts("You shot the BadGuy! YOU WIN!");
				break;
				}
	}
	puts(" ");
	puts("Thank you for playing Shooter97!");
}
Esempio n. 7
0
void MapOverview::OnPaint(wxPaintEvent& event)
{
  wxPaintDC dc(this);
  wxMemoryDC mem;
  mem.SelectObject(*draw_area);
  mem.Clear();

  DrawWorld(mem,GetWorldHandler());

  dc.DrawBitmap(*draw_area,MapDrawX,MapDrawY,1);
}
Esempio n. 8
0
	void Vessel::Update(NetworkWriter* nw)
	{
		if (myPlayer)
		{
			SDL_Event event;
			while (SDL_PollEvent(&event)) {
				/*if (event.type == SDL_EventType::)
				{

				}*/
				if (event.key.keysym.sym == SDLK_w)
				{
					myPlayer->pos += glm::vec2(0.0f, 0.02f);
				}
				if (event.key.keysym.sym == SDLK_s)
				{
					myPlayer->pos += glm::vec2(0.0f, -0.02f);
				}
				if (event.key.keysym.sym == SDLK_a)
				{
					myPlayer->pos += glm::vec2(-0.02f, 0.0f);
				}
				if (event.key.keysym.sym == SDLK_d)
				{
					myPlayer->pos += glm::vec2(0.02f, 0.0f);
				}
				if (event.key.keysym.sym == SDLK_o)
				{
					camera.zoom -= 0.001f;
				}
				if (event.key.keysym.sym == SDLK_p)
				{
					camera.zoom += 0.001f;
				}
			}
			/*if (keyStates[SDL_SCANCODE_W])
				myPlayer->pos += glm::vec2(0.0f, 0.01f);
			if (keyStates[SDL_SCANCODE_S])
				myPlayer->pos += glm::vec2(0.0f, -0.01f);
			if (keyStates[SDL_SCANCODE_A])
				myPlayer->pos += glm::vec2(-0.01f, 0.0f);
			if (keyStates[SDL_SCANCODE_D])
				myPlayer->pos += glm::vec2(0.01f, 0.0f);

			if (keyStates[SDL_SCANCODE_KP_MEMADD])
				camera.zoom -= 0.001f;
			if (keyStates[SDL_SCANCODE_KP_MEMSUBTRACT])
				camera.zoom += 0.001f;*/
			//myPlayer->pos = glm::vec2(glm::cos(elapsedTime * 0.25f), glm::sin(elapsedTime * 0.5f)) * 11.0f;
			//UpdateChunks(false, nw);
		}

		DrawWorld();
	}
Esempio n. 9
0
void GameBase::Loop(){
	SetZoom();
	Init();
	InitWorldPhysics();
	while(wnd->isOpen()){		
		wnd->clear(clearColor);
		DoEvents();
		CheckCollitions();
		UpdateWorldPhysics();
		DrawWorld();
		wnd->display();
	}
}
Esempio n. 10
0
//
// Idle processing: ovvero cosa fare quando non hai nient'altro
// da fare
//
long AboutWindow::onIdle(FXObject* , FXSelector, void* )
{
  IdleHandle = NULL;

  int w = OGLCanvas->getWidth();
	int h = OGLCanvas->getHeight();

	if (!GLInitialized)
	{
		if(onOGLConfigure(NULL, 0, NULL))
			GLInitialized = true;
		else
			return 0;
	}

	if (!OGLCanvas->makeCurrent())
		return 0;	
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  
  if (delta > 3100.0f)
  {
    startTime = getTime();
    ++nShow;                                                                                                                                                    
    if (nShow > 3) nShow = 0;                                                                                                                                         if (nShow == 3 && hehe) nShow = 99;
  }
  delta = ((getTime() - startTime) / 4.0f);
  ViewPerspective(w, h);

  glEnable(GL_TEXTURE_2D);
	glDisable(GL_DEPTH_TEST);


  glColor3f(1.0f, 1.0f, 1.0f);
  RenderToTexture(w, h);	
  DrawBlur(10, 0.03f, w, h);
  
  glColor3ub(255, 240, 32);
  glEnable(GL_TEXTURE_2D);
  DrawWorld();

  
  glFlush();
	OGLCanvas->swapBuffers();
	OGLCanvas->makeNonCurrent();

  IdleHandle = getApp()->addChore(this, ID_IDLE);
	return 1;
}
Esempio n. 11
0
void OGL3_Renderer::UpdateScreen()
{
	glViewport( 0, 0, (GLsizei)Engine->p_Window->GetSize().x, (GLsizei)Engine->p_Window->GetSize().y );
	Clear( true, true, vec4(0,0.74,0.52,1) );

	//m_Camera.angles = vec3(2,0,0);
	CalculateProjectionMatrix( m_Camera.origin, m_Camera.angles, m_Camera.fov, m_Camera.zNear, m_Camera.zFar );

