//////////////////////////////////////////////////////////////////////// /// /// @fn void GameControllerEdition::afficher() /// /// Permet d'effectuer l'affichage specifique a l'etat /// /// /// @return void /// //////////////////////////////////////////////////////////////////////// void GameControllerEdition::afficher() { if(!etatSouris_ || !etatSouris_->OverrideRender()) { renderBase(mField); } }
static void renderStrand(Strand *s, RenderConf *rc) { glLightfv(GL_LIGHT0, GL_DIFFUSE, S_col); renderParticles(s->numMonomers, s->Ss, rc); glLightfv(GL_LIGHT0, GL_DIFFUSE, P_col); renderParticles(s->numMonomers, s->Ps, rc); for (int i = 0; i < s->numMonomers; i++) renderBase(&s->Bs[i], rc); /* Connections */ glLightfv(GL_LIGHT0, GL_DIFFUSE, gray); renderConnection(&s->Ps[0], &s->Ss[0], rc); renderConnection(&s->Ss[0], &s->Bs[0], rc); for(int i = 1; i < s->numMonomers; i++) { renderConnection(&s->Ps[i], &s->Ss[i], rc); renderConnection(&s->Ss[i], &s->Bs[i], rc); renderConnection(&s->Ss[i], &s->Ps[i-1], rc); } /* Forces */ if (rc->drawForces) { glColor3f(0.8, 0.0, 0.0); glBegin(GL_LINES); for(int i = 0; i < 3 * s->numMonomers; i++) { Particle *p = &s->all[i]; drawLine(p->pos, add(p->pos, p->F)); } glEnd(); } }
void BaseScreen::render() { fw().stageGetPrevious(this->shared_from_this())->render(); fw().renderer->drawFilledRect({0, 0}, fw().displayGetSize(), Colour{0, 0, 0, 128}); form->render(); renderBase(); BaseStage::render(); }
void BaseBuyScreen::render() { fw().stageGetPrevious(this->shared_from_this())->render(); form->render(); renderBase(); }