// // Draw The Scene // void DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glClearColor(0.0f, 0.0f, 0.3f, 0.0f); // Black Background // begin scene --- BEGIN_BOT; RenderWalls(); RenderPlane(); SetLights(); driver_objects[STARS_OBJECT]->render(); Draw_Wall_List(); DrawExplosions(); DrawFireAnts(); END_BOT; // Draw the multiple sets of Heads up displays Super_DrawText(); Draw_Title(); DrawHUD(); } // end of the function
void Level00::VRender() { mRenderer->VSetPrimitiveType(GPU_PRIMITIVE_TYPE_TRIANGLE); mDeviceContext->RSSetViewports(1, &mRenderer->GetViewport()); ID3D11RenderTargetView* RTVs[2] = { *(mRenderer->GetRenderTargetView()), mShadowCastersRTV }; mDeviceContext->RSSetViewports(1, &mRenderer->GetViewport()); mDeviceContext->OMSetRenderTargets(2, RTVs, mRenderer->GetDepthStencilView()); mDeviceContext->ClearRenderTargetView(*mRenderer->GetRenderTargetView(), black); mDeviceContext->ClearRenderTargetView(mShadowCastersRTV, transp); mDeviceContext->ClearDepthStencilView(mRenderer->GetDepthStencilView(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); mDeviceContext->OMSetBlendState(nullptr, nullptr, ~0); RenderWalls(); RenderExplorer(); RenderLightCircles(); RenderRobots(); //RenderGrid(); RenderShadowMask(); // changes the primitive type to lines RENDER_TRACE() //FPS DX11IMGUI::NewFrame(); mDeviceContext->OMSetRenderTargets(1, mRenderer->GetRenderTargetView(), nullptr); RenderFPSIndicator(); ImGui::Render(); mRenderer->VSwapBuffers(); }
// // Draw The Scene // void DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glClearColor(0.0f, 0.0f, 0.3f, 0.0f); // Black Background //BEGIN_CAMERA // setup viewing camera BEGIN_BOT; //RenderGrid(); RenderWalls(); RenderPlane(); #if ENABLE_LIGHTS SetLights(); #endif driver_objects[STARS_OBJECT]->render(); Draw_Wall_List(); DrawExplosions(); // draw fire explosions DrawFireAnts(); // the mother of all enemies //END_CAMERA // end viewing camera END_BOT; // Draw the heads up display -- Super_DrawText(); Draw_Title(); DrawHUD(); } // end of the function