Пример #1
0
	void Button::OnRender(Renderer2D& renderer)
	{
		float horizontalPadding = debug::DebugMenu::GetSettings().horizontalPadding * 0.5f;

		renderer.DrawRect(m_Bounds);
		renderer.FillRect(m_Bounds, m_State == ButtonState::PRESSED ? 0xcfbbbbbb : 0xcf5f5f5f);
		renderer.DrawString(m_Label, m_Bounds.position - vec2(m_Bounds.width - horizontalPadding, m_Font->GetHeight(m_Label) * 0.5f), *m_Font); // TODO: Actually use a Label
	}
Пример #2
0
	void Slider::OnRender(Renderer2D& renderer)
	{
		renderer.FillRect(m_Bounds, 0xcf7f7f7f);
		renderer.DrawRect(m_Bounds);

		renderer.FillRect(m_HeadBounds, 0xcfbfbfbf);
		renderer.DrawRect(m_HeadBounds);

		vec2 offset = m_Vertical ? vec2(0, m_Bounds.size.y / 2.0f) : vec2(m_Bounds.size.x / 2.0f, 0);
		renderer.DrawLine(m_Bounds.Center() - offset, m_Bounds.Center() + offset);
	}
Пример #3
0
void CheckDrawableVisibility(const WorkItem* item, unsigned threadIndex)
{
    Renderer2D* renderer = reinterpret_cast<Renderer2D*>(item->aux_);
    Drawable2D** start = reinterpret_cast<Drawable2D**>(item->start_);
    Drawable2D** end = reinterpret_cast<Drawable2D**>(item->end_);

    while (start != end)
    {
        Drawable2D* drawable = *start++;
        if (renderer->CheckVisibility(drawable))
            drawable->MarkInView(renderer->frame_);
    }
}
Пример #4
0
	void HudItemDesc::onDraw(Renderer2D &out) const {
		HudLayer::onDraw(out);
		FRect rect = this->rect();

		if(!m_item.isDummy()) {
			float ypos = topOffset() + rect.y();

			FRect uv_rect;
			auto texture = m_item.guiImage(false, uv_rect);
			float2 size(texture->width() * uv_rect.width(), texture->height() * uv_rect.height());

			float2 pos = (float2)(int2)(float2(rect.center().x - size.x * 0.5f, ypos));
			out.addFilledRect(FRect(pos, pos + size), uv_rect, {texture, mulAlpha(ColorId::white, alpha())});

			ypos += size.y + 10.0f;
			FRect desc_rect(rect.x() + 5.0f, ypos, rect.ex() - 5.0f, rect.ey() - 5.0f);
			// TODO: fix drawing of text that does not fit
		
			string params_desc;
			if(m_item.type() == ItemType::weapon)
				params_desc = Weapon(m_item).paramDesc();
			else if(m_item.type() == ItemType::ammo)
				params_desc = Ammo(m_item).paramDesc();
			else if(m_item.type() == ItemType::armour)
				params_desc = Armour(m_item).paramDesc();

			m_font->draw(out, float2(rect.x() + 5.0f, ypos), {titleColor(), titleShadowColor()}, params_desc);
		}
	}
Пример #5
0
void Test2D::OnInit(Renderer2D& renderer, Material& material)
{
	// m_Window->SetVsync(false);
	m_Renderer = &renderer;

	renderer.SetRenderTarget(RenderTarget::SCREEN);
	//renderer.AddPostEffectsPass(new PostEffectsPass(Shader::CreateFromFile("Horizontal Blur", "shaders/postfx.shader")));
	//renderer.SetPostEffects(false);

	TextureParameters params(TextureFilter::NEAREST);
	Add(spnew Sprite(4.0f, 4.0f, 4, 4, Texture2D::CreateFromFile("Tex", "res/tb.png", params)));
	Add(spnew Sprite(-5.0f, -5.0f, 3, 3, 0xffff00ff));

