void MaratisPlayer::graphicLoop(void) { MWindow * window = MWindow::getInstance(); MEngine * engine = MEngine::getInstance(); MRenderingContext * render = engine->getRenderingContext(); // game MGame * game = engine->getGame(); if(game) { if(game->isRunning()) { render->disableScissorTest(); render->setViewport(0, 0, window->getWidth(), window->getHeight()); game->draw(); } else { render->clear(M_BUFFER_COLOR); } } else { render->clear(M_BUFFER_COLOR); } }
void MGame::draw(void) { MRenderingContext * render = MEngine::getInstance()->getRenderingContext(); // get level MLevel * level = MEngine::getInstance()->getLevel(); if(! level) return; // get current scene MScene * scene = level->getCurrentScene(); if(! scene) return; // clear buffer render->enableDepthTest(); if(scene->getCamerasNumber() == 0) { // draw scene with default camera MOCamera camera; render->setClearColor(*camera.getClearColor()); render->clear(M_BUFFER_COLOR | M_BUFFER_DEPTH); camera.enable(); camera.updateListener(); scene->draw(&camera); } else { MOCamera * camera = NULL; unsigned int currentCamera = scene->getCurrentCamera(); if(currentCamera < scene->getCamerasNumber()) camera = scene->getCameraByIndex(currentCamera); else camera = scene->getCameraByIndex(0); render->setClearColor(*camera->getClearColor()); render->clear(M_BUFFER_COLOR | M_BUFFER_DEPTH); camera->enable(); camera->updateListener(); scene->draw(camera); } }
void MGuiWindow::draw(void) { MRenderingContext * render = MGui::getInstance()->getRenderingContext(); if(! isVisible()) return; MWindow * window = MWindow::getInstance(); rescaleScrollingBar(); render->enableScissorTest(); render->setScissor((int)getPosition().x, window->getHeight() - (int)getPosition().y - (unsigned int)getScale().y, (unsigned int)getScale().x, (unsigned int)getScale().y); // normal clear if((getNormalColor().w >= 1.0f) && (! hasNormalTexture())) { render->setClearColor(getNormalColor()); render->clear(M_BUFFER_COLOR); MGuiEvent guiEvent; guiEvent.type = MGUI_EVENT_DRAW; if(m_pointerEvent) m_pointerEvent(this, &guiEvent); // 2d mode set2dMode(render); render->disableDepthTest(); render->disableCullFace(); render->disableLighting(); render->enableBlending(); render->setBlendingMode(M_BLENDING_ALPHA); render->enableTexture(); } else { // background set2dMode(render); render->disableDepthTest(); render->disableCullFace(); render->disableLighting(); render->enableBlending(); render->setBlendingMode(M_BLENDING_ALPHA); if(hasNormalTexture()) // texture clear { render->enableTexture(); render->setColor4(getNormalColor()); drawTexturedQuad(getNormalTexture()); } else if(getNormalColor().w < 1.0f) { render->disableTexture(); render->setColor4(getNormalColor()); drawQuad(); } if(m_pointerEvent) { MGuiEvent guiEvent; guiEvent.type = MGUI_EVENT_DRAW; m_pointerEvent(this, &guiEvent); // 2d mode set2dMode(render); render->disableDepthTest(); render->disableCullFace(); render->disableLighting(); render->enableBlending(); render->setBlendingMode(M_BLENDING_ALPHA); render->enableTexture(); } } // gui render->pushMatrix(); render->translate(MVector3(getPosition().x, getPosition().y, 0)); render->pushMatrix(); render->translate(MVector3(getScroll().x, getScroll().y, 0)); // drawing unsigned int i; unsigned int oSize = m_objects.size(); for(i=0; i<oSize; i++) m_objects[i]->draw(); render->popMatrix(); // draw shadows if(hasShadow()) { render->disableScissorTest(); drawShadow(); render->enableScissorTest(); } // scolling slides if(isHorizontalScroll()) m_hScrollSlide.draw(); if(isVerticalScroll()) m_vScrollSlide.draw(); render->popMatrix(); }