	Engine->p_Renderer->SetBlending( BLEND_DISABLED, BLEND_DISABLED );
	Engine->p_Renderer->SetCulling( CULL_FRONT );

	p_MainShader->Bind();

    DrawWorld();

	p_MainShader->Unbind();
}
Esempio n. 12
0
// Renderizza la scena e la copia su una texture
inline void AboutWindow::RenderToTexture(int w, int h)											
{
  // Set Our Viewport (Match Texture Size)
	glViewport(0, 0, 128, 128);      
	DrawWorld();												

	glBindTexture(GL_TEXTURE_2D, BlurTexture);         

	// Copy Our ViewPort To The Blur Texture (From 0,0 To 128,128... No Border)
	glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 0, 0, 128, 128, 0);

	glClearColor(0.0f, 0.0f, 0.0f, 0.5);						
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  
  glViewport(0, 0, w, h);  

}
Esempio n. 13
0
//Splash screen
void Splash() {
	ResetTimer(); //we're going to use it for random seed
	//Setup a world with a tank and a pyramid in specific places
	CloseGraphics();
	OpenGraphics();

	Point3d centre;
	world=CreateNewWorld();

	//A tank pointing straight at us
	centre=CreatePoint(0.0,0.0,45.0);
	obj=CreateTank(GREEN, centre, 4.5);
	RotateObjectYAxis(&obj, 2.0 * PI / 360.0 * 195);
	AddObjectToWorld(&world, obj);

	//A yellow pyramid behind the tank and to the right
	centre=CreatePoint(10.0, 0.0, 70.0);
	obj=CreatePyramid(YELLOW, centre, 5.0);
	RotateObjectYAxis(&obj, 3.0*PI/5.0);
	AddObjectToWorld(&world, obj);

	//A blue cube behind the tank and to the left
	centre=CreatePoint(-10.0, 0.0, 60.0);
	obj=CreateCube(BLUE, centre, 5.0);
	RotateObjectYAxis(&obj, 195.0*PI/180.0);
	AddObjectToWorld(&world,obj);

	//Draw world, add splash graphics, prompt to start
	cameraPos=CreatePoint(0.0,5.0,0.0);
	cameraAngle=CreatePoint(0.0,0.0,0.0);
	DrawWorld(&world, cameraPos, cameraAngle);
	SetTextColor(GREEN);
	DrawText(5,25, "by RorschachUK");

	SetTextColor(CYAN);
	DrawText(5,100, "Help");
	DrawText(110,100,"Start");
	DrawImage(logoImage, 5,5,RGBColor(253,255,252,0));
	DrawImage(signatureImage, 135,24,BLACK);

	Show();
	Sleep(100);
	mode=0;
}
Esempio n. 14
0
void Glut2DView::Display()
{
    // clear screen and initialize coordinate system
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    // draw world in its own coordinate system
    glPushMatrix();
    TransformWorld();
    DrawWorld();
    glPopMatrix();   

    // draw graphics with the screen coordinate system
    DrawScreen();

    // display new frame
    glutSwapBuffers();
}
Esempio n. 15
0
void dxModel::Draw(const dxVec3 &vieworigin_, const dxVec3 &viewforward_,
    const dxVec3 &viewright_, const dxVec3 &viewup_)
{
    if (!loaded)
    {
        return;
    }

    framecount++;

	viewleaf = PointInLeaf(vieworigin_);
    MarkLeaves();

    renderer.SetupFrame(vieworigin_, viewforward_, viewright_, viewup_);

    DrawSkyBox();
    DrawWorld();
    DrawEntitiesOnList();
}
///////////////////////////////////////////////////////////////////////////////
// Render a frame. The owning framework is responsible for buffer swaps,
// flushes, etc.
void RenderScene(void)
{
	static CStopWatch animationTimer;
	float yRot = animationTimer.GetElapsedSeconds() * 60.0f;
//	MoveCamera();

	modelViewMatrix.PushMatrix();	
		M3DMatrix44f mCamera;
		cameraFrame.GetCameraMatrix(mCamera);
		modelViewMatrix.MultMatrix(mCamera);
		
		GLfloat vFloorColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };

		if(bUseFBO)
		{
			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName);
#ifndef OPENGL_ES
			glDrawBuffers(3, fboBuffs);
#endif
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

			// Need light position relative to the Camera
			M3DVector4f vLightTransformed;
			m3dTransformVector4(vLightTransformed, vLightPos, mCamera);
			UseProcessProgram(vLightTransformed, vFloorColor, 0);
		}
		else
		{
			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#ifndef OPENGL_ES
			glDrawBuffers(1, windowBuff);
#endif
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vFloorColor, 0);
		}

        glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble
		floorBatch.Draw();
		DrawWorld(yRot);

	modelViewMatrix.PopMatrix();

	if(bUseFBO)
	{
		// Direct drawing to the window
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
#ifndef OPENGL_ES
		glDrawBuffers(1, windowBuff);
#endif
		glViewport(0, 0, screenWidth, screenHeight);

