void gameDraw(OPfloat dt) { OPrenderClear(0.15, 0.15, 0.15); SkyDraw(&GAME_CAMERA); ShipBatchDraw(&GAME_CAMERA); ProjectileBatchDraw(&GAME_CAMERA); OPrenderPresent(); }
void GimbalLock::Render(OPfloat delta) { #if RUN_SECONDARY_WINDOW MainWindow->Bind(); #endif OPrenderClear(0, 0, 0); RenderMain(delta); #if RUN_SECONDARY_WINDOW // If there's a secondary window, present the Main Window first // Otherwise we're rendering to the second window OPrenderPresent(); #endif RenderSecondary(); OPrenderPresent(); }
void GimbalLock::RenderSecondary() { #if RUN_SECONDARY_WINDOW SecondaryWindow->Bind(); #endif #ifdef ADDON_imgui OPimguiNewFrame(); { ImGui::Text("Gimbal Lock"); ImGui::DragFloat3("Rotation", (float*)&rotation, 1.0f, -180, 180); //ImGui::DragFloat3("Camera", (float*)&scene.camera.pos, 0.25f, -10.0, 10.0f); if (ImGui::Button("Start")) { interpolateRotation = 1; rotationTime = 0; rotationTarget = OPvec3(90, 0, 90); } if (ImGui::Button("Show Grey")) { scene.Add(&ringGrey, &materialGrey); } if (ImGui::Button("Remove Grey")) { scene.index--; } ImGui::DragFloat("Rotation Grey", (float*)&rotationGrey, 1.0f, -180, 180); if (ImGui::Button("Interpolate")) { interpolateRotation = 1; rotationTime = 0; rotationTarget = OPvec3(180, 90, 180); } } #endif #if RUN_SECONDARY_WINDOW OPrenderClear(0.2, 0.2, 0.2); #endif #ifdef ADDON_imgui ImGui::Render(); #endif }
void ExampleState::Render(OPfloat delta) { OPrenderClear(0, 0, 0, 1); OPrenderPresent(); }