コード例 #1
0
ファイル: Engine.cpp プロジェクト: Alfex4936/VoltAir
void Engine::synchronizeForRendering() {
    // Stop Qt from clearing the back buffer now that we have properly attached to the rendering
    // thread. We need to render beneath it, so the window clearing would obscure our draws. We
    // instead clear the back buffer ourselves in sceneRender().
    mViewer->setClearBeforeRendering(false);

    // Clean up the render list, just in case Qt decided not to render a frame.
    mRenderList->reset();
    mSyncsSinceNextLevelRequest++;

    // Do not render if our level has not been loaded, or we are currently preparing to delete it.
    // We cannot render a level that is about to be deleted because the children of Level (actors,
    // graphics etc.) hold on to resources used by GL, which might get used by our threaded
    // renderer.
    if (!mLevelReady) {
        return;
    }

    // Generate the new render list.
    RenderList* renderList = mRenderList.get();
    forEach<Graphic>([renderList] (Graphic* graphic) {
        graphic->synchronizeForRendering(renderList);
    });

    // Set up our transforms.
    Matrix4 projMat;
    memcpy(projMat, mCamera->getOpenGLViewMatrix().data(), sizeof(Matrix4));
    mRenderer->setProjectionMatrix(projMat);
    mRenderer->getDebugRenderer()->setProjectionMatrix(projMat);

    // Queue up our debug shapes.
    mRenderer->attachAsCurrent();
    debugRender();
    mRenderer->detachAsCurrent();
    mRenderer->getDebugRenderer()->synchronizeForRendering();
}
コード例 #2
0
ファイル: Tile.cpp プロジェクト: AeroGlass/g3m
void Tile::render(const G3MRenderContext* rc,
                  const TileRenderContext* trc,
                  const GLState& parentState,
                  std::list<Tile*>* toVisitInNextIteration,
                  const Planet* planet,
                  const Vector3D& cameraNormalizedPosition,
                  double cameraAngle2HorizonInRadians,
                  const Frustum* cameraFrustumInModelCoordinates) {

  const float verticalExaggeration =  trc->getVerticalExaggeration();
  if (verticalExaggeration != _verticalExaggeration) {
    // TODO: verticalExaggeration changed, invalidate tileExtent, Mesh, etc.

    _verticalExaggeration = trc->getVerticalExaggeration();
  }

  TilesStatistics* statistics = trc->getStatistics();
  statistics->computeTileProcessed(this);

  if (isVisible(rc, trc, planet,
                cameraNormalizedPosition,
                cameraAngle2HorizonInRadians,
                cameraFrustumInModelCoordinates)) {
    setIsVisible(true, trc->getTexturizer());

    statistics->computeVisibleTile(this);

    const bool isRawRender = (
                              (toVisitInNextIteration == NULL) ||
                              meetsRenderCriteria(rc, trc)     ||
                              (trc->getParameters()->_incrementalTileQuality && !_textureSolved)
                              );

    if (isRawRender) {
      rawRender(rc, trc, parentState);
      if (trc->getParameters()->_renderDebug) {
        debugRender(rc, trc, parentState);
      }

      statistics->computeTileRendered(this);

      prune(trc->getTexturizer(),
            trc->getElevationDataProvider());
      //TODO: AVISAR CAMBIO DE TERRENO
    }
    else {
      const Geodetic2D lower = _sector._lower;
      const Geodetic2D upper = _sector._upper;

      const Angle splitLongitude = Angle::midAngle(lower._longitude,
                                                   upper._longitude);

      const Angle splitLatitude = trc->getLayerTilesRenderParameters()->_mercator
      /*                               */ ? MercatorUtils::calculateSplitLatitude(lower._latitude,
                                                                                  upper._latitude)
      /*                               */ : Angle::midAngle(lower._latitude,
                                                            upper._latitude);

      std::vector<Tile*>* subTiles = getSubTiles(splitLatitude, splitLongitude);
      if (_justCreatedSubtiles) {
        trc->getLastSplitTimer()->start();
        statistics->computeSplitInFrame();
        _justCreatedSubtiles = false;
      }