#ifndef OPENGL_ES
		// Source buffer reads from the framebuffer object
		glBindFramebuffer(GL_READ_FRAMEBUFFER, fboName);

		// Copy greyscale output to the left half of the screen
		glReadBuffer(GL_COLOR_ATTACHMENT1);
		glBlitFramebuffer(0, 0, screenWidth/2, screenHeight,
						  0, 0, screenWidth/2, screenHeight,
						  GL_COLOR_BUFFER_BIT, GL_NEAREST );
	
		// Copy the luminance adjusted color to the right half of the screen
		glReadBuffer(GL_COLOR_ATTACHMENT2);	
		glBlitFramebuffer(screenWidth/2, 0, screenWidth, screenHeight,
						  screenWidth/2, 0, screenWidth, screenHeight,
						  GL_COLOR_BUFFER_BIT, GL_NEAREST );

		// Scale the unaltered image to the upper right of the screen
		glReadBuffer(GL_COLOR_ATTACHMENT0);
		glBlitFramebuffer(0, 0, screenWidth, screenHeight,
						  (int)(screenWidth *(0.8)), (int)(screenHeight*(0.8)), 
						  screenWidth, screenHeight,
						  GL_COLOR_BUFFER_BIT, GL_LINEAR );

		glBindTexture(GL_TEXTURE_2D, 0);
#endif
	} 

    // Do the buffer Swap
    glutSwapBuffers();
        
    // Do it again
    glutPostRedisplay();
}
Esempio n. 17
0
int main(){
	// Create main window
	sf::RenderWindow window(sf::VideoMode(800, 700), "Sculptor");
	window.EnableVerticalSync(true);

	gluPerspective(40.0, window.GetWidth()/window.GetHeight(), .2, 100);
	bool cooldown = false;

	objects.push_back(new_obj);

	window.SetActive();
	sf::RectangleShape bottom;
	sf::RectangleShape side;
	sf::RectangleShape top;
	InitControlPanels(bottom, side, top, window);
	//Initialize(window);

	//alternate init
	glClearColor(0.2f, 0.2f, 0.2f, 1.0f);

	AltInit();

	old_x = sf::Mouse::GetPosition(window).x;
	old_y = sf::Mouse::GetPosition(window).y;

	//Vertices = &(objects[0].aux_vertices[0]);
	//Indices = &(objects[0].aux_indices[0]);

	sf::Clock clock;

	cam.Move(TemplateVec(0.0, 0.0, 10.0));
	cam.MoveForward(1.0);
	 glMatrixMode(GL_MODELVIEW);

	 float click_cooldown = 0.5f;

	// start game loop
	while(window.IsOpen()){
		//process events
		if(HandleEvents(window)){
			if(control_mode == 0)
				for(int o = 0; o < objects.size(); o++)
					objects[0].reset_colors();
			cooldown = true;
			//check for barcode here
			if(barcode != -1)
				HandleBarcode();

		}
		if(exiting)
			break;

		Handle3DEvents(window, cooldown, clock);

		//display rendered frame on screen
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glMatrixMode(GL_MODELVIEW);
		
		// Move the camera
		glLoadIdentity();
		cam.Render();

		DrawWorld();

		glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );

		window.PushGLStates();	
		GUIRender(window, bottom, side, top);
		window.PopGLStates();

		//display rendered frame on screen
		window.Display();

		if(cooldown)
			click_cooldown -= clock.GetElapsedTime().AsSeconds();
		if(click_cooldown <= 0.0f){
			cooldown = false;
			click_cooldown = 0.5f;
		}

		clock.Restart();

	}

	cout << "Exiting\n";

	//Cleanup();

	return 0;

}
Esempio n. 18
0
/********************************************************************
* Function : SimLoop()
* Purpose : Performs a single Simulation Loop iteration. Includes
*           drawing.
********************************************************************/
int SimLoop(void)
{
	static int nFramesPerSecond = 0;
	static int nFramesSinceLastTick;
	static DWORD LastTicks = 0;
	DWORD Ticks;
	HDC hDC;
	HFONT hOldFont;
	char s[80];
	int slen;

	DDSURFACEDESC ddsd;
	DDBLTFX	BltFx;
	HRESULT ddreturn;

	/* Perform a single step in our world. */
	if (StepWorld(bForwardKey, bBackKey, bLeftKey, bRightKey, nState, nGauge))
	{
		if (lpPrimary->IsLost() == DDERR_SURFACELOST)
			lpPrimary->Restore();

