コード例 #1
0
ファイル: main.cpp プロジェクト: kyzyx/ar-experiments
void draw() {
	glClear(GL_COLOR_BUFFER_BIT);
	proc->GetFrames();
	// Texture background;
	cam.OpenGLCamera(Camera::PROJECTION);
	proc->SetCamera(cam);
	proc->RenderStereoBG(width,height);
	cam.OpenGLCamera(Camera::LEFT);
	renderWorld();
	cam.OpenGLCamera(Camera::RIGHT);
	renderWorld();
	glutSwapBuffers();
}
コード例 #2
0
ファイル: Graphics.cpp プロジェクト: geekrandom/248project
/**
 * Display callback function
 */
void DisplayCallback()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    gameLogic();

    if (gameState == GAME_RUNNING){
		if(useDeferred) {
			//UPDATE PLIGHTS NEEDED
			if(plights.size() < torchFire->positions.size()) {
				addPointLights();
			}
			//BUILD G-BUFFER
			dfe->PreDrawScene(); //lighting ADT
            Lights();
            
			//DRAW OBJECTS AND EVIRONMENT
			//GETS STORED IN G-BUFFER FOR RENDERING
			renderWorld(); //transforms and draws the world as Rusko moves around
			drawRusko();  //transforms and draws Rusko
		
			//PREPARE FOR RENDING
			dfe->PostDrawScene(); //lighting ADT

			//-------------------------------//
			// Render the scene with shaders //
			//-------------------------------//
			dfe->DrawColors(windowWidth, windowHeight);
			dfe->PreDrawPointLights(windowWidth, windowHeight, zNear, zFar);
			DrawPointLights();
			dfe->PostDrawPointLights();
			//-----------------------------//
			//    End render the scene     //
			//-----------------------------//

		} else {
			renderWorld(); //transforms and draws the world as Rusko moves around
			drawRusko();  //transforms and draws Rusko
		}
		//FIRE RENDERED AFTER EVERYTHING ELSE
		drawRotatedParticles();
        torchParticles->display();
    }
    
    ReshapeCallback(windowWidth, windowHeight);
    
    glFlush();
    
    glutSwapBuffers();
}
コード例 #3
0
ファイル: graphics.cpp プロジェクト: strand/xoreos
void GraphicsManager::renderScene() {
	Common::enforceMainThread();

	cleanupAbandoned();

	if (_frameLock.load(boost::memory_order_acquire) > 0) {
		_frameEndSignal.store(true, boost::memory_order_release);

		return;
	}

	beginScene();

	if (playVideo()) {
		endScene();
		return;
	}

	renderGUIBack();
	renderWorld();
	renderGUIFront();
	renderCursor();

	endScene();

	_frameEndSignal.store(true, boost::memory_order_release);
}
コード例 #4
0
ファイル: gamescene.cpp プロジェクト: hellckt/DivineCraft
void GameScene::drawBackground(QPainter *painter, const QRectF &)
{
    float width=float(painter->device()->width());
    float height=float(painter->device()->height());

    painter->beginNativePainting();

    setStates();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);

    qgluPerspective(60.0,width/height,0.01f,500.0f);

    glMatrixMode(GL_MODELVIEW);

    QMatrix4x4 view;
    view.translate(-camera->getEyePosition());

    QMatrix4x4 rview;
    QPointF rot=camera->rotation();
    rview.rotate(rot.x(),0,1,0);
    rview.rotate(rot.y(),cos(GMath::radians(rot.x())),0,sin(GMath::radians(rot.x())));

    renderWorld(view,rview);

    defaultStates();
    painter->endNativePainting();

    //计算fps
    drawCount++;
    QTime currT=QTime::currentTime();
    int mss=lastTime.msecsTo(currT);
    if(mss>=1000){
        glFps=(drawCount/(mss*1.0f))*1000;
        drawCount=0;
        lastTime=currT;
        dataPanel->setFps(glFps);
    }

