//
	// 渲染接收阴影
	//
	VOID CRenderQuene::RenderReceiveShadow(const CEntityCamera *pCamera, const CEntityShadow *pShadow, DWORD dwSolution, DWORD dwPassGroup, DWORD dwBeginRenderID, DWORD dwEndRenderID)
	{
		ASSERT(pCamera);
		ASSERT(pShadow);

		//
		// 1. 查找场景渲染队列
		//
		SceneRenderQueneMap::iterator itSceneRenderQuene = m_sceneRenderQuenes.find(pCamera);
		if (itSceneRenderQuene == m_sceneRenderQuenes.end()) return;

		//
		// 2. 查找阴影渲染队列
		//
		ShadowRenderQueneMap::iterator itShadowRenderQuene = m_shadowRenderQuenes.find(pShadow);
		if (itShadowRenderQuene == m_shadowRenderQuenes.end()) return;

		//
		// 3. 设置相机
		//
		Renderer()->SetPerspective(pCamera->GetFovy(), pCamera->GetAspect(), pCamera->GetZNear(), pCamera->GetZFar());
		Renderer()->SetLookAt(*pCamera->GetPosition(), *pCamera->GetForwardDirection(), *pCamera->GetUpDirection());

		//
		// 4. 渲染
		//
		BOOL bOccludeQuery = itSceneRenderQuene->second.bRenderQuery;
		BOOL bCastShadow = FALSE;
		BOOL bReceiveShadow = TRUE;
		BOOL bTransparence = FALSE;
		const MATRIX4 *mtxShadowProjection = &itShadowRenderQuene->second.mtxShadowProjection;

		Render(itShadowRenderQuene->second.receives, dwSolution, dwPassGroup, dwBeginRenderID, dwEndRenderID, 
			bOccludeQuery, bCastShadow, bReceiveShadow, bTransparence, mtxShadowProjection);
	}
	//
	// 渲染查询
	//
	VOID CRenderQuene::RenderQuery(const CEntityCamera *pCamera)
	{
		ASSERT(pCamera);

		//
		// 1. 查找场景渲染队列并检查是否已经渲染
		//
		SceneRenderQueneMap::iterator itSceneRenderQuene = m_sceneRenderQuenes.find(pCamera);
		if (itSceneRenderQuene == m_sceneRenderQuenes.end()) return;
		if (itSceneRenderQuene->second.bRenderQuery) return;

		//
		// 2. 设置相机
		//
		Renderer()->SetPerspective(pCamera->GetFovy(), pCamera->GetAspect(), pCamera->GetZNear(), pCamera->GetZFar());
		Renderer()->SetLookAt(*pCamera->GetPosition(), *pCamera->GetForwardDirection(), *pCamera->GetUpDirection());

		//
		// 3. 渲染
		//
		RenderQuery(itSceneRenderQuene->second.materials, itSceneRenderQuene->second.lights);

		//
		// 4. 设置已经渲染
		//
		itSceneRenderQuene->second.bRenderQuery = TRUE;
	}
示例#3
0
StageState::StageState(int type) : GState()
{
	this->genreType = type;

	this->bgImage = new GImage(Renderer(), "./Resource/LogoState.bmp");
	int x, y;
	char temp[256] = { 0, };

	for (int i = 0; i < 15; i++) {
		if (i >= 0 && i <= 7) {
			Blocks[i] = NILL;
			if (i >= 0 && i <= 3) {
				y = 100;
				x = 200 + ((i % 4) * 200);
			}
			if( i>=4 && i<=7) {
				y = 250;
				x = 200 + ((i % 4) * 200);
			}
		}
		if (i >= 8 && i <= 11) {
			y = 500;
			x = 200 + ((i%4) * 240);
		}
		sprintf(temp, "./Resource/StageImg/stageX.bmp");
		this->NButtons[i] = new GButton(new GImage(Renderer(), temp), x, y);
	}
}
示例#4
0
void GStateManager::Draw() {
	Renderer()->Clear();
	Renderer()->Begin();
	//TODO: Scene Draw 처리
	if (currentState != NOT_SET_STATE)
		m_states[currentState]->OnDraw();

