IZ_BOOL CStateNormalMap::Render(izanagi::graph::CGraphicsDevice* device) { Render3D(); Render2D(); return IZ_TRUE; }
void CProcessIA4::RenderScene(CRenderManager* rm) { /*PhysX test*/ //CORE->Render(); Render3D(rm); Render2D(rm); }
///<summary> /// PhysX:: RenderScene : Renderiza la escena. ///</summary> ///<param name="rm">Puntero a render manager.</param> ///<returns name=""></returns> void PhysX::RenderScene(CRenderManager* rm) { Render3D(rm); Render2D(rm); RenderDebugInfo(); //prueba //CORE->GetScriptManager()->RunCode("lua_draw_literal_test()"); CORE->GetScriptManager()->RunCode("get_core():get_font_manager():lua_draw_literal(100, 100, 'Exit')"); }
void Graphics::Update() { BeginRender(); Render3D(); Begin2DRender(); Render2D(); End2DRender(); PostRender3D(); EndRender(); }
/* Here goes our drawing code */ int drawGLScene( struct display_camera *camera, GLWindow *GLWin) { ProcessGLDraw( TRUE ); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); Move( l.origin ); Render3D( camera ); if (GLWin->doubleBuffered) { glXSwapBuffers(GLWin->dpy, GLWin->win); } return True; }
INT CEngine::Run() { //Main message loop MSG msg = {0,}; while( msg.message!=WM_QUIT ) { if( ::PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { ::TranslateMessage( &msg ); ::DispatchMessage( &msg ); } else { if(FAILED(Render3D())) ::PostMessage(m_hWnd, WM_DESTROY,0,0); } } ::UnregisterClass( m_sAppTitle.c_str(), m_hInst ); return static_cast<int>(msg.wParam); }
// // Program starts here // int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { g_pHWND = CreateGameWindow(); CreateD3DDevice(); MY_UI::DirectX11* renderer = new MY_UI::DirectX11( g_Device, g_DeviceContext ); MY_UI::cRootWidget* root = new MY_UI::cRootWidget(); MY_UI::cWidgetSkin* skin = new MY_UI::cWidgetSkin(); //the MY_UI::Utilities::cInput input class declared above will clean up MY UI on its destruction so you dont need to free any memory. You can explicitly call MY_UI::DeInit() if you want when the program is shutting down though MY_UI::Init(renderer, skin, root); MY_UI::Utilities::SetCursor(MY_UI::Utilities::Standard); RECT temp; GetClientRect( g_pHWND, &temp ); root->SetSize(temp.right, temp.bottom); InitDemo(); InitScene(); // // Begin the main game loop // MY_UI::Controls::Text* fpscounter = new MY_UI::Controls::Text(root); fpscounter->SetFontSize(20); unsigned int framecount = 0; unsigned int lasttick = MY_UI::Utilities::GetTime(); std::string fpsStr, FrameStats; MSG msg; while( true ) { // Skip out if the window is closed if ( !IsWindowVisible( g_pHWND ) ) break; // If we have a message from windows.. if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { // if it's QUIT then quit.. if ( msg.message == WM_QUIT ) break; // Handle the regular window stuff.. TranslateMessage(&msg); DispatchMessage(&msg); } else { // Normal DirectX rendering loop framecount++; if(MY_UI::Utilities::GetTime() -lasttick >= 1000){// update float fps(static_cast<float>(framecount)); float msec(1000.0f/fps); std::ostringstream outs1; outs1.precision(4); outs1<<" FPS: "<<fps<<" MPF: "<<msec; fpsStr=outs1.str(); lasttick=MY_UI::Utilities::GetTime(); framecount=0;// reset std::ostringstream o; o<<"Draw Calls: "<<renderer->GetDrawCalls(); fpscounter->SetText(fpsStr +o.str()); } float ClearColor[4] = { .2f, .1f, 1.0f, 0.0f }; g_DeviceContext->ClearRenderTargetView( BackBufferRTV, ClearColor ); // This is how easy it is to render Render3D(); root->Draw(); SwapChain->Present(0, 0); } } MY_UI::Safe_Delete(Dummy);// destroy the dummy. This is not absolutely needed because the MY_UI library will clean up all widgets, but I delete it here because the 3d example needs to be shut down before everything else SAFE_DELETE(input);// make sure to delete this here. It will call the cleanup code in its destructor Cleanup();// clean up the 3d stuff HR(SwapChain->SetFullscreenState(false, 0));// this is needed in case full screen is on RELEASECOM(BackBufferRTV); RELEASECOM(SwapChain); RELEASECOM(g_DeviceContext); RELEASECOM(g_Device); }