Exemplo n.º 1
0
void CProcessIA4::RenderScene(CRenderManager* rm) 
{
  /*PhysX test*/
	//CORE->Render();
	Render3D(rm); 
	Render2D(rm); 
}
Exemplo n.º 2
0
IZ_BOOL CStateNormalMap::Render(izanagi::graph::CGraphicsDevice* device)
{
	Render3D();
	Render2D();

	return IZ_TRUE;
}
Exemplo n.º 3
0
///<summary>
/// PhysX:: RenderScene : Renderiza la escena.
///</summary>
///<param name="rm">Puntero a render manager.</param>
///<returns name=""></returns>
void PhysX::RenderScene(CRenderManager* rm)
{
    Render3D(rm);
    Render2D(rm);
    RenderDebugInfo();

    //prueba
    //CORE->GetScriptManager()->RunCode("lua_draw_literal_test()");
    CORE->GetScriptManager()->RunCode("get_core():get_font_manager():lua_draw_literal(100, 100, 'Exit')");
}
Exemplo n.º 4
0
		void Graphics::Update()
		{	
            BeginRender();
			Render3D();
            Begin2DRender();
            Render2D();
			End2DRender();
            PostRender3D();
            EndRender();
        }
Exemplo n.º 5
0
void CDataView::Render(CPaintDC& dc)
{
	const type_info& ti = typeid(*m_pDataSetting);
	if (ti == typeid(DataSetting1D)) {
		Render1D(dc);
	}else if (ti == typeid(DataSetting2D)) {
		Render2D(dc);
	}else if (ti == typeid(DataSettingTEXT)) {
		RenderTEXT(dc);
	}
}
Exemplo n.º 6
0
//------------------------------------------------------
//		シェーダー版
//------------------------------------------------------
void	iexPolygon::Rect( s32 DstX, s32 DstY, s32 DstW, s32 DstH, iexShader* shader, char* name, COLOR color, float z )
{
	TLVERTEX	v[4];

	v[0].sx = v[2].sx = (FLOAT)DstX;
	v[1].sx = v[3].sx = (FLOAT)(DstX+DstW);

	v[0].sy = v[1].sy = (FLOAT)DstY;
	v[2].sy = v[3].sy = (FLOAT)(DstY+DstH);

	v[0].sz    = v[1].sz    = v[2].sz    = v[3].sz    = z;
	v[0].color = v[1].color = v[2].color = v[3].color = color;
	v[0].rhw   = v[1].rhw   = v[2].rhw   = v[3].rhw   = 1.0f;

	Render2D( v, 2, NULL, shader, name );
}
Exemplo n.º 7
0
//*****************************************************************************
//	矩形描画
//*****************************************************************************
//------------------------------------------------------
//		固定機能版	
//------------------------------------------------------
void	iexPolygon::Rect( s32 DstX, s32 DstY, s32 DstW, s32 DstH, u32 dwFlags, COLOR color, float z )
{
	TLVERTEX	v[4];

	v[0].sx = v[2].sx = (FLOAT)DstX;
	v[1].sx = v[3].sx = (FLOAT)(DstX+DstW);

	v[0].sy = v[1].sy = (FLOAT)DstY;
	v[2].sy = v[3].sy = (FLOAT)(DstY+DstH);

	v[0].sz    = v[1].sz    = v[2].sz    = v[3].sz    = z;
	v[0].color = v[1].color = v[2].color = v[3].color = color;
	v[0].rhw   = v[1].rhw   = v[2].rhw   = v[3].rhw   = 1.0f;

	Render2D( v, 2, NULL, dwFlags );
} 
Exemplo n.º 8
0
void BaseRenderer::Render()
{
    glEnable(GL_DEPTH_TEST);

    for(int i = 0; i < m_Renderables.size(); i++)
    {
        Renderable* Ptr = m_Renderables[i];
        if(Ptr->GetType() == DEFAULT_RENDERABLE || Ptr->GetType() == ENTITY_RENDERABLE)
            RenderDefault(Ptr);

        if(Ptr->GetType() == TWODIM_RENDERABLE)
            Render2D(Ptr);
    }

    glDisable(GL_DEPTH_TEST);
}
Exemplo n.º 9
0
// Render the objects in their current state.
void Game::Render(){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);

	scene->render();

	glGetIntegerv(GL_VIEWPORT, GInfo->GL.viewport);
	glGetDoublev(GL_MODELVIEW_MATRIX, GInfo->GL.modelView);
	glGetDoublev(GL_PROJECTION_MATRIX, GInfo->GL.projection);

	Render2D();

	glFlush();
}
Exemplo n.º 10
0
IZ_BOOL CStateMenu::Render()
{
	Render2D();

	return IZ_TRUE;
}