示例#1
0
void RenderMesh(int frameNumber_) {
  PixBufT *canvas = R_("Canvas");
  SceneT *scene = R_("Scene");
  float frameNumber = frameNumber_;
  float s = sin(frameNumber * 3.14159265f / 90.0f) + 1.0f;

  {
    MatrixStack3D *ms = GetObjectTranslation(scene, "Object");

    StackReset(ms);
    PushScaling3D(ms, 0.75f + 0.5f * s, 0.75f + 0.5f * s, 0.75f + 0.5f * s);
    PushRotation3D(ms, 0, (float)(-frameNumber * 2), frameNumber);
    PushTranslation3D(ms, 0.0f, 0.0f, -2.0f);
  }

  PixBufClear(canvas);
#if 0
  RenderFlatShading = true;
  PixBufSetColorMap(canvas, R_("ColorMap"), -32);
#endif
  PROFILE(RenderScene)
    RenderScene(scene, canvas);

  c2p1x1_8_c5_bm(canvas->data, GetCurrentBitMap(), WIDTH, HEIGHT, 0, 0);
}
示例#2
0
static void Render(int frameNumber) {
  PixBufT *umap;

  int du = 2 * frameNumber;
  int dv = 4 * frameNumber;

  {
    MatrixStack3D *ms = GetObjectTranslation(scene, "Object");

    StackReset(ms);
    PushScaling3D(ms, 1.25f, 1.25f, 1.25f);
    PushRotation3D(ms, 0, (float)(-frameNumber * 2), frameNumber);
    PushTranslation3D(ms, 0.0f, 0.0f, -2.0f);
  }

  if (effectNum == 0) {
    umap = NewPixBufWrapper(WIDTH, HEIGHT, uvmap->map.fast.u);

    PROFILE(PixBufClear)
      PixBufClear(shades);
    PROFILE(RenderScene)
      RenderScene(scene, shades);

    PixBufSetBlitMode(shades, BLIT_ADDITIVE);
    PixBufBlit(umap, 0, 0, orig, NULL);
    PixBufBlit(umap, 0, 0, shades, NULL);

    UVMapSetOffset(uvmap, du, dv);
    UVMapRender(uvmap, canvas);

    MemUnref(umap);
  } else {
    UVMapSetOffset(uvmap, du, dv);
    UVMapRender(uvmap, canvas);

    PROFILE(PixBufClear)
      PixBufClear(shades);
    PROFILE(RenderScene)
      RenderScene(scene, shades);

    PixBufSetColorMap(shades, colorMap);
    PixBufSetBlitMode(shades, BLIT_COLOR_MAP);

    PixBufBlit(canvas, 0, 0, shades, NULL);
  }

  c2p1x1_8_c5_bm(canvas->data, GetCurrentBitMap(), WIDTH, HEIGHT, 0, 0);
}