Пример #1
0
void CPropSelUser::OnPaint()
{
	CPaintDC dc(this); // device context for painting
	// TODO: 在此处添加消息处理程序代码
	// 不为绘图消息调用 CDialog::OnPaint()
	drawSkin();
}
Пример #2
0
void CPropPannel::OnPaint()
{
	CPaintDC dc(this); // device context for painting
	
	//绘画框架底图 2012.10.17 yyf
	m_configDlg.DrawViewFrame(&dc);

	drawSkin();
	/*if(!m_ie.get_Busy())
		m_ie.Refresh();*/
	__super::OnPaint();
}
Пример #3
0
LRESULT CPropSelUser::DefWindowProc(UINT message, WPARAM wParam, LPARAM lParam)
{
	LRESULT lrst=CDialog::DefWindowProc(message, wParam, lParam);

	if (!::IsWindow(m_hWnd))
		return lrst;

	if (message==WM_MOVE||message==WM_PAINT||message==WM_NCPAINT||message==WM_NCACTIVATE)// ||message == WM_NOTIFY)
	{
		drawSkin();
	}
	return lrst;
}
Пример #4
0
	//================================================================================
	//!	メソッド名	CSKIN_MESH::draw
	//
	//	機能		描画
	//	機能概要	スキンメッシュの描画を行う
	//	引数		inDev			Direct3Dデバイス
	//	戻り値		TRUE			描画成功
	//				FALSE			描画失敗
	//	更新		2008/05/30		<追加>	コメント
	//================================================================================
	BOOL
	CSKIN_MESH::draw(CONST DEV inDev)
	{
	//	描画の無効性を調べて、無効の時
		if(	!getVisible())
		{
		//	描画失敗を返す
			return	FALSE;
		}

	//	モデルを前向きにする
		MAT16	matrix = (*getWorldMatrixInversed()) * (*getWorldMatrix());

		return	drawSkin(inDev, &matrix);
	}
Пример #5
0
void Shark::drawShark(int frame) { //, GLUquadricObj *quadratic)
    drawSkin(frame);
}
Пример #6
0
void GL_RenderPix(u8 * pix,int w, int h)
{
    // Update the texture dimensions/scaling depending on the rendered image size.
    if ( srcWidth != w || srcHeight != h )
    {
        srcWidth = w;
        srcHeight = h;
        GL_InitTexture(w,h);
        updateOrientation();
    }

    glClear( GL_COLOR_BUFFER_BIT );
    checkError();

    /*-----------------------------------------------------------------------------
     *  Background Skin
     *-----------------------------------------------------------------------------*/
    if ( use_on_screen && skin && !skin->transparent)
    {
        drawSkin();
    }

    /*-----------------------------------------------------------------------------
     *  Draw the frame of the snes
     *-----------------------------------------------------------------------------*/

    // Use the program object
    glUseProgram ( programObject );
    checkError();

    glVertexAttribPointer( positionLoc, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), vertexCoords );
    checkError();
    glVertexAttribPointer( texCoordLoc, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), texCoords );

    checkError();

    glEnableVertexAttribArray( positionLoc );
    checkError();
    glEnableVertexAttribArray( texCoordLoc );
    checkError();

    glBindTexture(GL_TEXTURE_2D, texture);
    glTexSubImage2D( GL_TEXTURE_2D,0,
                     0,0, srcWidth,srcHeight,
                     GL_RGB,GL_UNSIGNED_SHORT_5_6_5,pix);

    checkError();

    //sampler texture unit to 0
    glUniform1i( samplerLoc, 0 );
    checkError();

    glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices );
    checkError();

    /*-----------------------------------------------------------------------------
     *  Skin Overlay
     *-----------------------------------------------------------------------------*/
    if ( use_on_screen && skin && skin->transparent)
    {
        drawSkin();
    }


    //Push to screen
    SDL_GL_SwapBuffers();
    checkError();

}