void OPENGL_3D_ENGNIE::DrawFrontBuffer()
{
    int roadIdx,signIdx,charIdx,lineIdx;
    int frontBufIdx = backBufIdx^1;
	int charFrontBufIdx = charBackBufIdx^1;
    //draw all the road
    glPushMatrix();
    for(roadIdx = 0; roadIdx < RoadBuffer[frontBufIdx].number; roadIdx++)
    {
        DrawRoad(RoadBuffer[frontBufIdx].buffer[roadIdx]);
    }
    glPopMatrix();
   
    //draw all the sign
    for(signIdx = 0; signIdx < signBuffer[frontBufIdx].number; signIdx++)
    {
        DrawSign(signBuffer[frontBufIdx].buffer[signIdx]);
    }

	for(lineIdx = 0; lineIdx < lineBuffer[frontBufIdx].number; lineIdx++)
	{
		DrawLine(&lineBuffer[frontBufIdx].line[lineIdx]);
	}

	//draw all the charater 
	for(charIdx = 0; charIdx < charBuffer[charFrontBufIdx].number; charIdx++)
	{
		DrawChar(charBuffer[charFrontBufIdx].buffer[charIdx]);
	}
    
}
Exemplo n.º 2
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	// cGridStructGen::cStructure overrides:
	virtual void DrawIntoChunk(cChunkDesc & a_Chunk) override
	{
		// Iterate over all items
		// Each intersecting prefab is placed on ground, then drawn
		// Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks
		cChunkDef::HeightMap HeightMap;  // Heightmap for this chunk, used by roads
		m_HeightGen->GenHeightMap(a_Chunk.GetChunkX(), a_Chunk.GetChunkZ(), HeightMap);
		for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
		{
			cPrefab & Prefab = (cPrefab &)((*itr)->GetPiece());
			if ((*itr)->GetPiece().GetSize().y == 1)
			{
				// It's a road, special handling (change top terrain blocks to m_RoadBlock)
				DrawRoad(a_Chunk, **itr, HeightMap);
				continue;
			}
			if (Prefab.ShouldMoveToGround() && !(*itr)->HasBeenMovedToGround())
			{
				PlacePieceOnGround(**itr);
			}
			Prefab.Draw(a_Chunk, *itr);
		}  // for itr - m_PlacedPieces[]
	}