	FontManager::Add(spnew Font("Consolas", "res/consola.ttf", 96));
	FontManager::Add(spnew Font("Brush Script", "res/BrushScriptStd.otf", 96));

	m_DebugInfo = spnew Label*[10];
	Add(m_DebugInfo[0] = spnew Label("", -15.5f, 8.5f, 0xffffffff));
	Add(m_DebugInfo[1] = spnew Label("", -15.5f, 7.5f, 0xffffffff));
	Add(m_DebugInfo[2] = spnew Label("", -15.5f, 6.5f, 0xffffffff));
	Add(m_DebugInfo[3] = spnew Label("", -15.5f, 5.5f, 0xffffffff));
	Add(m_DebugInfo[4] = spnew Label("", -15.5f, 4.5f, 0xffffffff));

	Add(spnew Label("Consolas", -15.5f, 0.0f, FontManager::Get("Consolas"), 0xffffffff));
	Add(spnew Label("Brush Script", -15.5f, 2.0f, FontManager::Get("Brush Script"), 0xffffffff));

	Texture::SetWrap(TextureWrap::CLAMP_TO_BORDER);
	Mask* mask = spnew Mask(Texture2D::CreateFromFile("Mask", "res/mask.png"));
	mask->transform = mat4::Translate(vec3(-16.0f, -9.0f, 0.0f)) * mat4::Scale(vec3(32, 18, 1));
	SetMask(mask);
}
Пример #6
0
	void Window::draw(Renderer2D &out) const {
		out.setViewPos(-m_clipped_rect.min);
		out.setScissorRect(m_clipped_rect);

		if(m_background_color.a > 0.0f && !(m_background && m_background->size() == m_rect.size()))
			out.addFilledRect(IRect(m_clipped_rect.size()), m_background_color);
		if(m_background)
			out.addFilledRect(IRect(m_background->size()), m_background);
		
		drawContents(out);

		out.setViewPos(-m_clipped_rect.min);
		if(m_has_inner_rect) {
			int2 rsize = m_rect.size();
			int2 isize = m_inner_rect.size();

			auto col1 = WindowStyle::gui_dark;
			auto col2 = WindowStyle::gui_light;
			col1 = FColor(col1.rgb() * 0.8f, 0.5f);
			col2 = FColor(col2.rgb() * 1.333f, 0.5f);

			// TODO: minimum size of progress bar, coz sometimes its almost invisible
			if(isize.x > rsize.x) {
				float divisor = 1.0f / float(isize.x);
				float spos = float(0       - m_inner_rect.min.x) * divisor;
				float epos = float(rsize.x - m_inner_rect.min.x) * divisor;

				out.addFilledRect(IRect(0, rsize.y - 5, rsize.x, rsize.y), col1);
				out.addFilledRect(IRect(spos * rsize.x, rsize.y - 5, (spos + epos) * rsize.x, rsize.y), col2);
			}
			if(isize.y > rsize.y) {
				float divisor = 1.0f / float(isize.y);
				float spos = float(0       - m_inner_rect.min.y) * divisor;
				float epos = float(rsize.y - m_inner_rect.min.y) * divisor;

				out.addFilledRect(IRect(rsize.x - 5, 0, rsize.x, rsize.y), col1);
				out.addFilledRect(IRect(rsize.x - 5, spos * rsize.y, rsize.x, epos * rsize.y), col2);
			}
		}

		for(int n = 0; n < (int)m_children.size(); n++)
			if(m_children[n]->isVisible())
				m_children[n]->draw(out);
		if(!m_parent)
			out.setScissorRect(none);
	}
Пример #7
0
	void ImageButton::drawContents(Renderer2D &out) const {
		bool is_pressed =	m_mode == mode_toggle? m_is_pressed ^ m_mouse_press :
							m_mode == mode_toggle_on? m_is_pressed || m_mouse_press : m_mouse_press;

		if(is_pressed)
			out.addFilledRect(IRect(m_proto.down->size()), m_proto.down);
		else
			out.addFilledRect(IRect(m_proto.up->size()), m_proto.up);