	Renderer()->End();
	Renderer()->Present();
}
示例#5
0
	void DrawSelectionbox(const glm::vec4& posDim, const GFXColor& color)
	{
		
		glm::vec4 cspos = glm::vec4(
			posDim.x / float(Renderer().GetWindowWidth() / 2) - 1.0f,
			1.0f - posDim.y / float(Renderer().GetWindowHeight() / 2),
			posDim.z / float(Renderer().GetWindowWidth())*2,
			posDim.w / float(Renderer().GetWindowHeight())*2);

		Renderer().DrawSelectionbox(cspos, color);
	}
示例#6
0
	void Debug::DrawPoint(GFXVec2 point, GFXColor color, float size)
	{
		DebugPoint p;
		p.position = glm::vec3(
			point.x / float(Renderer().GetWindowWidth()/2) - 1.0f,
			1.0f - point.y / float(Renderer().GetWindowHeight()/2),
			0.0);
		p.size = size;
		p.color = color;
		DebugDrawing().AddPoint(p);
	}
示例#7
0
	void Debug::DrawRectangle(GFXVec2 position, GFXVec2 dimensions, 
		bool solid, GFXColor color)
	{
		DebugRect r;
		r.color = color;
		r.position = glm::vec3(
			position.x / float(Renderer().GetWindowWidth() / 2) - 1.0f,
			1.0f - position.y / float(Renderer().GetWindowHeight() / 2), 0.0f);
		r.dimensions = glm::vec3(
			dimensions.x / float(Renderer().GetWindowWidth())*2,
			dimensions.y / float(Renderer().GetWindowHeight())*2, 0.0f);
		DebugDrawing().AddRect(r, solid);
	}
	//
	// 渲染遮挡
	//
	VOID CRenderQuene::RenderOcclude(const RenderQuene &occludes)
	{
		Renderer()->BeginOcclude();
		{
			for (RenderQuene::const_iterator itEntity = occludes.begin(); itEntity != occludes.end(); ++itEntity) {
				const CEntityRenderable *pEntity = *itEntity;
				ASSERT(pEntity);

				pEntity->RenderOcclude();
			}
		}
		Renderer()->EndOcclude();
	}
示例#9
0
	void DrawFilledRect(GFXVec2 position, GFXVec2 dimensions, GFXColor color)
	{
		FilledRect r;
		r.color = color;
		r.position = glm::vec3(
			position.x / float(Renderer().GetWindowWidth() / 2) - 1.0f,
			1.0f - position.y / float(Renderer().GetWindowHeight() / 2), 0.0f);
		r.dimensions = glm::vec3(
			dimensions.x / float(Renderer().GetWindowWidth()) * 2,
			dimensions.y / float(Renderer().GetWindowHeight()) * 2, 0.0f);

