Esempio n. 1
0
void ShowPage()
{
	HookTimer();
	TimedProcessSprites();
	RenderSprites();
	Flip();
}
Esempio n. 2
0
void CLightingEditor::OnRender()
{
	if ( !IsEditorActive() )
		return;

	const EDITOR_DBG_MODES dbg = GetDebugMode();
	if ( dbg != EDITOR_DBG_OFF && g_ShaderEditorSystem->IsReady() )
	{
		const char *pszDebugList[] = {
			"dbg_editor_ppe_lighting",
			"dbg_editor_ppe_depth",
			"dbg_editor_ppe_normals",
		};
		Assert( dbg >= 1 && dbg <= 3 );
		const char *pszDebugName = pszDebugList[ dbg - 1 ];

		int iDbgIndex = shaderEdit->GetPPEIndex( pszDebugName );
		if ( iDbgIndex != -1 )
			shaderEdit->DrawPPEOnDemand( iDbgIndex );
	}

	RenderSprites();

	RenderSelection();

	RenderHelpers();
}
Esempio n. 3
0
void MriDemo1::Render()
{
	this->GlutApplication::Render();

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glEnable(GL_TEXTURE_2D);

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();

	glTranslatef(0, 0, GetCameraVector().Z);
	glRotatef(GetCameraVector().Y, 1, 0, 0);
	glRotatef(GetCameraVector().X, 0, 1, 0);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();

	// Make all sprites transparent.
	glColor4f(1, 1, 1, .7);

	RenderSprites();

	glMatrixMode(GL_PROJECTION);
	glPopMatrix();

	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

	FinishRender();
}
Esempio n. 4
0
void Scene::Render() const {
	Renderer::Instance().Clear(backr, backg, backb);
    Renderer::Instance().SetOrigin(GetCamera().GetX(), GetCamera().GetY());
	if ( backgroundImg ) Renderer::Instance().DrawImage(backgroundImg, 0, 0);
	Renderer::Instance().SetOrigin(0, 0);
	RenderBackground();
    Renderer::Instance().SetOrigin(GetCamera().GetX(), GetCamera().GetY());
	RenderAfterBackground();	
	for ( int i = 0; i < LAYER_COUNT; i++ ) {
		RenderSprites((Layer)i);
		RenderEmitters((Layer)i);
	}
}
void gfx::GraphicsEngine::Render( RenderQueue* drawQueue ){
	m_Camera.CalculateViewProjection();
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
	TextureHandle target = drawQueue->GetTargetTexture();
	m_FrameBuffer.SetTexture(target);
	RenderToTexture(drawQueue);
	RenderActiveTarget();
	RenderGeometry(drawQueue);
	RenderGizmos(drawQueue);
	RenderSprites(drawQueue);
	RenderLines(drawQueue);
	glUseProgram(0);
}
Esempio n. 6
0
void VimridViewer::RenderDelegate()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glTranslatef(0, 0, GetCameraVector().Z);
	glRotatef(GetCameraVector().Y, 1, 0, 0);
	glRotatef(GetCameraVector().X, 0, 1, 0);

	// Make sprites transparent if neccecary.
	VFloat alpha = mAlphaEnabled ? 0.6 : 1.0;
	glColor4f(1, 1, 1, alpha);

	RenderSprites();
	RenderStatusText();
}
Esempio n. 7
0
void CViewport::Render()
{
	CGraphicsContext	*graphics=mProgram->CheckGraphicsMode();

	if (graphics->GetType()==CGraphicsContext::kBlastGraphicsContext)
	{
		CCanvas				*fromCanvas=graphics->mCanvasManager.GetCanvas(mCanvas);
		
		if ((mUpdateAll) || (((CBLCanvas*)fromCanvas)->GetDrawBuffer()->GetUsedBlitRects()))
		{
			CCanvas			*toCanvas=graphics->mCanvasManager.GetCanvas(0);

			toCanvas->Copy(fromCanvas,GetViewportRect(),mBounds.left,mBounds.top);
			
			((CBLCanvas*)fromCanvas)->GetDrawBuffer()->ClearBlitList();
			mUpdateAll=false;
		}
	}
	else
	{
		CGraphicsContextGL	*glGraphics=(CGraphicsContextGL*)graphics;
		CGLCanvas			*fromCanvas=(CGLCanvas*)graphics->mCanvasManager.GetCanvas(mCanvas);
		
		float				screenWidth=glGraphics->GetWidth()/2.0f;
		float				screenHeight=glGraphics->GetHeight()/2.0f;
	
		float				across=(mBounds.left/screenWidth)-1.0f;
		float				down=-((mBounds.bottom/screenHeight)-1.0f);
		
		glPixelStorei(GL_UNPACK_ROW_LENGTH,fromCanvas->GetWidth());
		glPixelStorei(GL_UNPACK_SKIP_ROWS,fromCanvas->GetHeight()-GetHeight()-GetYOffset());
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,GetXOffset());
		
		glRasterPos2f(across,down);
		glDrawPixels(GetWidth(),GetHeight(),GL_RGB,GL_UNSIGNED_BYTE,fromCanvas->GetPixels());
		glRasterPos2f(0,0);
		
		glPixelStorei(GL_UNPACK_SKIP_PIXELS,0);
		glPixelStorei(GL_UNPACK_SKIP_ROWS,0);
		glPixelStorei(GL_UNPACK_ROW_LENGTH,0);
	
		RenderSprites();
	}
}