		if(m_proto.font) {
			int2 rect_center = size() / 2;
			int2 pos(m_proto.text_rect.min.x - 1, m_proto.text_rect.center().y - m_text_extents.height() / 2 - 1);

			if(m_mouse_press)
				pos += int2(2, 2);
			m_proto.font->draw(out, pos, {m_is_enabled? Color(255, 200, 0) : Color::gray, Color::black}, m_text);
		}
	}
Пример #8
0
	void Window::drawWindow(Renderer2D &out, IRect rect, FColor color, int outline) {
		FColor lighter(color.rgb() * 1.2f, color.a);
		FColor darker(color.rgb() * 0.8f, color.a);
		int aoutline = fwk::abs(outline);

		if(outline) {
			int2 hsize(rect.width(), aoutline);
			int2 vsize(aoutline, rect.height());

			FColor col1 = outline < 0? darker : lighter;
			out.addFilledRect(IRect(rect.min, rect.min + hsize), col1);
			out.addFilledRect(IRect(rect.min, rect.min + vsize), col1);

			int2 p1(rect.min.x, rect.max.y - aoutline);
			int2 p2(rect.max.x - aoutline, rect.min.y);
			FColor col2 = outline < 0? lighter : darker;
			out.addFilledRect(IRect(p1, p1 + hsize), col2);
			out.addFilledRect(IRect(p2, p2 + vsize), col2);
		}

		int2 off(aoutline, aoutline);
		out.addFilledRect(inset(rect, off, off), color);
	}
Пример #9
0
	void MultiPlayerMenu::onDraw(Renderer2D &out) const {
		FRect back_quad((float2)m_window_size);

		out.addFilledRect(back_quad, mulAlpha(ColorId::black, m_visible_time * 0.8f));
		HudLayer::onDraw(out);

		if(!m_message.empty()) {
			double msg_time = getTime() - m_message_time;
			double alpha = min(1.0, 5.0 - msg_time);

			if(msg_time < 5.0)
				m_font->draw(out, rect() + float2(spacing, 0.0f),
						     {mulAlpha(m_message_color, alpha), mulAlpha(ColorId::black, alpha), HAlign::left, VAlign::bottom}, m_message);
		}
	}
Пример #10
0
void TestLayer::OnInit(Renderer2D& renderer, Shader& shader)
{
	// m_Window->SetVsync(false);
	m_Renderer = &renderer;

	renderer.SetRenderTarget(RenderTarget::BUFFER);
	renderer.AddPostEffectsPass(new PostEffectsPass(Shader::FromFile("Horizontal Blur", "shaders/postfx.shader")));
	renderer.SetPostEffects(false);

	Texture::SetFilter(TextureFilter::NEAREST);
	Add(new Sprite(0.0f, 0.0f, 8, 8, new Texture("Tex", "res/tb.png")));
	Add(new Sprite(-8.0f, -8.0f, 6, 6, 0xffff00ff));

	debugInfo = new Label*[10];
	debugInfo[0] = new Label("", -15.5f, 6.8f, 0xffffffff);
	debugInfo[1] = new Label("", -15.5f, 5.8f, 0xffffffff);
	Add(debugInfo[0]);
	Add(debugInfo[1]);

	Texture::SetWrap(TextureWrap::CLAMP_TO_BORDER);
	Mask* mask = new Mask(new Texture("Mask", "res/mask.png"));
	mask->transform = mat4::Translate(vec3(-16.0f, -9.0f, 0.0f)) * mat4::Scale(vec3(32, 18, 1));
	SetMask(mask);
}
Пример #11
0
	void HudItemButton::onDraw(Renderer2D &out) const {
		HudButton::onDraw(out);
		FRect rect = this->rect();

		if(!m_entry.item.isDummy()) {
			FRect uv_rect;
			auto texture = m_entry.item.guiImage(true, uv_rect);
			float2 size(texture->width() * uv_rect.width(), texture->height() * uv_rect.height());

			float2 pos = (float2)(int2)(rect.center() - size / 2);
			out.addFilledRect(FRect(pos, pos + size), texture);