		Renderer().AddFilledRect(r);
	}
示例#10
0
	void Debug::DrawCircle(GFXVec2 position, float radius, unsigned int lineWidth, GFXColor color)
	{
		DebugRect c;
		c.position = glm::vec3(
			(position.x-radius) / float(Renderer().GetWindowWidth() / 2) - 1.0f,
			1.0f - (position.y+radius) / float(Renderer().GetWindowHeight() / 2), 0.0f);
		c.color = color;
		c.dimensions = glm::vec3(
			radius * 2 / float(Renderer().GetWindowWidth() / 2),
			radius * 2 / float(Renderer().GetWindowHeight() / 2), 
			radius);
		c.lineWidth = (lineWidth == 0) ? -1.0f : (float)lineWidth;
		DebugDrawing().AddCircle(c);
	}
示例#11
0
	void Debug::DrawLine(GFXVec2 p1, GFXVec2 p2, GFXColor color, float thickness)
	{
		DebugLine l;
		l.color = color;
		l.start = glm::vec3(
			p1.x / float(Renderer().GetWindowWidth() / 2) - 1.0f,
			1.0f - p1.y / float(Renderer().GetWindowHeight() / 2),
			0.0);
		l.end = glm::vec3(
			p2.x / float(Renderer().GetWindowWidth() / 2) - 1.0f,
			1.0f - p2.y / float(Renderer().GetWindowHeight() / 2),
			0.0);
		l.thickness = thickness;
		DebugDrawing().AddLine(l);
	}
	//
	// 渲染灯光
	//
	VOID CRenderQuene::RenderLight(const LightQuene &lights, BOOL bOccludeQuery)
	{
		Renderer()->BeginLighting();
		{
			for (LightQuene::const_iterator itLight = lights.begin(); itLight != lights.end(); ++itLight) {
				const CEntityLight *pLight = *itLight;
				ASSERT(pLight);

				if (bOccludeQuery == FALSE || Renderer()->QueryResult(pLight->GetQuery())) {
					pLight->RenderLighting();
				}
			}
		}
		Renderer()->EndLighting();
	}
示例#13
0
Panzerfaust::Panzerfaust()
{
	
	m_renderer = Renderer();
	//debugUnitTest(m_elements);
	m_internalTime = 0.f;
	m_isQuitting = m_renderer.m_fatalError;
	m_console.m_log = ConsoleLog();
	//m_world = World();
	m_worldCamera = Camera();

	m_displayConsole = false;

	//HACK test values
	m_console.m_log.appendLine("This is a test of the emergency broadcast system");
	m_console.m_log.appendLine("Do not be alarmed or concerned");
	m_console.m_log.appendLine("This is only a test");

	UnitTestXMLParser(".\\Data\\UnitTest.xml");
	unitTestEventSystem();
	//g_serverConnection = new Connection("129.119.246.221", "5000");
	g_serverConnection = new Connection("127.0.0.1", "8080");
	g_localUser = User();
	g_localUser.m_unit = Entity();
	g_localUser.m_unit.m_color = Color4f(0.2f, 1.0f, 0.2f, 1.f);
	g_localUser.m_userType = USER_LOCAL;
	g_localUser.m_unit.m_position = Vector2f(0,0);
	g_flag.m_color = Color4f(1.f, 1.f, 1.f, 1.f);
	CommandParser::RegisterCommand("connect", ChangeServer);
	CommandParser::RegisterCommand("color", ChangeColor);
}
示例#14
0
文件: Game.cpp 项目: maseek/gp2cw
 bool Game::InitGraphics( const uint16Vec2& windowSize, const uint8 rendererType )
 {
     if( !m_pWindow )
         return false;
     m_pRenderer = shared_ptr< Renderer >( ZN_NEW Renderer() );
     return m_pRenderer->Init( rendererType, windowSize, m_pWindow->IsFullscreen(), m_pWindow->GetWindowImpl() );
 }
示例#15
0
    Renderer Window::makeRenderer(RendererState state) {
        auto renderer = SDL_CreateRenderer(ptr, -1, underlying_value(state));
        if (renderer == nullptr) {
            throw CreateRendererFailure();
        }

        return Renderer(renderer);
    }
示例#16
0
文件: Flag.cpp 项目: fsaas/MP3
Flag::Flag()
{

	//이미지 초기화
	this->img = new GImage(Renderer(), "./Resource/Action_img/Action_FLAG_Body.png");