		/* Clear the backbuffer. */
#if CLEARBCKGRND
		BltFx.dwSize = sizeof(BltFx);
		BltFx.dwFillColor = 255;
		ddreturn = lpBackbuffer->Blt(NULL,
											  NULL,
											  NULL,
											  DDBLT_COLORFILL | DDBLT_WAIT,
											  &BltFx);
#else
		ddreturn = DD_OK;
#endif
		if (ddreturn == DD_OK)
		{	/* While this is running, prepare
			 * the drawing. */
			if (PrepDrawWorld())
			{
				/* Lock the surface. */
				memset(&ddsd, 0, sizeof(DDSURFACEDESC));
				ddsd.dwSize = sizeof(ddsd);
				ddreturn = lpBackbuffer->Lock(NULL, &ddsd, DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR, NULL);
				if (ddreturn == DD_OK)
				{
					DrawWorld((unsigned char *)ddsd.lpSurface, (int)ddsd.lPitch);

					int nX, nY;
					static unsigned char dummy;
					unsigned char ni;
					ni = 0;
					for (nY = 0; nY < 16; nY++)
						for (nX = 0; nX < 16; nX++)
						{
							/* Draw a small block at (nX * 3, nY * 3) */
							((unsigned char *)ddsd.lpSurface)[(nY * 3 * ddsd.lPitch) + (nX * 3)] = ni;
							((unsigned char *)ddsd.lpSurface)[(nY * 3 * ddsd.lPitch) + (nX * 3 + 1)] = ni;
							((unsigned char *)ddsd.lpSurface)[((nY * 3 + 1) * ddsd.lPitch) + (nX * 3)] = ni;
							((unsigned char *)ddsd.lpSurface)[((nY * 3 + 1) * ddsd.lPitch) + (nX * 3 + 1)] = ni;
							ni++;
						}
					lpBackbuffer->Unlock(NULL);

					/* And now write Frames per second. */
					/* Increment Frame counter. */
					nFramesSinceLastTick++;
					/* Get system tick count. */
					Ticks = GetTickCount();
					/* Update fps value every second. */
					if (Ticks > (LastTicks + 1000))
					{	nFramesPerSecond = nFramesSinceLastTick;
						nFramesSinceLastTick = 0;
						LastTicks = Ticks;
					}

					/* Get a DC to the buffer & write count. */
					if (DD_OK == lpBackbuffer->GetDC(&hDC))
					{	
						SetBkMode(hDC, TRANSPARENT);
						hOldFont = SelectObject(hDC, AppFont);
						/* Build a string for display. */
						slen = wsprintf(s, "FPS : %d", nFramesPerSecond);
						/* And draw the text. */
						SetTextColor(hDC, RGB(0,0,0));
						SIZE sz;
						GetTextExtentPoint32(hDC, s, slen, &sz);
						RECT rc;
						rc.top = 0;
						rc.left = 16 * 3;
						rc.right = 16 * 3 + sz.cx + 10;
						rc.bottom = sz.cy + 10;
						DrawFrameControl(hDC, &rc, DFC_BUTTON, DFCS_BUTTONPUSH);
						TextOut(hDC, 16*3 + 5, 5, s, slen);
						SelectObject(hDC, hOldFont);
						lpBackbuffer->ReleaseDC(hDC);
					}
					/* Perform required pageflipping to make the surface
					 * we drawed visible. */
					ddreturn = lpPrimary->Flip(NULL, DDFLIP_WAIT);
					if (ddreturn == DD_OK)
					{
						return 1;
					}
				} 
			}
		}
	}

	return 0;
}
Esempio n. 19
0
//Main program loop - Run gets called until it returns false
bool Run() {
  	//Main loop - get keypresses and interpret them
  	keystate=GetRemoteKeys();
	if(keystate & KEY_HOME) {
		return false;
	}
	switch(mode) {
		case 0: {	//Splash screen
			if (keystate & KEY_INPUT2) { //Button B
				//Start game
				InitialiseGame();
				PlaySound(SOUND_BEEP);
			}

			if (keystate & KEY_INPUT1) { //Button A
				//show help
				ShowHelp();
				PlaySound(SOUND_BEEP);
			}
		}
		break;
		case 2: {	//Help - wait for 'OK' press
			if (keystate & KEY_INPUT2) { //Button B
				//Reset back to splash screen
				ResetTimer();
				mode=0;

				Splash();
				PlaySound(SOUND_BEEP);
			}
		}
		break;
		case 1: {	//Game
			if (keystate & KEY_INPUT1) { //Button A
				//Reset back to splash screen
				ResetTimer();
				mode=0;

