void IntroTrial::Render(bool righteye) { // Just render both the bounding box and the surface // (ignore the stereo parameter for now). //glScalef(-1.0f,1.0f,1.0f); RenderBoundingBox(true); RenderSurface(); RenderText(); }
void PlayerRenderComponent::Update(){ RenderComponent::Update(); RenderBoundingBox((allObjs["box"])); ApplyPhysicsRotation(allObjs["base"]); RenderComponent::animate(); //move the player's name next to the player if(gameObjectRef->posY>0)allObjs["name"]->setPos(allObjs["base"]->getPosX(), -40 + allObjs["base"]->getPosY()); else allObjs["name"]->setPos(allObjs["base"]->getPosX(), +40 + allObjs["base"]->getPosY()); //move egg with player allObjs["egg"]->setPos(allObjs["base"]->posX, allObjs["base"]->posY); allObjs["egg"]->rotation = gameObjectRef->rotation; //draw hitbox if (!gameObjectRef->isAlive){ if (allObjs["box"])allObjs["box"]->visible = false; } if (gameObjectRef->team==TEAM_PURPLE)allObjs["base"]->flipV = true; if (RenderManager::getRenderManager()->flippedScreen)allObjs["name"]->rotation = 180; }
void ModelViewerRender::Render() { if(!m_bInitilized) return ;//haven't initialized m_pDevice->getTimer()->tick(); // Work out a frame delta time. const double frameDeltaTime = m_pDevice->getTimer()->GetElapsedTime() / 1000.0; // Time in seconds m_pRenderDevice->setRenderDeviceTime(m_pDevice->getTimer()->getTime(), frameDeltaTime); // notify the model current frame changed if(m_pMF1FileResource!=NULL&&m_pDynamicModel!=NULL) CModelControlDlg::NotifyPlayFrameChanged((int)(m_pDynamicModel->getAnimPlayedTime()/ISGPInstanceManager::DefaultSecondsPerFrame)); m_pCamera->Update((float)frameDeltaTime); if(m_pDynamicModel!=NULL) m_pDynamicModel->update((float)frameDeltaTime); if(m_pStaticModel!=NULL) m_pStaticModel->update((float)frameDeltaTime); // update internal Camera position m_pRenderDevice->setViewMatrix3D( m_pCamera->GetRight(),m_pCamera->GetUp(),m_pCamera->GetDir(),m_pCamera->GetPos() ); // calculate fps CalFPS(frameDeltaTime); ModelViewerConfig* pConfig=ModelViewerConfig::GetInstance(); if(pConfig->m_bShowWireframe) glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); m_pRenderDevice->setClearColor(pConfig->m_BkgndColor[0],pConfig->m_BkgndColor[1],\ pConfig->m_BkgndColor[2],pConfig->m_BkgndColor[3]); m_pRenderDevice->beginScene(true,true,false); // render ground if(pConfig->m_bShowGround) RenderGround(); // render model if(pConfig->m_bShowMesh) { if(m_pDynamicModel!=NULL) m_pDynamicModel->render(); if(m_pStaticModel!=NULL) m_pStaticModel->render(); } // render boundingbox if(pConfig->m_bShowBoundingBox&&m_pModelMF1!=NULL) RenderBoundingBox(m_pModelMF1->m_MeshAABBox); // render bones if(pConfig->m_bShowBones) { if(m_pDynamicModel!=NULL) RenderBones(); } // render normals if(pConfig->m_bShowNormalLines) { if(m_pDynamicModel!=NULL) RenderDynamicNormals(); if(m_pStaticModel!=NULL) RenderStaticNormals(); } // render mesh box int meshcount=pConfig->m_bBoxShowVector.size(); for(int i=0;i<meshcount&&m_pModelMF1!=NULL;++i) { // render mesh box if(pConfig->m_bBoxShowVector[i]==TRUE) RenderBoundingBox(m_pModelMF1->m_pLOD0Meshes[i].m_bbox); } // render coordinate axis RenderCoordinateAxis(); // flush:draw objects m_pRenderDevice->FlushRenderBatch(); // render attachment if(pConfig->m_bShowAttachment&&m_pModelMF1!=NULL) RenderAttachments(); // render particle emitter if(pConfig->m_bShowParticleEmitter&&m_pModelMF1!=NULL) RenderParticleEmitter(); m_pRenderDevice->FlushEditorLinesRenderBatch(true); m_pRenderDevice->BeginRenderText(); RenderCoordinateLabel(); RenderFPS(); m_pRenderDevice->EndRenderText(); m_pRenderDevice->endScene(); }