void RenderCallback() { // Clear buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ProcessCameraKeys(); SetupCamera(); UpdateEmitterPosition(); if (gScene && !bPause) { GetPhysicsResults(); ProcessInputs(); StartPhysics(); } // Display scene RenderActors(bShadows); RenderFluid(); if (bForceMode) DrawForce(gSelectedActor, gForceVec, NxVec3(1,1,0)); else DrawForce(gSelectedActor, gForceVec, NxVec3(0,1,1)); gForceVec = NxVec3(0,0,0); if (bEmitterWireframe) { NxMat34 fluidEmitterMat = fluidEmitter->getGlobalPose(); NxVec3 fluidEmitterPos, fluidEmitterDir; fluidEmitterPos = fluidEmitterMat.t; fluidEmitterMat.M.getColumn(2,fluidEmitterDir); DrawArrow(fluidEmitterPos, fluidEmitterPos + fluidEmitterDir, NxVec3(0,0,1)); DrawEllipse(20, fluidEmitter->getGlobalPose(), NxVec3(0.5,0,0.5), fluidEmitter->getDimensionX(), fluidEmitter->getDimensionY()); } if (!bPause) { if (gDeltaTime < 10) gTotalTime += gDeltaTime; } // Render HUD hud.Render(); glFlush(); glutSwapBuffers(); }
//-------------------------------------------------------------------------------------- // Render //-------------------------------------------------------------------------------------- void CALLBACK OnFrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ) { // Clear the render target and depth stencil auto pRTV = DXUTGetD3D11RenderTargetView(); pd3dImmediateContext->ClearRenderTargetView( pRTV, DirectX::Colors::Gray ); auto pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); pd3dImmediateContext->OMSetRenderTargets( 1, &pRTV, pDSV ); // Fluid RenderFluid( pd3dImmediateContext ); // HUD g_pHUD->OnRender( fElapsedTime ); // FPS and Statistics RenderText( fTime ); }
void RenderCallback() { // Clear buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ProcessCameraKeys(); SetupCamera(); if (gScene && !bPause) { //GetPhysicsResults(); StartPhysics(); ProcessInputs(); } // Display scene RenderActors(false/*bShadows*/); RenderFluid(); if (bForceMode) DrawForce(gSelectedActor, gForceVec, NxVec3(1,1,0)); else DrawForce(gSelectedActor, gForceVec, NxVec3(0,1,1)); gForceVec = NxVec3(0,0,0); if (!bPause) { if (gDeltaTime < 10) gTotalTime += gDeltaTime; } // Render HUD hud.Render(); glFlush(); glutSwapBuffers(); }