    //控制物品栏布局
    if(backPackBar->isShow()){
        int h=this->height()*0.7;
        int w=h*1.35;
        backPackBar->setGeometry((this->width()-w)/2,(this->height()-h)/2,w,h);
        backPackBar->setViewPos(QPoint(gView->pos().x()
                                       ,gView->pos().y()+(gView->frameSize().height()-gView->height())));
    }
    if(itemBar){                        //刷新物品栏位置大小
        itemBar->resetSIze(this->width(),this->height(),40);
    }
    if(inOpWidget){                                             //刷新选项菜单位置和大小
        int h=this->height()*0.8;
        int w=h;
        opWidget->setGeometry((this->width()-w)/2,(this->height()-h)/2,w,h);
    }
}
コード例 #5
0
ファイル: World.cpp プロジェクト: ProjectTB2D/First-Try-Duo
void World::render(){

    renderWorld();
    _team1.p->render();

        centerCamera();

    for (list<Bullet>::iterator it = _team1.proj.begin(); it != _team1.proj.end(); ++it){

        it->render();

    }


}
コード例 #6
0
ファイル: game.c プロジェクト: tversteeg/7DRL-2016
void runGame()
{
	hideCursor();

	initWorld();

	unsigned long curtime = ccTimeMilliseconds();
	double acctime = 0.0;

	while(true){
		ccEvent event = updateWindow();
		if(event.type == CC_EVENT_WINDOW_QUIT){
			break;
		}else if(event.type == CC_EVENT_KEY_DOWN){
			handleKeyDownWorld(event.keyCode);
		}else if(event.type == CC_EVENT_KEY_UP){
			handleKeyUpWorld(event.keyCode);
		}

		unsigned long newtime = ccTimeMilliseconds();
		double frametime = (newtime - curtime) * 0.001;
		curtime = newtime;

		if(frametime > FRAME_CAP){
			frametime = FRAME_CAP;
		}
		acctime += frametime;

		bool redraw = false;
		while(acctime >= FRAME_DELTA){
			acctime -= FRAME_DELTA;
			redraw = updateWorld();
		}

		if(redraw){
			renderWorld(2, 1, getWidth() - getGuiWidth() - 3, getHeight() - 8);
			renderGui(getWidth() - getGuiWidth(), 0);
		}
		renderWindow(2);
		
	}
}
コード例 #7
0
ファイル: graphics.cpp プロジェクト: mclark4386/xoreos
void GraphicsManager::renderScene() {
	Common::enforceMainThread();

	cleanupAbandoned();

	if (_frameLock > 0)
		return;

	beginScene();

	if (playVideo()) {
		endScene();
		return;
	}

	renderWorld();
	renderGUIFront();
	renderCursor();

	endScene();
}
コード例 #8
0
ファイル: guiTSControl.cpp プロジェクト: 1414648814/Torque3D
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
	// Save the current transforms so we can restore
   // it for child control rendering below.
   GFXTransformSaver saver;
   bool renderingToTarget = false;

   if(!processCameraQuery(&mLastCameraQuery))
   {
      // We have no camera, but render the GUI children 
      // anyway.  This makes editing GuiTSCtrl derived
      // controls easier in the GuiEditor.
      renderChildControls( offset, updateRect );
      return;
   }

   GFXTargetRef origTarget = GFX->getActiveRenderTarget();

   // Set up the appropriate render style
   U32 prevRenderStyle = GFX->getCurrentRenderStyle();
   Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
   Point2I renderSize = getExtent();

   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
      GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
      GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);

      if (!mLastCameraQuery.hasStereoTargets)
      {
         // Need to calculate our current viewport here
         mLastCameraQuery.stereoViewports[0] = updateRect;
         mLastCameraQuery.stereoViewports[0].extent.x /= 2;
         mLastCameraQuery.stereoViewports[1] = mLastCameraQuery.stereoViewports[0];
         mLastCameraQuery.stereoViewports[1].point.x += mLastCameraQuery.stereoViewports[1].extent.x;
      }

      if (!mLastCameraQuery.hasFovPort)
      {
         // Need to make our own fovPort
         mLastCameraQuery.fovPort[0] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[0], mLastCameraQuery);
         mLastCameraQuery.fovPort[1] = CalculateFovPortForCanvas(mLastCameraQuery.stereoViewports[1], mLastCameraQuery);
      }
         
      GFX->setStereoFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes

      GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
      GFX->setStereoTargets(mLastCameraQuery.stereoTargets);

      MatrixF myTransforms[2];

      if (smUseLatestDisplayTransform)
      {
         // Use the view matrix determined from the display device
         myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
         myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
      }
      else
      {
         // Use the view matrix determined from the control object
         myTransforms[0] = mLastCameraQuery.cameraMatrix;
         myTransforms[1] = mLastCameraQuery.cameraMatrix;

         QuatF qrot = mLastCameraQuery.cameraMatrix;
         Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
         Point3F rotEyePos;

         myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
         myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
      }

