void SDLFrontend::render () { renderBegin(); UI::get().render(); _console->render(); renderEnd(); }
void SDLFrontend::onInit () { renderBegin(); ScopedPtr<Texture> ptr(new Texture("loading", this)); const int x = getWidth() / 2 - ptr->getWidth() / 2; const int y = getHeight() / 2 - ptr->getHeight() / 2; renderImage(ptr, x, y, ptr->getWidth(), ptr->getHeight(), 0); renderEnd(); }
IRenderingPipeline & ARenderingPipeline::render(const DRBCameraDrawableList &infos) { SCOPE_profile_cpu_i("RenderTimer", "RenderPipeline"); renderBegin(infos); // We iterate over the entry points5 for (auto &renderPass : _rendering_list) { renderPass->render(infos); } renderEnd(infos); return (*this); }
FraktalWidget::FraktalWidget(QWidget *parent) : QWidget(parent), zoomFaktor(0.8f), currentFraktal(0), antialiasing(false) { centerX = DefaultCenterX; centerY = DefaultCenterY; pixmapScale = DefaultScale; curScale = DefaultScale; emit centerXChanged(centerX); emit centerYChanged(centerY); emit scaleChanged(curScale); qRegisterMetaType<QImage>("QImage"); connect(&thread, SIGNAL(renderedImage(QImage,double)), this, SLOT(updatePixmap(QImage,double))); connect(&thread, SIGNAL(renderBegin()), this, SIGNAL(renderBegin())); connect(&thread, SIGNAL(renderFinished()), this, SIGNAL(renderFinished())); #ifndef QT_NO_CURSOR setCursor(Qt::CrossCursor); #endif }
t_game handleBegin(t_game game) { while (SDL_WaitEvent(&game.Gevenements)) { if (game.Gevenements.type == SDL_MOUSEMOTION) game = selectionBeginHandler(game); if (game.Gevenements.type == SDL_KEYDOWN) game = KeyBeginHandler(game); renderBegin(game); if (game.Gevenements.type == SDL_MOUSEBUTTONDOWN && game.Gevenements.button.button == SDL_BUTTON_LEFT) { left_click(&game); } if (game.begin.state != 1 || game.quit == 1) return (game); } return (game); }
void Shape::render(RenderContext* renderContext) { renderBegin(renderContext); if (displayList == 0) displayList = glGenLists(1); SAVEGLERROR; if (doUpdate) { update(renderContext); SAVEGLERROR; glNewList(displayList, GL_COMPILE_AND_EXECUTE); SAVEGLERROR; draw(renderContext); SAVEGLERROR; glEndList(); SAVEGLERROR; } else { glCallList(displayList); SAVEGLERROR; } }
void Render::renderAll(int reflectNum, int sampleNum, bool additive) { renderBegin(reflectNum, sampleNum, additive); renderNext(imageHeight); }