Пример #1
0
void World::DrawScene()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    camera_.Apply();
    
    glLoadIdentity();

    DrawReflections();
    DrawShadows();

    // ¹Ù´Ú ±×¸®±â
	glDisable(GL_STENCIL_TEST);
	glEnable(GL_BLEND);
	glDisable(GL_LIGHTING);
	glColor4f(1.0f, 1.0f, 1.0f, 0.8f);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	DrawFloor();
	glEnable(GL_LIGHTING);
	glDisable(GL_BLEND);

    // ½Ç¹° ½ºÇÁ¶óÀÌÆ® ±×¸®±â
    //glTranslatef(0.0f, 0.0f, 1.5f);
    DrawSprites();

    DrawOrigin();
    DrawCollisionInfo();
}
Пример #2
0
void CAdvWater::UpdateWater(CGame* game)
{
	if (!waterRendering->forceRendering && !readMap->HasVisibleWater())
		return;

	glPushAttrib(GL_FOG_BIT | GL_COLOR_BUFFER_BIT);
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE);

	{
		bumpFBO.Bind();
		glViewport(0, 0, 128, 128);

		glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		glSpringMatrix2dSetupPV(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);

		glColor3f(0.2f, 0.2f, 0.2f);

		CVertexArray* va = GetVertexArray();
		va->Initialize();
		va->EnlargeArrays(12, 0, VA_SIZE_T);

		glBindTexture(GL_TEXTURE_2D, rawBumpTexture[0]);

		va->AddVertexQT(ZeroVector, 0, 0 + gs->frameNum*0.0046f);
		va->AddVertexQT(  UpVector, 0, 2 + gs->frameNum*0.0046f);
		va->AddVertexQT(  XYVector, 2, 2 + gs->frameNum*0.0046f);
		va->AddVertexQT( RgtVector, 2, 0 + gs->frameNum*0.0046f);

		va->AddVertexQT(ZeroVector, 0, 0 + gs->frameNum*0.0026f);
		va->AddVertexQT(  UpVector, 0, 4 + gs->frameNum*0.0026f);
		va->AddVertexQT(  XYVector, 2, 4 + gs->frameNum*0.0026f);
		va->AddVertexQT( RgtVector, 2, 0 + gs->frameNum*0.0026f);

		va->AddVertexQT(ZeroVector, 0, 0 + gs->frameNum*0.0012f);
		va->AddVertexQT(  UpVector, 0, 8 + gs->frameNum*0.0012f);
		va->AddVertexQT(  XYVector, 2, 8 + gs->frameNum*0.0012f);
		va->AddVertexQT( RgtVector, 2, 0 + gs->frameNum*0.0012f);

		va->DrawArrayT(GL_QUADS);

		va = GetVertexArray();
		va->Initialize();
		glBindTexture(GL_TEXTURE_2D, rawBumpTexture[1]);

		va->AddVertexQT(ZeroVector, 0, 0 + gs->frameNum*0.0036f);
		va->AddVertexQT(  UpVector, 0, 1 + gs->frameNum*0.0036f);
		va->AddVertexQT(  XYVector, 1, 1 + gs->frameNum*0.0036f);
		va->AddVertexQT( RgtVector, 1, 0 + gs->frameNum*0.0036f);

		va->DrawArrayT(GL_QUADS);

		va = GetVertexArray();
		va->Initialize();
		glBindTexture(GL_TEXTURE_2D, rawBumpTexture[2]);

		va->AddVertexQT(ZeroVector, 0, 0 + gs->frameNum*0.0082f);
		va->AddVertexQT(  UpVector, 0, 1 + gs->frameNum*0.0082f);
		va->AddVertexQT(  XYVector, 1, 1 + gs->frameNum*0.0082f);
		va->AddVertexQT( RgtVector, 1, 0 + gs->frameNum*0.0082f);

		va->DrawArrayT(GL_QUADS);

		// this fixes a memory leak on ATI cards
		glBindTexture(GL_TEXTURE_2D, 0);
		glColor3f(1.0f, 1.0f, 1.0f);
	}


	reflectFBO.Bind();
	glClearColor(sky->fogColor[0], sky->fogColor[1], sky->fogColor[2], 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	const double clipPlaneEqs[2 * 4] = {
		0.0, 1.0, 0.0, 0.0,
		0.0, 1.0, 0.0, 0.0,
	};

	CCamera* prvCam = CCamera::GetSetActiveCamera(CCamera::CAMTYPE_UWREFL);
	CCamera* curCam = CCamera::GetActiveCamera();

	{
		curCam->CopyStateReflect(prvCam);
		curCam->UpdateLoadViewPort(0, 0, 512, 512);

		DrawReflections(&clipPlaneEqs[0], true, true);
	}

	CCamera::SetActiveCamera(prvCam->GetCamType());
	prvCam->Update();
	prvCam->LoadViewPort();

	FBO::Unbind();

	glPopAttrib();
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}