      GFX->setStereoEyeTransforms(myTransforms);

      // Allow render size to originate from the render target
      if (mLastCameraQuery.stereoTargets[0])
      {
         renderSize = mLastCameraQuery.stereoViewports[0].extent;
         renderingToTarget = true;
      }
   }
   else
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_Standard);
   }

   if ( mReflectPriority > 0 )
   {
      // Get the total reflection priority.
      F32 totalPriority = 0;
      for ( U32 i=0; i < smAwakeTSCtrls.size(); i++ )
         if ( smAwakeTSCtrls[i]->isVisible() )
            totalPriority += smAwakeTSCtrls[i]->mReflectPriority;

      REFLECTMGR->update(  mReflectPriority / totalPriority,
                           getExtent(),
                           mLastCameraQuery );
   }

   if(mForceFOV != 0)
      mLastCameraQuery.fov = mDegToRad(mForceFOV);

   if(mCameraZRot)
   {
      MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
      mLastCameraQuery.cameraMatrix.mul(rotMat);
   }

   Frustum frustum;
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      // NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
      MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho,  mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
   }
   else
   {
      // set up the camera and viewport stuff:
      F32 wwidth;
      F32 wheight;
      F32 renderWidth = F32(renderSize.x);
      F32 renderHeight = F32(renderSize.y);
      F32 aspectRatio = renderWidth / renderHeight;
   
      // Use the FOV to calculate the viewport height scale
      // then generate the width scale from the aspect ratio.
      if(!mLastCameraQuery.ortho)
      {
         wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
         wwidth = aspectRatio * wheight;
      }
      else
      {
         wheight = mLastCameraQuery.fov;
         wwidth = aspectRatio * wheight;
      }

      F32 hscale = wwidth * 2.0f / renderWidth;
      F32 vscale = wheight * 2.0f / renderHeight;

      F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
      F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
      F32 top = wheight - vscale * (updateRect.point.y - offset.y);
      F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }

	// Manipulate the frustum for tiled screenshots
	const bool screenShotMode = gScreenShot && gScreenShot->isPending();
   if ( screenShotMode )
   {
      gScreenShot->tileFrustum( frustum );      
      GFX->setViewMatrix(MatrixF::Identity);
   }
      
   RectI tempRect = updateRect;
   
   if (!renderingToTarget)
   {
   #ifdef TORQUE_OS_MAC
      Point2I screensize = getRoot()->getWindowSize();
      tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
   #endif

      GFX->setViewport( tempRect );
   }
   else
   {
      // Activate stereo RT
      GFX->activateStereoTarget(-1);
   }

   // Clear the zBuffer so GUI doesn't hose object rendering accidentally
   GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );
   //GFX->clear( GFXClearTarget, ColorI(255,0,0), 1.0f, 0);

   GFX->setFrustum( frustum );
   if(mLastCameraQuery.ortho)
   {
      mOrthoWidth = frustum.getWidth();
      mOrthoHeight = frustum.getHeight();
   }

   // We're going to be displaying this render at size of this control in
   // pixels - let the scene know so that it can calculate e.g. reflections
   // correctly for that final display result.
   gClientSceneGraph->setDisplayTargetResolution(renderSize);

   // Set the GFX world matrix to the world-to-camera transform, but don't 
   // change the cameraMatrix in mLastCameraQuery. This is because 
   // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
   // transform. In-place invert would save a copy but mess up any GUIs that
   // depend on that value.
   MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
   worldToCamera.inverse();
   GFX->setWorldMatrix( worldToCamera );

   mSaveProjection = GFX->getProjectionMatrix();
   mSaveModelview = GFX->getWorldMatrix();
   mSaveViewport = updateRect;
   mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
   mSaveFrustum = GFX->getFrustum();
   mSaveFrustum.setTransform( mLastCameraQuery.cameraMatrix );

   // Set the default non-clip projection as some 
   // objects depend on this even in non-reflect cases.
   gClientSceneGraph->setNonClipProjection( mSaveProjection );

   // Give the post effect manager the worldToCamera, and cameraToScreen matrices
   PFXMGR->setFrameMatrices( mSaveModelview, mSaveProjection );

   renderWorld(updateRect);
   DebugDrawer::get()->render();

   // Render the canvas overlay if its available
   if (mRenderStyle == RenderStyleStereoSideBySide && mStereoGuiTarget.getPointer())
   {
      GFXDEBUGEVENT_SCOPE( StereoGui_Render, ColorI( 255, 0, 0 ) );
      MatrixF proj(1);
      