      const int subTilesSize = subTiles->size();
      for (int i = 0; i < subTilesSize; i++) {
        Tile* subTile = subTiles->at(i);
        toVisitInNextIteration->push_back(subTile);
      }
    }
  }
  else {
    setIsVisible(false, trc->getTexturizer());

    prune(trc->getTexturizer(),
          trc->getElevationDataProvider());
    //TODO: AVISAR CAMBIO DE TERRENO
  }
}
コード例 #3
0
ファイル: LightSystem.cpp プロジェクト: DaiMysha/LightSystem
 void LightSystem::render(const sf::View& screenView, sf::RenderTarget& target)
 {
     debugRender(screenView,target,LightSystem::DebugFlags::DEFAULT);
 }
コード例 #4
0
ファイル: videogame.cpp プロジェクト: MarcVinas/masterUAB
//-----------------------------------------------------------------------
// WinMain
//-----------------------------------------------------------------------
int APIENTRY WinMain(HINSTANCE _hInstance, HINSTANCE _hPrevInstance, LPSTR _lpCmdLine, int _nCmdShow)
{
	// Register the window class
	WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, APPLICATION_NAME, NULL };

	RegisterClassEx(&wc);


	// Calcular el tamano de nuestra ventana
	RECT rc = {
		0, 0, 800, 600
	};
	AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);

	// Create the application's window
	HWND hWnd = CreateWindow(APPLICATION_NAME, APPLICATION_NAME, WS_OVERLAPPEDWINDOW, 100, 100, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, wc.hInstance, NULL);

	// Añadir aquí el Init de la applicacioón

	s_Context.CreateContext(hWnd, 800, 600);

	ShowWindow(hWnd, SW_SHOWDEFAULT);

	s_Context.CreateBackBuffer(hWnd, 800, 600);
	s_Context.InitStates();
	{
		CDebugRender debugRender(s_Context.GetDevice());

		CInputManagerImplementation inputManager(hWnd);
		CInputManager::SetCurrentInputManager(&inputManager);

		inputManager.LoadCommandsFromFile("Data\\input.xml");

		CDebugHelperImplementation debugHelper(s_Context.GetDevice());
		CDebugHelper::SetCurrentDebugHelper(&debugHelper);

		CApplication application(&debugRender, &s_Context);

		UpdateWindow(hWnd);
		MSG msg;
		ZeroMemory(&msg, sizeof(msg));

		// Añadir en el while la condición de salida del programa de la aplicación
		DWORD m_PreviousTime = timeGetTime();

		bool hasFocus = true;

		while (msg.message != WM_QUIT)
		{
			if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
			{
				if (!debugHelper.Update(msg.hwnd, msg.message, msg.wParam, msg.lParam))
				{
					bool WasDown = false, IsDown = false, Alt = false;

					switch (msg.message)
					{
					case WM_SETFOCUS:
						hasFocus = true;
						inputManager.SetFocus(true);
						break;
					case  WM_KILLFOCUS:
						hasFocus = false;
						inputManager.SetFocus(false);
						break;
					case WM_SYSKEYDOWN:
					case WM_SYSKEYUP:
					case WM_KEYDOWN:
					case WM_KEYUP:
						WasDown = ((msg.lParam & (1 << 30)) != 0);
						IsDown = ((msg.lParam & (1 << 31)) == 0);
						Alt = ((msg.lParam & (1 << 29)) != 0);

						if (WasDown != IsDown)
						{
							if (IsDown)
							{
								bool consumed = false;
								switch (msg.wParam)
								{
								case VK_RETURN:
									if (Alt)
									{
										WINDOWPLACEMENT windowPosition = { sizeof(WINDOWPLACEMENT) };
										GetWindowPlacement(msg.hwnd, &windowPosition);

