void App::render(CL_GraphicContext &gc) { gc.clear(CL_Colorf(0.0f, 0.0f, 0.0f, 1.0f)); scene.gs->image_grid.draw(gc, 420.0f, 120.0f); // Draw a grid in the backgound gc.set_map_mode(cl_user_projection); CL_Rect viewport_rect(0, 0, CL_Size(gc.get_width(), gc.get_height())); gc.set_viewport(viewport_rect); gc.set_projection(scene.gs->camera_projection); CL_BufferControl buffer_control; buffer_control.set_depth_compare_function(cl_comparefunc_lequal); buffer_control.enable_depth_write(true); buffer_control.enable_depth_test(true); buffer_control.enable_stencil_test(false); buffer_control.enable_color_write(true); gc.set_buffer_control(buffer_control); gc.clear_depth(1.0f); CL_Mat4f modelview_matrix = scene.gs->camera_modelview; scene.Draw(modelview_matrix, gc); gc.reset_program_object(); }
void LevelEdit::updateScene() { if(scene->opts.animationEnabled) { QRect viewport_rect(0, 0, ui->graphicsView->viewport()->width(), ui->graphicsView->viewport()->height()); scene->update( ui->graphicsView->mapToScene(viewport_rect).boundingRect() ); } }
void App::render(GraphicContext &gc) { gc.clear(Colorf(0.0f, 0.0f, 0.0f, 1.0f)); Rect viewport_rect(0, 0, Size(gc.get_width(), gc.get_height())); gc.set_viewport(viewport_rect); gc.clear_depth(1.0f); Mat4f modelview_matrix = scene.gs->camera_modelview; scene.Draw(modelview_matrix, gc); gc.reset_program_object(); }
void LevelEdit::updateScene() { if(renderTime>32) { renderTime-=32; return; } QElapsedTimer t; t.start(); if(scene->m_opts.animationEnabled) { QRect viewport_rect(0, 0, ui->graphicsView->viewport()->width(), ui->graphicsView->viewport()->height()); scene->update( ui->graphicsView->mapToScene(viewport_rect).boundingRect() ); ui->graphicsView->viewport()->update(); update(); } renderTime+=t.elapsed(); }
QRectF GraphicScene::getVisibleScene(){ QRect viewport_rect(0,0, viewport()->width(), viewport()->height()); QRectF visible_scene = mapToScene(viewport_rect).boundingRect(); return visible_scene; }