      Frustum originalFrustum = GFX->getFrustum();
      GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
      const FovPort *currentFovPort = GFX->getStereoFovPort();
      const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
      const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
      Frustum gfxFrustum = originalFrustum;

      for (U32 i=0; i<2; i++)
      {
         GFX->activateStereoTarget(i);
         MathUtils::makeFovPortFrustum(&gfxFrustum, true, gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[i], eyeTransforms[i]);
         GFX->setFrustum(gfxFrustum);

         MatrixF eyeWorldTrans(1);
         eyeWorldTrans.setPosition(Point3F(eyeOffset[i].x,eyeOffset[i].y,eyeOffset[i].z));
         MatrixF eyeWorld(1);
         eyeWorld.mul(eyeWorldTrans);
         eyeWorld.inverse();
         
         GFX->setWorldMatrix(eyeWorld);
         GFX->setViewMatrix(MatrixF::Identity);

         if (!mStereoOverlayVB.getPointer())
         {
            mStereoOverlayVB.set(GFX, 4, GFXBufferTypeStatic);
            GFXVertexPCT *verts = mStereoOverlayVB.lock(0, 4);

            F32 texLeft   = 0.0f;
            F32 texRight  = 1.0f;
            F32 texTop    = 1.0f;
            F32 texBottom = 0.0f;

            F32 rectRatio = gfxFrustum.getWidth() / gfxFrustum.getHeight();
            F32 rectWidth = gfxFrustum.getWidth() * TS_OVERLAY_SCREEN_WIDTH;
            F32 rectHeight = rectWidth * rectRatio;

            F32 screenLeft   = -rectWidth * 0.5;
            F32 screenRight  = rectWidth * 0.5;
            F32 screenTop    = -rectHeight * 0.5;
            F32 screenBottom = rectHeight * 0.5;

            const F32 fillConv = 0.0f;
            const F32 frustumDepthAdjusted = gfxFrustum.getNearDist() + 0.012;
            verts[0].point.set( screenLeft  - fillConv, frustumDepthAdjusted, screenTop    - fillConv );
            verts[1].point.set( screenRight - fillConv, frustumDepthAdjusted, screenTop    - fillConv );
            verts[2].point.set( screenLeft  - fillConv, frustumDepthAdjusted, screenBottom - fillConv );
            verts[3].point.set( screenRight - fillConv, frustumDepthAdjusted, screenBottom - fillConv );

            verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255,255,255,255);

            verts[0].texCoord.set( texLeft,  texTop );
            verts[1].texCoord.set( texRight, texTop );
            verts[2].texCoord.set( texLeft,  texBottom );
            verts[3].texCoord.set( texRight, texBottom );

            mStereoOverlayVB.unlock();
         }

         if (!mStereoGuiSB.getPointer())
         {
            // DrawBitmapStretchSR
            GFXStateBlockDesc bitmapStretchSR;
            bitmapStretchSR.setCullMode(GFXCullNone);
            bitmapStretchSR.setZReadWrite(false, false);
            bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
            bitmapStretchSR.samplersDefined = true;

            bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
            bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
            bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
            bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;

            mStereoGuiSB = GFX->createStateBlock(bitmapStretchSR);
         }

         GFX->setVertexBuffer(mStereoOverlayVB);
         GFX->setStateBlock(mStereoGuiSB);
         GFX->setTexture( 0, texObject );
         GFX->setupGenericShaders( GFXDevice::GSModColorTexture );
         GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
      }
   }

	// Restore the previous matrix state before
   // we begin rendering the child controls.
   saver.restore();

   // Restore the render style and any stereo parameters
   GFX->setActiveRenderTarget(origTarget);
   GFX->setCurrentRenderStyle(prevRenderStyle);
   GFX->setCurrentProjectionOffset(prevProjectionOffset);

   
   if(mRenderStyle == RenderStyleStereoSideBySide && gLastStereoTexture)
   {
      GFX->setClipRect(updateRect);
      GFX->getDrawUtil()->drawBitmapStretch(gLastStereoTexture, updateRect);
   }

