void ImageProcessor::operator()(RenderEngine& render_engine) { if (initialized_) { render_engine.draw(*quadrilateral_); } }
void RenderEngine::display() { if(render_engine.is_done()) { render_engine.set_gl_ortho_proj(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); render_engine.draw_texture(); } else { glEnable(GL_DEPTH_TEST); render_engine.set_gl_perspective(); render_engine.set_gl_clearcolor(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); render_engine.set_gl_camera(); render_engine.draw(); glDisable(GL_DEPTH_TEST); } glutSwapBuffers(); }