	//좌표 초기화
	x = 800;
	y = 158;
}
示例#17
0
void Sandbox::View::Initialize( _In_ Sandbox::AppViewPtr view )
{
	m_bActivated = false;
	m_bClosed = false;
	m_bVisible = false;

	m_renderer = alloc_ref_new Renderer();
	m_renderer->Driver(D3D_DRIVER_TYPE_HARDWARE);
	//m_renderer->Driver(D3D_DRIVER_TYPE_HARDWARE);
	//m_renderer->Driver(D3D_DRIVER_TYPE_REFERENCE);
}
	//
	// 设置粒子总量
	//
	VOID CGfxBillboard::SetParticleQuota(INT quota)
	{
		Renderer()->DestroyVAO(&m_vao);
		Renderer()->DestroyVBO(&m_vbo);
		Renderer()->DestroyVBO(&m_ibo);

		if (quota > 0) {
			INDEX *indices = (INDEX *)SAFE_MALLOC(6 * quota * sizeof(*indices), MEMTYPE_STACK);
			{
				for (INT index = 0; index < quota; index++) {
					indices[6 * index + 0] = 4 * index + 0;
					indices[6 * index + 1] = 4 * index + 1;
					indices[6 * index + 2] = 4 * index + 2;
					indices[6 * index + 3] = 4 * index + 2;
					indices[6 * index + 4] = 4 * index + 3;
					indices[6 * index + 5] = 4 * index + 0;
				}

				m_vao = Renderer()->CreateVAO();
				m_vbo = Renderer()->CreateVBO(GL_ARRAY_BUFFER, 4 * quota * sizeof(VERTEX), NULL, GL_DYNAMIC_DRAW);
				m_ibo = Renderer()->CreateVBO(GL_ELEMENT_ARRAY_BUFFER, 6 * quota * sizeof(INDEX), indices, GL_STATIC_DRAW);
			}
			SAFE_FREE(indices);
		}
	}
	//
	// 渲染查询
	//
	VOID CRenderQuene::RenderQuery(const MaterialQuene &materials, const LightQuene &lights)
	{
		Renderer()->BeginQuery();
		{
			for (MaterialQuene::const_iterator itRenderQuene = materials.begin(); itRenderQuene != materials.end(); ++itRenderQuene) {
				for (RenderQuene::const_iterator itEntity = itRenderQuene->second.begin(); itEntity != itRenderQuene->second.end(); ++itEntity) {
					const CEntityRenderable *pEntity = *itEntity;
					ASSERT(pEntity);

					pEntity->RenderQuery();
				}
			}

			for (LightQuene::const_iterator itEntity = lights.begin(); itEntity != lights.end(); ++itEntity) {
				const CEntityLight *pEntity = *itEntity;
				ASSERT(pEntity);

				pEntity->RenderQuery();
			}
		}
		Renderer()->EndQuery();
	}
示例#20
0
文件: json.hpp 项目: adegtiar/mesos
 void operator () (const Array& array) const
 {
   out << "[";
   std::list<Value>::const_iterator iterator;
   iterator = array.values.begin();
   while (iterator != array.values.end()) {
     boost::apply_visitor(Renderer(out), *iterator);
     if (++iterator != array.values.end()) {
       out << ",";
     }
   }
   out << "]";
 }
示例#21
0
/// <summary>
/// Stop the render timer and abort the rendering process.
/// Optionally block until stopping is complete.
/// </summary>
/// <param name="wait">True to block, else false.</param>
void FractoriumEmberControllerBase::StopRenderTimer(bool wait)
{
	if (m_RenderTimer)
		m_RenderTimer->stop();

	if (m_Renderer.get())
		m_Renderer->Abort();