				Splash();
			}
			if (keystate & KEY_RUN) { //Go button
				//Fire!
				PlaySound(SOUND_SHOOT);
				refreshCount = 0;
				int hit;
				hit = LineHitsObject(cameraPos, cameraAngle);
				if (hit == tankObjectIndex) {
					//we hit the tank!
					score += 100;
					CloseGraphics();
					OpenGraphics();
					DrawWorld(&world, cameraPos, cameraAngle);
					DrawHUD();
					DrawExplosion();
					DrawArrow(cameraAngle.y);
					DrawRadarDots(true);
					DrawRadarArm(sweepAngle * sweepStepCount++);
					DrawRadarDots(false);

					SetTextColor(CYAN);
					DrawText(6,100,"Quit");
					Show();
					PlaySound(SOUND_EXPLOSION);
					PlaceTank(cameraPos, cameraAngle);
				}
			}

			//Have the movement sticks changed? This bit doesn't care about buttons
			if((keystate & (KEY_RIGHT_BACK+KEY_RIGHT_FORWARD+KEY_LEFT_BACK+KEY_LEFT_FORWARD)) != (oldKeystate & (KEY_RIGHT_BACK+KEY_RIGHT_FORWARD+KEY_LEFT_BACK+KEY_LEFT_FORWARD))) {

				MoveCamera(&cameraPos, &cameraAngle, baselinePos, arrowRefAngle, ReadTimer(), oldKeystate);
				arrowRefAngle=cameraAngle.y;
				baselinePos=cameraPos;

				ResetTimer();
				oldKeystate = keystate;
				if (keystate==0) //we've just stopped moving
					refreshCount=0;
			}

			if (mode==1) {
				if (sweepStepCount == SWEEPSTEPS)
					sweepStepCount=0;

				if (--behaviourCount<0)
					ChooseBehaviour();

				MoveTank();

				MoveCamera(&cameraPos, &cameraAngle, baselinePos, arrowRefAngle, ReadTimer(), oldKeystate);
				//is it time to reset the tank model?  Otherwise it gradually gets distorted
				if (--resetCount<0) {
					//Refresh the tank model which is prone to getting distorted
					//due to cumulative inaccuracies of sin/cos approximations
					Point3d angle=world.objects[tankObjectIndex].heading;
					Point3d tankPos=world.objects[tankObjectIndex].centre;
					world.objects[tankObjectIndex]=tank;
					MoveObject(&(world.objects[tankObjectIndex]), tankPos);
					RotateObjectYAxis(&(world.objects[tankObjectIndex]), angle.y);
					resetCount=50;
				}

				//Is it time to redraw the world?
				if (--refreshCount<0) {
					//Seems a bit brutal to have to close graphics but it's
					//the only way to clear the screen that'll let us draw
					//on it properly again - ClearScreen or ClearRectangle mess up
					CloseGraphics();
					OpenGraphics();

					DrawWorld(&world, cameraPos, cameraAngle);

					DrawHUD();
					refreshCount=2;
				}
				DrawArrow(cameraAngle.y);
				DrawRadarDots(true);
				DrawRadarArm(sweepAngle * sweepStepCount++);
				DrawRadarDots(false);

				SetTextColor(CYAN);
				DrawText(6,100,"Quit");
				Show();

				//just in case we changed mode...
				if (mode==0)
					Splash();
			}
		}
	}
	Sleep(50);
	return true;
}
Esempio n. 20
0
void NWApp::Draw()
{
	DrawWorld();
}
Esempio n. 21
0
void OGL2_Renderer::UpdateScreen()
{
	glViewport( 0, 0, (GLsizei)Engine->p_Window->GetSize().x, (GLsizei)Engine->p_Window->GetSize().y );
	Clear( true, true, vec4(0,0.74,0.52,1) );

	//m_Camera.angles = vec3(2,0,0);
	CalculateProjectionMatrix( m_Camera.origin, m_Camera.angles, m_Camera.fov, m_Camera.zNear, m_Camera.zFar );

	Engine->p_Renderer->SetBlending( BLEND_DISABLED, BLEND_DISABLED );
	Engine->p_Renderer->SetCulling( CULL_FRONT );

	p_MainShader->Bind();

	p_MainShader->SendUniform1i( p_MainShader->FindUniform("ColorMap"), 0 );
	p_MainShader->SendUniform4f( p_MainShader->FindUniform("Color"), vec4(1) );

	p_MainShader->SendMatrix4( p_MainShader->GetCoreUniform(0), ProjectionMatrix );
	p_MainShader->SendMatrix4( p_MainShader->GetCoreUniform(1), ViewMatrix );


	glPushAttrib( GL_ALL_ATTRIB_BITS );
	{
		glEnable( GL_POLYGON_OFFSET_FILL );
		glPolygonOffset( -2.5f, -2.5f );
		glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
		glLineWidth( 4.0f );

		p_MainShader->SendUniform4f( p_MainShader->FindUniform("Color"), vec4(0,0,0,0) ); // outline color

		DrawWorld();