   // Allow subclasses to render 2D elements.
   GFX->setClipRect(updateRect);
   renderGui( offset, updateRect );

   if (shouldRenderChildControls())
   {
      renderChildControls(offset, updateRect);
   }
   smFrameCount++;
}
コード例 #9
0
ファイル: guiTSControl.cpp プロジェクト: 93i/Torque3D
void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
	// Save the current transforms so we can restore
   // it for child control rendering below.
   GFXTransformSaver saver;

   if(!processCameraQuery(&mLastCameraQuery))
   {
      // We have no camera, but render the GUI children 
      // anyway.  This makes editing GuiTSCtrl derived
      // controls easier in the GuiEditor.
      renderChildControls( offset, updateRect );
      return;
   }

   // Set up the appropriate render style
   U32 prevRenderStyle = GFX->getCurrentRenderStyle();
   Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
   Point3F prevEyeOffset = GFX->getStereoEyeOffset();
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
      GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
      GFX->setStereoEyeOffset(mLastCameraQuery.eyeOffset);
   }
   else
   {
      GFX->setCurrentRenderStyle(GFXDevice::RS_Standard);
   }

   if ( mReflectPriority > 0 )
   {
      // Get the total reflection priority.
      F32 totalPriority = 0;
      for ( U32 i=0; i < smAwakeTSCtrls.size(); i++ )
         if ( smAwakeTSCtrls[i]->isVisible() )
            totalPriority += smAwakeTSCtrls[i]->mReflectPriority;

      REFLECTMGR->update(  mReflectPriority / totalPriority,
                           getExtent(),
                           mLastCameraQuery );
   }

   if(mForceFOV != 0)
      mLastCameraQuery.fov = mDegToRad(mForceFOV);

   if(mCameraZRot)
   {
      MatrixF rotMat(EulerF(0, 0, mDegToRad(mCameraZRot)));
      mLastCameraQuery.cameraMatrix.mul(rotMat);
   }

   // set up the camera and viewport stuff:
   F32 wwidth;
   F32 wheight;
   F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
   F32 renderHeight = F32(getHeight());
   F32 aspectRatio = renderWidth / renderHeight;
   
   // Use the FOV to calculate the viewport height scale
   // then generate the width scale from the aspect ratio.
   if(!mLastCameraQuery.ortho)
   {
      wheight = mLastCameraQuery.nearPlane * mTan(mLastCameraQuery.fov / 2.0f);
      wwidth = aspectRatio * wheight;
   }
   else
   {
      wheight = mLastCameraQuery.fov;
      wwidth = aspectRatio * wheight;
   }

   F32 hscale = wwidth * 2.0f / renderWidth;
   F32 vscale = wheight * 2.0f / renderHeight;

   Frustum frustum;
   if(mRenderStyle == RenderStyleStereoSideBySide)
   {
      F32 left = 0.0f * hscale - wwidth;
      F32 right = renderWidth * hscale - wwidth;
      F32 top = wheight - vscale * 0.0f;
      F32 bottom = wheight - vscale * renderHeight;

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }
   else
   {
      F32 left = (updateRect.point.x - offset.x) * hscale - wwidth;
      F32 right = (updateRect.point.x + updateRect.extent.x - offset.x) * hscale - wwidth;
      F32 top = wheight - vscale * (updateRect.point.y - offset.y);
      F32 bottom = wheight - vscale * (updateRect.point.y + updateRect.extent.y - offset.y);

      frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
   }

	// Manipulate the frustum for tiled screenshots
	const bool screenShotMode = gScreenShot && gScreenShot->isPending();
   if ( screenShotMode )
   {
      gScreenShot->tileFrustum( frustum );      
      GFX->setViewMatrix(MatrixF::Identity);
   }
      
   RectI tempRect = updateRect;
   
#ifdef TORQUE_OS_MAC
   Point2I screensize = getRoot()->getWindowSize();
   tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
#endif

   GFX->setViewport( tempRect );

   // Clear the zBuffer so GUI doesn't hose object rendering accidentally
   GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );

   GFX->setFrustum( frustum );
   if(mLastCameraQuery.ortho)
   {
      mOrthoWidth = frustum.getWidth();
      mOrthoHeight = frustum.getHeight();
   }

   // We're going to be displaying this render at size of this control in
   // pixels - let the scene know so that it can calculate e.g. reflections
   // correctly for that final display result.
   gClientSceneGraph->setDisplayTargetResolution(getExtent());

