예제 #1
0
void CCS580HWView::OnDraw(CDC* pDC)
{
	CCS580HWDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
	if(m_pApplication != NULL)
		DrawFrameBuffer(pDC);
}
예제 #2
0
void GameManager::Draw()
{
    //MODELS

    Matrix objpos;
    Matrix worldviewproj;

    // clear the screen.
    glClearColor( 0.0f, 0.0f, 0.5f, 0.0f );
    glClearDepth( 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    // setup our camera
    //gCamera->GetViewProjection()->SetLookAtRH( *gCamera->Position(), Vector3(0,1,0), Vector3(0,0,0));

    gCamera->GetViewProjection()->Multiply(gCamera->GetPerspective());

    glBindFramebuffer( GL_FRAMEBUFFER, m_pFBO->m_FBOHandle );
    glViewport( 0, 0, m_pFBO->m_Width, m_pFBO->m_Height );

    // draw mesh
    {
        glClearColor( 0.23f, 0.34f, 0.74f, 0.0f );
        glClearDepth( 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

        objpos.SetIdentity();
        objpos.SetPosition( 0,0,0 );

        worldviewproj = objpos;
        worldviewproj.Multiply( gCamera->GetViewProjection() );

        mScreenManager->Draw();
    }

    // deactivate the framebuffer.
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    glViewport( 0, 0, m_ScreenWidth, m_ScreenHeight );

    glBindTexture( GL_TEXTURE_2D, m_pFBO->m_TextureHandle );

    DrawFrameBuffer();
}
예제 #3
0
void Player::Draw()
{
	DrawFrameBuffer(playerText, position.x, position.y, PLAYER_W, PLAYER_H);
}