예제 #1
0
//
// 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
예제 #2
0
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();
}
예제 #3
0
//
// 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