		// Set the polygon mode to be filled triangles
		glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
		//glEnable( GL_LIGHTING );
		// Set the colour to the background
		p_MainShader->SendUniform4f( p_MainShader->FindUniform("Color"), vec4(1,1,1,1) );

		DrawWorld();
	}
	glPopAttrib();

	p_MainShader->Unbind();



	p_Ortho->OrthoProjection();


	if( Game->level.gameState != GS_PLAYING/* || Engine->UI->IsMenuOpen( "main" ) || Engine->UI->IsMenuOpen( "play" ) */)
	{
		BindImage(0);
		p_MenuBgShader->Bind();
		p_MenuBgShader->SendUniform2f( p_MenuBgShader->FindUniform("resolution"), Engine->p_Window->GetSize() );
		p_MenuBgShader->SendUniform1f( p_MenuBgShader->FindUniform("time"), Engine->p_Timer->GetTime() );
		p_Ortho->DrawQuad( vec4(0,0,640,480), vec4(1,1,1,1) );
		p_MenuBgShader->Unbind();
	}

	Engine->UI->Draw();

	glColor4f(1,1,1,1);
}
Esempio n. 22
0
///////////////////////////////////////////////////////////////////////////////
// Render a frame. The owning framework is responsible for buffer swaps,
// flushes, etc.
void RenderScene(void)
{
    static CStopWatch animationTimer;
    float yRot = animationTimer.GetElapsedSeconds() * 60.0f;
    
    M3DVector3f vCameraPos;
    M3DVector3f vCameraForward;
    M3DVector3f vMirrorPos;
    M3DVector3f vMirrorForward;
    cameraFrame.GetOrigin(vCameraPos);
    cameraFrame.GetForwardVector(vCameraForward);
    
    // Set position of mirror frame (camera)
    vMirrorPos[0] = 0.0;
    vMirrorPos[1] = 0.1f;
    vMirrorPos[2] = -6.0f; // view pos is actually behind mirror
    mirrorFrame.SetOrigin(vMirrorPos);
    
    // Calculate direction of mirror frame (camera)
    // Because the position of the mirror is known relative to the origin
    // find the direction vector by adding the mirror offset to the vector
    // of the viewer-origin
    vMirrorForward[0] = vCameraPos[0];
    vMirrorForward[1] = vCameraPos[1];
    vMirrorForward[2] = (vCameraPos[2] + 5);
    m3dNormalizeVector3(vMirrorForward);
    mirrorFrame.SetForwardVector(vMirrorForward);
    
    // first render from the mirrors perspective
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName);
    glDrawBuffers(1, fboBuffs);
    glViewport(0, 0, mirrorTexWidth, mirrorTexHeight);
    
    // Draw scene from the perspective of the mirror camera
    modelViewMatrix.PushMatrix();
    M3DMatrix44f mMirrorView;
    mirrorFrame.GetCameraMatrix(mMirrorView);
    modelViewMatrix.MultMatrix(mMirrorView);
    
    // Flip the mirror camera horizontally for the reflection
    modelViewMatrix.Scale(-1.0f, 1.0f, 1.0f);
    
    glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vWhite, 0);
    floorBatch.Draw();
    DrawWorld(yRot);
    
    // Now draw a cylinder representing the viewer
    M3DVector4f vLightTransformed;
    modelViewMatrix.GetMatrix(mMirrorView);
    m3dTransformVector4(vLightTransformed, vLightPos, mMirrorView);
    modelViewMatrix.Translate(vCameraPos[0],vCameraPos[1]-0.8f,vCameraPos[2]-1.0f);
    modelViewMatrix.Rotate(-90.0f, 1.0f, 0.0f, 0.0f);
    
    shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF,
                                 modelViewMatrix.GetMatrix(),
                                 transformPipeline.GetProjectionMatrix(),
                                 vLightTransformed, vBlue, 0);
    cylinderBatch.Draw();
    modelViewMatrix.PopMatrix();
    
    // Reset FBO. Draw world again from the real cameras perspective
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
    glDrawBuffers(1, windowBuff);
    glViewport(0, 0, screenWidth, screenHeight);
    modelViewMatrix.PushMatrix();
    M3DMatrix44f mCamera;
    cameraFrame.GetCameraMatrix(mCamera);
    modelViewMatrix.MultMatrix(mCamera);
    
    glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vWhite, 0);
    
    floorBatch.Draw();
    DrawWorld(yRot);
    
    // Now draw the mirror surfaces
    modelViewMatrix.PushMatrix();
    modelViewMatrix.Translate(0.0f, -0.4f, -5.0f);
    if(vCameraPos[2] > -5.0)
    {
        glBindTexture(GL_TEXTURE_2D, mirrorTexture); // Reflection
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetModelViewProjectionMatrix(), 0);
    }
    else
    {
        // If the camera is behind the mirror, just draw black
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack);
    }
    mirrorBatch.Draw();
    shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGrey);
    mirrorBorderBatch.Draw();
    modelViewMatrix.PopMatrix();
    modelViewMatrix.PopMatrix();
    