			if(m_entry.count > 1)
				m_font->draw(out, rect, {textColor(), textShadowColor(), HAlign::right}, format("%", m_entry.count));
			if(isDropping())
				m_font->draw(out, rect, {textColor(true), textShadowColor(), HAlign::left, VAlign::bottom}, format("-%", dropCount()));
		}
	}
Пример #12
0
	void HudWeapon::onDraw(Renderer2D &out) const {
		HudButton::onDraw(out);
		FRect rect = this->rect();

		if(!m_weapon.isDummy()) {
			FRect uv_rect;
			auto texture = m_weapon.guiImage(false, uv_rect);
			float2 size(texture->width() * uv_rect.width(), texture->height() * uv_rect.height());

			float2 pos = (int2)(rect.center() - size / 2);
			out.addFilledRect(FRect(pos, pos + size), uv_rect, {texture, Color::white});

			//TODO: print current attack mode
			if(m_weapon.proto().max_ammo) {
				TextFormatter fmt;
				fmt("%d/%d", m_ammo_count, m_weapon.proto().max_ammo);
				//TODO: alpha for shadow color
				m_font->draw(out, rect, {m_style.enabled_color, Color::black, HAlign::right, VAlign::top}, fmt);
			}
		}
	}
Пример #13
0
	void TileSelector::drawContents(Renderer2D &out) const {
		int2 offset = innerOffset();
		IRect clip_rect(int2(0, 0), clippedRect().size());

		for(int n = 0; n < (int)m_tile_list.size(); n++) {
			const Tile *tile = m_tile_list[n].tile;
			IRect tile_rect = tile->rect();
			int2 pos = m_tile_list[n].pos - tile_rect.min - offset;

			if(areOverlapping(clip_rect, tile_rect + pos))
				tile->draw(out, pos);
		}
		
		if(m_selection) {
			int2 pos = m_selection->pos - offset;

			out.setViewPos(-clippedRect().min - pos + m_selection->tile->rect().min);
			IBox box(int3(0, 0, 0), m_selection->tile->bboxSize());
			drawBBox(out, box);
		//	out.addFilledRect(IRect(pos, pos + m_selection->size));
		}
	}
Пример #14
0
void Text::draw(glm::ivec2 position, Renderer2D &renderer) {
    renderer.draw(position, text, color, font);
}
Пример #15
0
void Image::draw(glm::ivec2 position, glm::ivec2 size,
        Renderer2D &renderer) {
    renderer.draw(position, size, texture);
}
Пример #16
0
void Color::draw(glm::ivec2 position, glm::ivec2 size,
        Renderer2D &renderer) {
    renderer.draw(position, size, color);
}
Пример #17
0
	void GroupEditor::drawContents(Renderer2D &out) const {
		int2 offset = innerOffset();

		for(int n = 0; n < m_tile_group->entryCount(); n++)
		   m_tile_group->entryTile(n)->m_temp = n;

		IRect clip_rect(int2(0, 0), clippedRect().size());

		for(int n = 0; n < (int)m_tile_list.size(); n++) {
			const ui::TileList::Entry &entry = m_tile_list[n];
			entry.is_selected = m_mode == mAddRemove?
				m_tile_group->isValidEntryId(entry.tile->m_temp, entry.tile) :
				entry.group_id == m_selected_group_id;

			IRect tile_rect = entry.tile->rect();
			int2 pos = entry.pos - tile_rect.min - offset;

			if(areOverlapping(clip_rect, tile_rect + pos))
				entry.tile->draw(out, pos);
		}
		
		DTexture::unbind();
		for(int n = 0; n < (int)m_tile_list.size(); n++) {
			const ui::TileList::Entry &entry = m_tile_list[n];
			if(!entry.is_selected)
				continue;
		