   // Set the GFX world matrix to the world-to-camera transform, but don't 
   // change the cameraMatrix in mLastCameraQuery. This is because 
   // mLastCameraQuery.cameraMatrix is supposed to contain the camera-to-world
   // transform. In-place invert would save a copy but mess up any GUIs that
   // depend on that value.
   MatrixF worldToCamera = mLastCameraQuery.cameraMatrix;
   worldToCamera.inverse();
   GFX->setWorldMatrix( worldToCamera );

   mSaveProjection = GFX->getProjectionMatrix();
   mSaveModelview = GFX->getWorldMatrix();
   mSaveViewport = updateRect;
   mSaveWorldToScreenScale = GFX->getWorldToScreenScale();
   mSaveFrustum = GFX->getFrustum();
   mSaveFrustum.setTransform( mLastCameraQuery.cameraMatrix );

   // Set the default non-clip projection as some 
   // objects depend on this even in non-reflect cases.
   gClientSceneGraph->setNonClipProjection( mSaveProjection );

   // Give the post effect manager the worldToCamera, and cameraToScreen matrices
   PFXMGR->setFrameMatrices( mSaveModelview, mSaveProjection );

   renderWorld(updateRect);
   DebugDrawer::get()->render();

	// Restore the previous matrix state before
   // we begin rendering the child controls.
   saver.restore();

   // Restore the render style and any stereo parameters
   GFX->setCurrentRenderStyle(prevRenderStyle);
   GFX->setCurrentProjectionOffset(prevProjectionOffset);
   GFX->setStereoEyeOffset(prevEyeOffset);

   // Allow subclasses to render 2D elements.
   GFX->setClipRect(updateRect);
   renderGui( offset, updateRect );

   renderChildControls(offset, updateRect);
   smFrameCount++;
}
コード例 #10
0
ファイル: GraphicEngine.cpp プロジェクト: muhaos/MHEngine
GameObject* GraphicEngine::getObjectAtPoint(int x, int y) {
#if OPENGL_ES
	return NULL;
#else
	GLuint buff[64] = {0};
	GLint hits, view[4];

	//	This choose the buffer where store the values for the selection data
	glSelectBuffer(64, buff);

	//	This retrieve info about the viewport
	glGetIntegerv(GL_VIEWPORT, view);

	//	Switching in selecton mode
	glRenderMode(GL_SELECT);

	//	Clearing the name's stack
	//	This stack contains all the info about the objects
	glInitNames();

	//	Now fill the stack with one element (or glLoadName will generate an error)
	glPushName(0);

	//	Now modify the vieving volume, restricting selection area around the cursor
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
		glLoadIdentity();

		//	restrict the draw to an area around the cursor
		gluPickMatrix(x, y, 1.0, 1.0, view);

		int width = game->osAdapter->getScreenWidth();
		int height = game->osAdapter->getScreenHeight();
		gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,10000.0f);

		//	Draw the objects onto the screen
		glMatrixMode(GL_MODELVIEW);

		//	draw only the names in the stack, and fill the array
		game->osAdapter->swapBuffers();
		renderWorld();

		//	Do you remeber? We do pushMatrix in PROJECTION mode
		glMatrixMode(GL_PROJECTION);
	glPopMatrix();

	//	get number of objects drawed in that area
	//	and return to render mode
	hits = glRenderMode(GL_RENDER);

	 	/*
	 		For each hit in the buffer are allocated 4 bytes:
	 		1. Number of hits selected (always one,
	 									beacuse when we draw each object
	 									we use glLoadName, so we replace the
	 									prevous name in the stack)
	 		2. Min Z
	 		3. Max Z
	 		4. Name of the hit (glLoadName)
	 	*/

	 	//Log::info("%d hits:\n", hits);

	 	GameObject* res = NULL;
	 	vector<GameObject*> objects;

	 	for (int i = 0; i < hits; i++) {
	 		for (unsigned int j = 0; j < game->objects.size(); j++) {
	 			if (game->objects.at(j)->glName == (GLubyte)buff[i * 4 + 3] && game->objects.at(j)->id != "undefined") {
	 				objects.push_back(game->objects.at(j));
 					//Log::info("Object: %s  %i  ", game->objects.at(j)->id.c_str(), (GLubyte)buff[i * 4 + 3]);
	 			}
	 		}
	 	}

	 	if (objects.size() > 1) {
	 		objects.erase(objects.begin() + objects.size() -1);
	 	}

	 	if (objects.size() > 0 && objects.at(objects.size() -1)->id != "undefined") {
	 		res = objects.at(objects.size() -1);
	 	}

	glMatrixMode(GL_MODELVIEW);
	return res;
#endif
}