    // Do the buffer Swap
    glutSwapBuffers();
    
    // Do it again
    glutPostRedisplay();
}
Esempio n. 23
0
///////////////////////////////////////////////////////////////////////////////
// Render a frame. The owning framework is responsible for buffer swaps,
// flushes, etc.
void RenderScene(void)
{
    // Bind the FBO with multisample buffers
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO);
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// User selected order independant transparency
    if (mode == USER_OIT)
    {
        // Use OIT, setup sample masks
        glSampleMaski(0, 0x01);
        glEnable(GL_SAMPLE_MASK);

		// Prevent depth test from culling covered surfaces
        glDepthFunc(GL_ALWAYS);
    }
    
    modelViewMatrix.PushMatrix();	
      M3DMatrix44f mCamera;
      cameraFrame.GetCameraMatrix(mCamera);
      modelViewMatrix.MultMatrix(mCamera);

      modelViewMatrix.PushMatrix();	
        modelViewMatrix.Translate(0.0f, -0.4f, -4.0f);
        modelViewMatrix.Rotate(worldAngle, 0.0, 1.0, 0.0);

		// Draw the background and disk to the first sample
        modelViewMatrix.PushMatrix();
          modelViewMatrix.Translate(0.0f, 3.0f, 0.0f);
          modelViewMatrix.Rotate(90.0, 1.0, 0.0, 0.0);
          modelViewMatrix.Rotate(90.0, 0.0, 0.0, 1.0);
          glBindTexture(GL_TEXTURE_2D, textures[1]); 
          shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetModelViewProjectionMatrix(), 0);
          bckgrndCylBatch.Draw();
        modelViewMatrix.PopMatrix();
        
        modelViewMatrix.Translate(0.0f, -0.3f, 0.0f);
        modelViewMatrix.PushMatrix();
            modelViewMatrix.Rotate(90.0, 1.0, 0.0, 0.0);
            shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGrey);
            diskBatch.Draw();
        modelViewMatrix.PopMatrix();
		modelViewMatrix.Translate(0.0f, 0.1f, 0.0f);

		// User selected blending
        if (mode == USER_BLEND)
        {
            // Setup blend state
			glDisable(GL_DEPTH_TEST);
            glEnable(GL_BLEND);
            switch (blendMode)
            {
            case 1:
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                break;
            case 2:
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA);
                break;
            case 3:
                glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
                break;
            case 4:
                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
                break;
            case 5:
                glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR);
                break;
            case 6:
                glBlendFuncSeparate(GL_SRC_ALPHA, GL_DST_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                break;
            case 7:
                glBlendFuncSeparate(GL_SRC_COLOR, GL_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                break;
            default:
                glDisable(GL_BLEND);
            }
        }
   
		// Now draw the glass pieces
        DrawWorld();
    
      modelViewMatrix.PopMatrix();
    modelViewMatrix.PopMatrix();
    
    // Clean up all state 
    glDepthFunc(GL_LEQUAL);
    glDisable(GL_BLEND);
    glDisable(GL_SAMPLE_MASK);
    glSampleMaski(0, 0xffffffff);

    // Resolve multisample buffer
    projectionMatrix.PushMatrix();
      projectionMatrix.LoadMatrix(orthoMatrix);
      modelViewMatrix.PushMatrix();
        modelViewMatrix.LoadIdentity();
		// Setup and Clear the default framebuffer
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
        glViewport(0, 0, screenWidth, screenHeight);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        if (mode == USER_OIT)
            SetupOITResolveProg();
        else if (mode == USER_BLEND)
            SetupResolveProg();

		// Draw a full-size quad to resolve the multisample surfaces
        screenQuad.Draw();
      modelViewMatrix.PopMatrix();
    projectionMatrix.PopMatrix();
    
	// Reset texture state
    glEnable(GL_DEPTH_TEST);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
               
    // Do the buffer Swap
    glutSwapBuffers();
        
    // Do it again
    glutPostRedisplay();
}
///////////////////////////////////////////////////////////////////////////////
// Render a frame. The owning framework is responsible for buffer swaps,
// flushes, etc.
void RenderScene(void)
{
	static CStopWatch animationTimer;
	static float totalTime = 6; // To go back and forth
	static float halfTotalTime = totalTime/2;
	float seconds = animationTimer.GetElapsedSeconds() * speedFactor;
	float xPos = 0;

	// Calculate the next postion of the moving object
	// First perform a mod-like operation on the time as a float
	while(seconds > totalTime)
		seconds -= totalTime;

