Exemplo n.º 1
0
void SDLFrontend::render ()
{
	renderBegin();
	UI::get().render();
	_console->render();
	renderEnd();
}
Exemplo n.º 2
0
void SDLFrontend::onInit ()
{
	renderBegin();
	ScopedPtr<Texture> ptr(new Texture("loading", this));
	const int x = getWidth() / 2 - ptr->getWidth() / 2;
	const int y = getHeight() / 2 - ptr->getHeight() / 2;
	renderImage(ptr, x, y, ptr->getWidth(), ptr->getHeight(), 0);
	renderEnd();
}
	IRenderingPipeline & ARenderingPipeline::render(const DRBCameraDrawableList &infos)
	{
		SCOPE_profile_cpu_i("RenderTimer", "RenderPipeline");
		renderBegin(infos);
		// We iterate over the entry points5
		for (auto &renderPass : _rendering_list)
		{
			renderPass->render(infos);
		}
		renderEnd(infos);
		return (*this);
	}
Exemplo n.º 4
0
FraktalWidget::FraktalWidget(QWidget *parent) :
        QWidget(parent), zoomFaktor(0.8f), currentFraktal(0), antialiasing(false)
{
    centerX = DefaultCenterX;
    centerY = DefaultCenterY;
    pixmapScale = DefaultScale;
    curScale = DefaultScale;

    emit centerXChanged(centerX);
    emit centerYChanged(centerY);
    emit scaleChanged(curScale);

    qRegisterMetaType<QImage>("QImage");
    connect(&thread, SIGNAL(renderedImage(QImage,double)), this, SLOT(updatePixmap(QImage,double)));

    connect(&thread, SIGNAL(renderBegin()), this, SIGNAL(renderBegin()));
    connect(&thread, SIGNAL(renderFinished()), this, SIGNAL(renderFinished()));

#ifndef QT_NO_CURSOR
    setCursor(Qt::CrossCursor);
#endif
}
Exemplo n.º 5
0
t_game  handleBegin(t_game game)
{
    while (SDL_WaitEvent(&game.Gevenements))
    {
        if (game.Gevenements.type == SDL_MOUSEMOTION)
            game = selectionBeginHandler(game);

        if (game.Gevenements.type == SDL_KEYDOWN)
            game = KeyBeginHandler(game);

        renderBegin(game);
        if (game.Gevenements.type == SDL_MOUSEBUTTONDOWN &&
            game.Gevenements.button.button == SDL_BUTTON_LEFT)
        {
            left_click(&game);
        }
        if (game.begin.state != 1 || game.quit == 1)
            return (game);
    }
    return (game);
}
Exemplo n.º 6
0
void Shape::render(RenderContext* renderContext)
{
  renderBegin(renderContext);
  
  if (displayList == 0)
    displayList = glGenLists(1);
    
  SAVEGLERROR;
  if (doUpdate) {
    update(renderContext);
    SAVEGLERROR;
    glNewList(displayList, GL_COMPILE_AND_EXECUTE);
    SAVEGLERROR;
    draw(renderContext);
    SAVEGLERROR;
    glEndList();
    SAVEGLERROR;
  } else {
    glCallList(displayList);
    SAVEGLERROR;
  }  
}
Exemplo n.º 7
0
void Render::renderAll(int reflectNum, int sampleNum, bool additive)
{
  renderBegin(reflectNum, sampleNum, additive);
  renderNext(imageHeight);
}