										ToggleFullscreen(msg.hwnd, windowPosition);
										consumed = true;
									}
									break;
								case VK_ESCAPE:
									PostQuitMessage(0);
									consumed = true;
									break;
								case VK_F4:
									if (Alt)
									{
										PostQuitMessage(0);
										consumed = true;
									}
									break;
								}
								if (consumed)
								{
									break;
								}
							}
						}
						if (!hasFocus || !inputManager.KeyEventReceived(msg.wParam, msg.lParam))
						{
							TranslateMessage(&msg);
							DispatchMessage(&msg);
						}
						break;
					case WM_MOUSEMOVE:
						if (hasFocus)
						{
							int xPosAbsolute = GET_X_LPARAM(msg.lParam);
							int yPosAbsolute = GET_Y_LPARAM(msg.lParam);

							inputManager.UpdateCursor(xPosAbsolute, yPosAbsolute);
						}
						else
						{
							TranslateMessage(&msg);
							DispatchMessage(&msg);
						}
						break;
					default:
						TranslateMessage(&msg);
						DispatchMessage(&msg);
					}
				}
			}
			else
			{
				inputManager.BeginFrame();

				DWORD l_CurrentTime = timeGetTime();
				float m_ElapsedTime = (float)(l_CurrentTime - m_PreviousTime)*0.001f;
				m_PreviousTime = l_CurrentTime;


				application.Update(m_ElapsedTime);
				application.Render();


				inputManager.EndFrame();
			}
		}
		UnregisterClass(APPLICATION_NAME, wc.hInstance);
	}
	// Añadir una llamada a la alicación para finalizar/liberar memoria de todos sus datos
	s_Context.Dispose();

	return 0;
}
コード例 #5
0
//-----------------------------------------------------------------------
// WinMain
//-----------------------------------------------------------------------
int APIENTRY WinMain(HINSTANCE _hInstance, HINSTANCE _hPrevInstance, LPSTR _lpCmdLine, int _nCmdShow)
{
	// Register the window class
	WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, APPLICATION_NAME, NULL };

	input = new CInputManagerImplementation;
	CInputManager::SetCurrentInputManager(input);
	input->LoadCommandsFromFile("Data\\input.xml");

	RegisterClassEx( &wc );

  	l_D3DDevice = 0;
	l_DeviceContext = 0;
	l_SwapChain = 0;

	// Calcular el tamano de nuestra ventana
	RECT rc = {0, 0, WIDTH_APPLICATION, HEIGHT_APPLICATION};
	AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE);
	
	//width =  rc.right - rc.left;
	//height =  rc.bottom - rc.top;

	// Create the application's window
	HWND hWnd = CreateWindow(	APPLICATION_NAME, APPLICATION_NAME, WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, NULL, NULL, wc.hInstance, NULL );
  	
	// Añadir aquí el Init de la applicacioón
	context.CreateContext(hWnd, WIDTH_APPLICATION, HEIGHT_APPLICATION);

	ShowWindow( hWnd, SW_SHOWDEFAULT );

	context.CreateBackBuffer(hWnd,800,600); 
	context.InitStates();
	CDebugRender debugRender(context.GetDevice());

	CApplication application(&debugRender, &context);
		
	UpdateWindow(hWnd);
	MSG msg;
	ZeroMemory(&msg, sizeof(msg));



  // Añadir en el while la condición de salida del programa de la aplicación
	
	DWORD m_PreviousTime = timeGetTime();
	while( msg.message != WM_QUIT )
	{
		if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
			{
				switch (msg.message)
				{
				case WM_SYSKEYDOWN:
				case WM_SYSKEYUP:
				case WM_KEYDOWN:
				case WM_KEYUP:
					if (!input->KeyEventReceived(msg.wParam, msg.lParam))
					{
						TranslateMessage(&msg);
						DispatchMessage(&msg);
					}
					break;
				default:
					TranslateMessage(&msg);
					DispatchMessage(&msg);
				}
			}
			else
			{
				input->BeginFrame();
				// Main loop: Añadir aquí el Update y Render de la aplicación principal
				l_CurrentTime = timeGetTime();
				l_ElapsedTime = (float)(l_CurrentTime - l_PreviousTime)*0.001f;
				l_PreviousTime = l_CurrentTime;
				application.Update(l_ElapsedTime);
				application.Render();
				input->EndFrame();
		}

	}

  UnregisterClass( APPLICATION_NAME, wc.hInstance );

  // Añadir una llamada a la alicación para finalizar/liberar memoria de todos sus datos

  return 0;
}