void TMovieCue::HandlePlayback(uint32 theTime) { // Calculate the frame for this time m_CurrentVideoFrame = (theTime - m_StartTime) / m_MSecsPerFrame; // Check for out of bounds. Set to last frame of file. if (m_CurrentVideoFrame >= m_Reader->VideoFrameCount()) m_CurrentVideoFrame = m_Reader->VideoFrameCount() - 1; // Get the frame AVIVideoFrame *theFrame = (AVIVideoFrame *)m_Reader->GetVideoFrameList()->ItemAt(m_CurrentVideoFrame); if (!theFrame) { printf("AVIProducer::INVALID FRAME!\n"); return; } // Decode frame bool retVal = m_VideoCodec->DecodeFrame(theFrame, m_Bitmap->Bits(), B_RGB32); if (!retVal) { printf("AVIProducer::DecodeFrame FAILURE!\n"); return; } // Process with any effects RenderData(theTime, m_CuePosition->Enclosure(false)); }
Layer_D3D::RenderData& Layer_D3D::getNewRenderData() { m_renderData.push_back(RenderData()); RenderData &renderData = m_renderData.back(); renderData.instanceData.rotationDepth.y = (float)m_layerIndex++; return renderData; }
//----------------------------------------------------------------------------- // Monster data //----------------------------------------------------------------------------- void init() { { // Player MonData& d = data[(size_t)MonId::player]; d.render_d = RenderData('@', clr_white_high); d.speed = 100; d.life = 8; d.energy = 20; } { // Humanoid mutant MonData& d = data[(size_t)MonId::mutant_humanoid]; d.render_d = RenderData('P', clr_white); d.speed = 80; d.life = 8; d.energy = 20; } }
void EndBitmapRender() { DrawElement &e = mBitmapBuffer.mElements[0]; if (e.mCount) { RenderData(mBitmapBuffer,0,mBitmapTrans); e.mCount = 0; } if (e.mSurface) { e.mSurface->DecRef(); e.mSurface = 0; } mBitmapBuffer.mArray.resize(0); mBitmapTexture = 0; }
void Render(const RenderState &inState, const HardwareData &inData ) { if (!inData.mArray.size()) return; SetViewport(inState.mClipRect); if (mModelView!=*inState.mTransform.mMatrix) { mModelView=*inState.mTransform.mMatrix; CombineModelView(mModelView); mLineScaleV = -1; mLineScaleH = -1; mLineScaleNormal = -1; } const ColorTransform *ctrans = inState.mColourTransform; if (ctrans && ctrans->IsIdentity()) ctrans = 0; RenderData(inData,ctrans,mTrans); }
virtual RenderData render_data() const { return RenderData(); }