	if (wait)
	{
		while (m_Rendering || RenderTimerRunning() || (Renderer() && (!m_Renderer->Aborted() || m_Renderer->InRender())))
			QApplication::processEvents();
	}
}
示例#22
0
文件: json.hpp 项目: adegtiar/mesos
 void operator () (const Object& object) const
 {
   out << "{";
   std::map<std::string, Value>::const_iterator iterator;
   iterator = object.values.begin();
   while (iterator != object.values.end()) {
     out << "\"" << (*iterator).first << "\":";
     boost::apply_visitor(Renderer(out), (*iterator).second);
     if (++iterator != object.values.end()) {
       out << ",";
     }
   }
   out << "}";
 }
示例#23
0
 void operator()(const Object &object) const
 {
     out << "{";
     auto iterator = object.values.begin();
     while (iterator != object.values.end())
     {
         out << "\"" << (*iterator).first << "\":";
         mapbox::util::apply_visitor(Renderer(out), (*iterator).second);
         if (++iterator != object.values.end())
         {
             out << ",";
         }
     }
     out << "}";
 }
void EC_MeshmoonWater::OnParentEntitySet()
{
    if (!framework || framework->IsHeadless())
        return;

    OgreRendererPtr renderer = Renderer();
    if (!renderer)
    {
        // Try to resolve the renderer now. Might have not been done in ctor if constructed as unparented!
        OgreRenderingModule* renderingModule = framework->Module<OgreRenderingModule>();
        if (!renderingModule)
            return;
        renderer_ = renderingModule->Renderer();
        if (renderer_.expired())
            return;
        renderer = renderer_.lock();
    }
        
    if (world_.expired() && ParentScene())
        world_ = ParentScene()->GetWorld<OgreWorld>();

    connect(renderer.get(), SIGNAL(DeviceCreated()), this, SLOT(RecreateOcean()), Qt::UniqueConnection);
    connect(renderer.get(), SIGNAL(MainCameraChanged(Entity *)), this, SLOT(OnActiveCameraChanged(Entity *)), Qt::UniqueConnection);
    connect(framework->Frame(), SIGNAL(Updated(float)), this, SLOT(OnUpdate(float)), Qt::UniqueConnection);

    OnActiveCameraChanged(renderer->MainCamera());

    // Detect sky components if already in scene, otherwise will be detected via ComponentAdded signal
    EntityList ents = ParentScene()->EntitiesWithComponent(EC_MeshmoonSky::TypeIdStatic());
    for (EntityList::iterator iter = ents.begin(); iter != ents.end(); ++iter)
    {
        IComponent *comp = (*iter)->Component(EC_MeshmoonSky::TypeIdStatic()).get();
        if (comp) OnComponentAdded(0, comp, AttributeChange::LocalOnly);
    }
    ents = (windConditionsComp_.expired() ? ParentScene()->EntitiesWithComponent(EC_SkyX::TypeIdStatic()) : EntityList());
    for (EntityList::iterator iter = ents.begin(); iter != ents.end(); ++iter)
    {
        IComponent *comp = (*iter)->Component(EC_SkyX::TypeIdStatic()).get();
        if (comp) OnComponentAdded(0, comp, AttributeChange::LocalOnly);
    }

    connect(ParentScene(), SIGNAL(ComponentAdded(Entity*, IComponent*, AttributeChange::Type)), 
        this, SLOT(OnComponentAdded(Entity*, IComponent*, AttributeChange::Type)), Qt::UniqueConnection);
    connect(ParentScene(), SIGNAL(ComponentRemoved(Entity*, IComponent*, AttributeChange::Type)), 
        this, SLOT(OnComponentRemoved(Entity*, IComponent*, AttributeChange::Type)), Qt::UniqueConnection);

    CreateOcean();
}
示例#25
0
int Game_Init(void *parms)
{
	// this function is where you do all the initialization 
	// for your game

	renderer = Renderer();
	renderer.initialize(main_window_handle, WINDOW_WIDTH, WINDOW_HEIGHT);

	renderer.createZBuffer();

	open_light = 1;