			Color col = m_tile_group->isEntryDirty(entry.tile->m_temp)? ColorId::red : ColorId::white;	
			int2 pos = entry.pos - offset;
			out.addRect(IRect(pos, pos + entry.size), col);
		}

		if(m_mode == mModify && m_selected_group_id != -1) {	
			IRect edit_rect(clippedRect().max - int2(280, 250), clippedRect().max - int2(5, 0));
			int2 center = edit_rect.center();

			out.setViewPos(-center);
			int2 half_size = edit_rect.size() / 2;
			out.addFilledRect(IRect(-half_size, half_size), FColor(0.3f, 0.3f, 0.3f));
			drawBBox(out, IBox({-9, 0, -9}, {9, 1, 9}), ColorId::white);

			auto font = res::getFont(WindowStyle::fonts[0]);

			for(int n = 0; n < TileGroup::Group::side_count; n++) {
				out.setViewPos(-center - worldToScreen(TileGroup::Group::s_side_offsets[n] * 9));
				font->draw(out, float2(0, 0), {ColorId::white}, format("%d", m_tile_group->groupSurface(m_selected_group_id, n)));
			}
				
			out.setViewPos(-center +edit_rect.size() / 2);
			font->draw(out, float2(0, 0), {ColorId::white}, format("setting surface: %d", m_selected_surface_id));

			/*
			const char *names[] = {
				"",
				"snow",
				"gravel",
				"dirt",
				"grass",
				"mud",
				"mud_cracked",
				"sand",
				"green goo",
			};

			out.setViewPos(-int2(bottom_rect.max.x - 200, bottom_rect.min.y));
			for(int n = 0; n < arraySize(names); n++)
				font->draw(int2(0, 10), ColorId::white,
						m_selected_surface_id == n? "%d: [%s]\n" : "%d: %s\n", n, names[n]); */
			out.setViewPos(-clippedRect().min);
		}

		if(m_current_entry)
			m_font->draw(out, float2(5, height() - 20), {ColorId::white, ColorId::black},
					format("%s", m_current_entry->tile->resourceName().c_str()));
	}
Пример #18
0
	void EntitiesEditor::drawContents(Renderer2D &out) const {
		m_view.updateVisibility();
		SceneRenderer renderer(clippedRect(), m_view.pos());
		
		{
			vector<int> visible_ids;
			visible_ids.reserve(1024);
			m_tile_map.findAll(visible_ids, renderer.targetRect(), Flags::all | Flags::visible);

			for(int i = 0; i < (int)visible_ids.size(); i++) {
				auto &object = m_tile_map[visible_ids[i]];
				int3 pos(object.bbox.min);
				object.ptr->addToRender(renderer, pos, Color::white);
			}

			visible_ids.clear();
			m_entity_map.findAll(visible_ids, renderer.targetRect(), Flags::all | Flags::visible);
			
			vector<char> selection_map(m_entity_map.size(), 0);
			vector<float3> old_positions(m_selected_ids.size());

			for(int n = 0; n < (int)m_selected_ids.size(); n++) {
				selection_map[m_selected_ids[n]] = 1;
				visible_ids.push_back(m_selected_ids[n]);

				if(m_is_moving) {
					auto &object = m_entity_map[m_selected_ids[n]];
					old_positions[n] = object.ptr->pos();
					object.ptr->setPos(old_positions[n] + float3(m_move_offset));
					m_entity_map.update(m_selected_ids[n]);
				}
			}

			sort(visible_ids.begin(), visible_ids.end());
			visible_ids.resize(std::unique(visible_ids.begin(), visible_ids.end()) - visible_ids.begin());
		
			for(int n = 0; n < (int)visible_ids.size(); n++) {
				auto &object = m_entity_map[visible_ids[n]];
				float3 old_pos = object.ptr->pos();
				bool is_selected = selection_map[visible_ids[n]];

