示例#1
0
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();
}
示例#2
0
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() );
    }
}
示例#3
0
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();
}
示例#4
0
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();
}
示例#5
0
QRectF GraphicScene::getVisibleScene(){
  QRect viewport_rect(0,0, viewport()->width(), viewport()->height());
  QRectF visible_scene = mapToScene(viewport_rect).boundingRect();

  return visible_scene;
}