	// 设置光源
	ambient_light.state = LIGHTV1_STATE_ON;
	ambient_light.attr = LIGHTV1_ATTR_AMBIENT;
	ambient_light.c_ambient = ColourValue::Gray;
	ambient_light.c_diffuse = ColourValue::ZERO;
	
	directional_light.state = LIGHTV1_STATE_ON;
	directional_light.attr = LIGHTV1_ATTR_DIRECTIONAL;
	directional_light.c_ambient = ColourValue::ZERO;
	directional_light.c_diffuse = ColourValue::Gray; //ColourValue(1.0f, 1.0f, 0.0f);
	directional_light.dir = Vector4(0, 2, -2, 1);


	//CreatePlane(g_Obj, Vector4(0, 0, 5, 1));
	
	CreateCube(g_Obj, Vector4(0, 0, 5, 1), "../Texture/struct_rotation1.bmp");
	CreateCube(g_Obj_c, Vector4(4, 0, 5, 1));
	CreateCube(g_Obj_s, Vector4(-4, 0, 5, 1));

	// 设置相机
	camera.CameraCreate(CAMERA_TYPE_ELUER, Vector4(0, 0, 0, 1), Vector3::zero, Vector4(0, 0, 0, 1), Vector4(0, 0, 1, 1), 0, 1, 50, 120, WINDOW_WIDTH, WINDOW_HEIGHT);
	//camera.CameraCreate(CAMERA_TYPE_ELUER, Vector4(0.1f, 3.5f, 4.f, 1.0f), Vector3(40, 0, 0) , Vector4(0, 0, 0, 1), Vector4(0, 0, 1, 1), 0, 5, 50, 90, WINDOW_WIDTH, WINDOW_HEIGHT);
	//camera.CameraCreate(CAMERA_TYPE_UVN, Vector4(5, 0, 6, 1), Vector3::zero, Vector4(0, 0, 5, 1), Vector4(0, 0, 1, 1), 0, 5, 50, 90, WINDOW_WIDTH, WINDOW_HEIGHT);
	
	camera.CameraUpdateMatrix();
	camera.BuildProjectMatrix();
	camera.BuildScreenMatrix();

	// return success
	return(1);

} // end Game_Init
	//
	// 渲染产生阴影
	//
	VOID CRenderQuene::RenderCastShadow(const CEntityShadow *pShadow, DWORD dwSolution, DWORD dwPassGroup, DWORD dwBeginRenderID, DWORD dwEndRenderID)
	{
		ASSERT(pShadow);

		//
		// 1. 查找阴影渲染队列
		//
		ShadowRenderQueneMap::iterator itShadowRenderQuene = m_shadowRenderQuenes.find(pShadow);
		if (itShadowRenderQuene == m_shadowRenderQuenes.end()) return;

		//
		// 2. 设置相机
		//
		Renderer()->SetOrtho(pShadow->GetLeft(), pShadow->GetRight(), pShadow->GetBottom(), pShadow->GetTop(), pShadow->GetZNear(), pShadow->GetZFar());
		Renderer()->SetLookAt(*pShadow->GetPosition(), *pShadow->GetForwardDirection(), *pShadow->GetUpDirection());

		MATRIX4 mtxScaleAndBias;
		MtxSet(&mtxScaleAndBias, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f);
		MtxMul(&itShadowRenderQuene->second.mtxShadowProjection, &(MATRIX4)Renderer()->GetModelViewProjectionMatrix(), &mtxScaleAndBias);

		//
		// 3. 渲染
		//    1. 使用Scissor测试确保边缘不被渲染
		//    2. 不论什么类型的光源都当作平行光处理, 即使用平行投影
		// 
		Renderer()->Enable(GL_SCISSOR_TEST);
		Renderer()->SetScissor(Renderer()->GetViewportX() + 1, Renderer()->GetViewportY() + 1, Renderer()->GetViewportWidth() - 2, Renderer()->GetViewportHeight() - 2);
		{
			BOOL bOccludeQuery = FALSE;
			BOOL bCastShadow = TRUE;
			BOOL bReceiveShadow = FALSE;
			BOOL bTransparence = FALSE;
			const MATRIX4 *mtxShadowProjection = NULL;