				FBox bbox = object.ptr->boundingBox();

				if(object.ptr->typeId() == EntityId::trigger) {
					renderer.addBox(bbox, Color(Color::green, 64), true);
					renderer.addBox(FBox(bbox.min + float3(0.1, 0.1, 0.1), bbox.max - float3(0.1, 0.1, 0.1)), Color::green);
				}
				else {
					object.ptr->addToRender(renderer);
				}

				bool is_colliding = m_tile_map.findAny(bbox) != -1 || m_entity_map.findAny(bbox, visible_ids[n]) != -1;
				if(is_colliding)
					renderer.addBox(bbox, Color::red);
				if(is_selected) {
					if(!is_colliding)
						renderer.addBox(bbox, Color::white);
					FBox overground_box = computeOvergroundBox(bbox);
					if(!overground_box.isEmpty())
						renderer.addBox(overground_box, Color::yellow);
				}
			}

			if(m_is_moving) for(int n = 0; n < (int)m_selected_ids.size(); n++) {
				auto &object = m_entity_map[m_selected_ids[n]];
				object.ptr->setPos(old_positions[n]);
				m_entity_map.update(m_selected_ids[n]);
			}
		}

		if(m_proto && m_mode == Mode::placing) {
			m_proto->setPos(m_cursor_pos);
			m_proto->addToRender(renderer);
			FBox bbox = m_proto->boundingBox();

			bool is_colliding = m_tile_map.findAny(bbox) != -1 || m_entity_map.findAny(bbox) != -1;
			renderer.addBox(bbox, is_colliding? Color::red : Color::white);
			if(bbox.max.y == bbox.min.y)
				bbox.max.y += 1.0f;

			FBox overground_box = computeOvergroundBox(bbox);
			if(!overground_box.isEmpty())
				renderer.addBox(overground_box, Color::yellow);
		}

		renderer.render();
		if(m_mode == Mode::selecting && m_is_selecting)
			out.addRect(m_selection - m_view.pos(), Color::white);

		out.setScissorRect(clippedRect());
		out.setViewPos(-clippedRect().min + m_view.pos());
		m_view.drawGrid(out);

		out.setViewPos(-clippedRect().min);
		auto font = res::getFont(WindowStyle::fonts[1]);

		font->draw(out, int2(0, clippedRect().height() - 25), {Color::white, Color::black},
				format("Cursor: (%.0f, %.0f, %.0f)  Grid: %d Mode: %s\n",
				m_cursor_pos.x, m_cursor_pos.y, m_cursor_pos.z, m_view.gridHeight(), EntitiesEditorMode::toString(m_mode)));
	}
Пример #19
0
	void GameController::gameLoop() {
		//set program scale.
		View::Camera camera;
		camera.scale = Vec2(1.f, 1.f);

		screenHeight *= camera.scale.y;
		screenWidth *= camera.scale.x;

		Vec2 boarder = Vec2((screenWidth / 2) - (boarderMargin * camera.scale.x), (screenHeight / 2) - (boarderMargin * camera.scale.y));
		Vec2 origin = Vec2(screenWidth / 2, screenHeight / 2);

		wParams.mFullscreen = false;
		wParams.mHeight = screenHeight;
		wParams.mWidth = screenWidth;
		wParams.mTitle = "Laboration 3";
		wParams.mPosX = 0;
		wParams.mPosY = 0;

		if (common.init(wParams)) {

			//Load all textures
			common.registerTextureResource("smoke", "image/particlesmoke.tga");
			common.registerTextureResource("spark", "image/spark.png");
			common.registerTextureResource("explosion", "image/explosion.png");
			common.registerTextureResource("ball", "image/ball.png"); 		

			common.registerSoundResource("shoot", "sound/fire.wav");

			EventManager em;
			common.setEventProcessor(&em);

			Graphics *g = common.getGraphics();

			g->setViewport(0, 0, screenWidth, screenHeight);

			Renderer2D *renderer = g->createRenderer2D();

			float rot = 0.0f;

			HiResTimer timer;
			timer.restart();

			const float TIME_STEP = 1.0 / 60.0f;
			float accumulator = 0.0f;

			float accumulatorKeyPress = 0.0f;
			float oldAccumulatorKeyPress = 0.0f;

			while (gRunning) {

				common.getInputState(&inputState);
				if (inputState.isDown(Button::BUTTON_ESCAPE)) {
					gRunning = 0;
				}

				common.frame();
				timer.tick();

				g->clear(Color::White, true);

				accumulator += timer.getDeltaSeconds();