	// Move object position, if it's gone half way across
	// start bringing it back
	if(seconds < halfTotalTime)
		xPos = seconds -halfTotalTime*0.5f;
	else
		xPos = totalTime - seconds -halfTotalTime*0.5f;

	// First draw world to screen
	modelViewMatrix.PushMatrix();	
		M3DMatrix44f mCamera;
		cameraFrame.GetCameraMatrix(mCamera);
		modelViewMatrix.MultMatrix(mCamera);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vWhite, 0);

		floorBatch.Draw();
		DrawWorld(0.0f, xPos);
	modelViewMatrix.PopMatrix();
	
	if(bUsePBOPath)
	{
#ifndef OPENGL_ES
		// First bind the PBO as the pack buffer, then read the pixels directly to the PBO
		glBindBuffer(GL_PIXEL_PACK_BUFFER, pixBuffObjs[0]);
		glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, NULL);
		glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);

		// Next bind the PBO as the unpack buffer, then push the pixels straight into the texture
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixBuffObjs[0]);
        
        // Setup texture unit for new blur, this gets imcremented every frame 
		glActiveTexture(GL_TEXTURE0+GetBlurTarget0() ); 
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
#endif
	}
	else
	{
		// Grab the screen pixels and copy into local memory
		glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, pixelData);
		
		// Push pixels from client memory into texture
        // Setup texture unit for new blur, this gets imcremented every frame
		glActiveTexture(GL_TEXTURE0+GetBlurTarget0() );
#ifndef OPENGL_ES
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pixelData);
#else
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pixelData);
#endif
	}

	// Draw full screen quad with blur shader and all blur textures
	projectionMatrix.PushMatrix(); 
		projectionMatrix.LoadIdentity();
		projectionMatrix.LoadMatrix(orthoMatrix);
		modelViewMatrix.PushMatrix();	
			modelViewMatrix.LoadIdentity();
			glDisable(GL_DEPTH_TEST); 
			SetupBlurProg();
			screenQuad.Draw();
			glEnable(GL_DEPTH_TEST); 
		modelViewMatrix.PopMatrix(); 
	projectionMatrix.PopMatrix();

	// Move to the next blur texture for the next frame
	AdvanceBlurTaget();
    
    // Do the buffer Swap
    glutSwapBuffers();
        
    // Do it again
    glutPostRedisplay();

    UpdateFrameCount();
}
Esempio n. 25
0
void CGodRaysView::Draw()
{
	
		CMatRenderContextPtr pRenderContext(materials);

		extern bool s_bCanAccessCurrentView;
		s_bCanAccessCurrentView = true;

		// Setup the view.
		const CViewSetup* pViewSetup = view->GetViewSetup();
		Setup(*pViewSetup);

		// Build a list of all the shit to render.
		BuildWorldRenderLists(true);
		BuildRenderableRenderLists(VIEW_MAIN);

		// Save off the current view information and create a
		// new 'blank' view.
		Frustum frustum;
		render->Push3DView(*this, 0, NULL, frustum);

		// Pass 1: Draw the sun glow overlays first.
		pRenderContext->ClearBuffers(true, true, true);
		if (m_pSun)
		{
			DrawSunGlowOverlay(m_pSun->m_GlowOverlay);
			DrawSunGlowOverlay(m_pSun->m_Overlay);
		}

		// Clear off the stencil buffer since we want the skybox
		// to persist.
		pRenderContext->ClearBuffers(false, false, true);

		// Enable the stencil buffer.
		SetupStencilBuffer(pRenderContext);

		// Disallow all writes except stencil.
		pRenderContext->OverrideAlphaWriteEnable(true, false);
		pRenderContext->OverrideColorWriteEnable(true, false);
		pRenderContext->OverrideDepthEnable(true, false);

		//Pass 2: Draw both the world geometry AND entities.
		m_DrawFlags = DF_RENDER_ABOVEWATER | DF_DRAW_ENTITITES;
		DrawWorld(0.0f);
		DrawOpaqueRenderables(DEPTH_MODE_NORMAL);

		// Enable writes again.
		pRenderContext->OverrideAlphaWriteEnable(false, true);
		pRenderContext->OverrideColorWriteEnable(false, true);
		pRenderContext->OverrideDepthEnable(false, true);

		// Pass 3: Clear stenciled area.
		pRenderContext->SetStencilCompareFunction(STENCILCOMPARISONFUNCTION_EQUAL);
		pRenderContext->SetStencilPassOperation(STENCILOPERATION_KEEP);
		pRenderContext->ClearBuffersObeyStencil(true, false);

		// Restore the previous view's settings.
		render->PopView(frustum);
		s_bCanAccessCurrentView = false;

		// Disable the stencil buffer now.
		pRenderContext->SetStencilEnable(false);

		// Release the render context.
		pRenderContext->Release();
}