			Render(itShadowRenderQuene->second.receives, dwSolution, dwPassGroup, dwBeginRenderID, dwEndRenderID, 
				bOccludeQuery, bCastShadow, bReceiveShadow, bTransparence, mtxShadowProjection);
		}
		Renderer()->Disable(GL_SCISSOR_TEST);
	}
示例#27
0
void ProjectApplication::CallComponent(std::string id, bool pauseCurrentOne) {
    Application::CallComponent(id, pauseCurrentOne);
    
    if (!_activeComponent)
        return;
    
	if (pauseCurrentOne) {
		PauseComponent(_activeComponent->Name());
	} else {
		StopComponent(_activeComponent->Name());
	}
    
    Renderer()->CurrentScene(NULL);
    
    ReleaseActiveComponent();
    _nextFrameCmpToStart = id;
	
	if (id.compare(CMP_TEMPLATE) == 0) {
        _nextFrameCmpToStart = CMP_TEMPLATE;
    }
}
int main(void){

    Dataset ds = Dataset(2);
    DataIO io = DataIO("test.dat");
    io.open_for_writing(ds);

    ds.initialize_random(Dataset::RandomConfiguration::SOLAR_SYSTEM);
    number initial_energy = ds.compute_energy(GRAVITATIONAL_CONSTANT);
    std::cout << "initial energy in system: " << initial_energy << std::endl;

    Renderer renderer = Renderer(ds);
    StatLogger<number> energylogger = StatLogger<number>("energy-conservation.dat");

    number dt = 153.0;
    //dt = 0.000001;
    Integrator::Integrator *integrator = new Integrator::EulerCromer(ds, dt, DISTANCE_SMOOTHING_FACTOR, GRAVITATIONAL_CONSTANT);
    unsigned long frame = 0;
    while(true){
        if(frame > 100000000) break;
        integrator->swap();
        integrator->step();
        if(frame % 16000 == 0){
            number3 center_of_mass = ds.compute_center_of_mass();
            number energy = ds.compute_energy(GRAVITATIONAL_CONSTANT);
            //std::cout << "energy drift: initial_energy - energy = " << initial_energy << " - " << energy << " = " << (initial_energy - energy) << std::endl;
            energylogger.append(energy);
            //renderer.set_center_of_mass(center_of_mass.x, center_of_mass.y, center_of_mass.z);
            //renderer.push_tails();
        }
        if(frame % 200000 == 0){
            if(renderer.render()) break;
            io.append();
        }
        frame++;
    }
    energylogger.finalize();
    renderer.quit();
    io.finalize();
}
示例#29
0
文件: SSF.cpp 项目: Fluffiest/splayer
	bool CRenderer::Open(InputStream& s, CString name)
	{
		m_fn.Empty();
		m_name.Empty();
		m_file.Free();
		m_renderer.Free();

		try
		{
			m_file.Attach(DNew SubtitleFile());
			m_file->Parse(s);
			m_renderer.Attach(DNew Renderer());
			m_name = name;
			return true;
		}
		catch(Exception& e)
		{
			UNREFERENCED_PARAMETER(e);
			TRACE(_T("%s\n"), e.ToString());
		}

		return false;
	}
	//
	// 渲染
	//
	VOID CGfxBillboard::Render(INT numParticles)
	{
		Renderer()->PushMatrix();
		{
			//
			// 1. 设置变换矩阵
			//7
			Renderer()->SetModelWorldMatrix(mtxIdentity);

			//
			// 2. 提交缓冲
			//
			Renderer()->BindVBO(GL_ARRAY_BUFFER, m_vbo);
			Renderer()->BindVBO(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
			Renderer()->SubmitVertexBuffer(CRenderer::VERTEX_FORMAT_PARTICLE, NULL);

			//
			// 3. 渲染
			//
			Renderer()->Render(NULL, 6 * numParticles);
		}
		Renderer()->PopMatrix();
	}