				//setting timer for key pressing.
				accumulatorKeyPress += timer.getDeltaSeconds();

				//Identify key press.
				if (accumulatorKeyPress - oldAccumulatorKeyPress > .5f) {
					if (inputState.isDown(Button::BUTTON_MOUSELEFT)) {
						oldAccumulatorKeyPress = accumulatorKeyPress;
						splitter.push_back(new View::SplitterSystem(common, camera.scale, Vec2(screenWidth, screenHeight), Vec2(inputState.mMouseX, inputState.mMouseY)));
						smoke.push_back(new View::SmokeSystem(common, camera.scale, Vec2(screenWidth, screenHeight), Vec2(inputState.mMouseX, inputState.mMouseY)));
					
						common.getAudio();
					}
				}

				while (accumulator >= TIME_STEP) {
					accumulator -= TIME_STEP;

					for (int i = 0; i != splitter.size(); ++i) {
						splitter[i]->UpdateEmitter(TIME_STEP);
						smoke[i]->UpdateEmitter(TIME_STEP);
					}
				}

				renderer->begin(Renderer2D::SPRITE_SORT_DEFERRED, Renderer2D::SPRITE_BLEND_ALPHA);

				for (int i = 0; i != splitter.size(); ++i) {
					splitter[i]->RenderEmitter(renderer);
					smoke[i]->RenderEmitter(renderer);
				}

				rot += timer.getDeltaSeconds() * 0.1f;

				renderer->end();

				g->present();
			}

		}
	}
Пример #20
0
void Test2D::OnRender(Renderer2D& renderer)
{
	m_DebugInfo[0]->SetText(String("Target: ") + (renderer.GetRenderTarget() == RenderTarget::SCREEN ? "Screen" : "Buffer"));
	m_DebugInfo[1]->SetText(String("PostFX: ") + (renderer.GetPostEffects() ? "On" : "Off"));
}
Пример #21
0
void TestLayer::OnRender(Renderer2D& renderer)
{
	debugInfo[0]->text = String("Target: ") + (renderer.GetRenderTarget() == RenderTarget::SCREEN ? "Screen" : "Buffer");
	debugInfo[1]->text = String("PostFX: ") + (renderer.GetPostEffects() ? "On" : "Off");
}
Пример #22
0
void gameLoop() {
	wParams.mFullscreen = false;
	wParams.mHeight = screenHeight;
	wParams.mWidth = screenWidth;
	wParams.mTitle = "Laboration 2";
	wParams.mPosX = 0;
	wParams.mPosY = 0;

	if (common.init(wParams)) {

		common.registerTextureResource("explosion", "image/explosion.png");
		
		EventManager em;
		common.setEventProcessor(&em);

		Graphics *g = common.getGraphics();

		g->setViewport(0, 0, screenWidth, screenHeight);

		Renderer2D *renderer = g->createRenderer2D();

		float rot = 0.0f;

		HiResTimer timer;
		timer.restart();

		//Set program scale.
		AnimationSystem animationSystem(common);
		
		const float TIME_STEP = 1.0 / 50.0f;
		float accumulator = 0.0f;

		while (gRunning) {

			common.getInputState(&inputState);
			if (inputState.isDown(Button::BUTTON_ESCAPE)) {
				gRunning = 0;
			}
			
			common.frame();
			timer.tick();

			g->clear(Color::Black, true);

			accumulator += timer.getDeltaSeconds();

			while (accumulator >= TIME_STEP) {
				accumulator -= TIME_STEP;
				animationSystem.UpdateEmitter(TIME_STEP);
			}

			renderer->begin(Renderer2D::SPRITE_SORT_DEFERRED, Renderer2D::SPRITE_BLEND_ALPHA);

			animationSystem.RenderEmitter(renderer);

			rot += timer.getDeltaSeconds() * 0.1f;

			renderer->end();

			g->present();
		}

		animationSystem.FreeMem();
	}
}