void WaterDemo::drawScene() { HR(gd3dDevice->BeginScene()); mSky->draw(); HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight))); HR(mFX->SetMatrix(mhWVP, &(mSceneWorld*gCamera->viewProj()))); HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3))); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); for(UINT j = 0; j < mSceneMtrls.size(); ++j) { HR(mFX->SetValue(mhMtrl, &mSceneMtrls[j], sizeof(Mtrl))); // If there is a texture, then use. if(mSceneTextures[j] != 0) { HR(mFX->SetTexture(mhTex, mSceneTextures[j])); } // But if not, then set a pure white texture. When the texture color // is multiplied by the color from lighting, it is like multiplying by // 1 and won't change the color from lighting. else { HR(mFX->SetTexture(mhTex, mWhiteTex)); } HR(mFX->SetTexture(mhNormalMap, mSceneNormalMaps[j])); HR(mFX->CommitChanges()); HR(mSceneMesh->DrawSubset(j)); } HR(mFX->EndPass()); HR(mFX->End()); // Draw alpha blended object last. mWater->draw(); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); }
static void draw (void) { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode(GL_MODELVIEW); glPushMatrix(); if(bRendered) glEnable(GL_TEXTURE_2D); else glDisable(GL_TEXTURE_2D); if(bWireframe) { glLineWidth( 2.0 ); glPolygonMode(GL_FRONT, GL_LINE); } else glPolygonMode(GL_FRONT, GL_FILL); glRotatef(5, 1,0,0); camera.transform(sky); sun.transform(); if(bDrawGrid) draw_axis(); glColor3f(0.9,0.9,0.9); // Cylinder building glPushMatrix(); glTranslatef(0, 0, -100); glRotatef(40, 0, 1, 0); spLight.transform(); // Update spot light cylinder.draw(); step1.draw(); step2.draw(); glPopMatrix(); // Right cuboid building glPushMatrix(); glTranslatef(100, 25, 25); build_right.draw(); glTranslatef(-75, 0, 150); glRotatef( 90, 0, 1, 0 ); build_right.draw(); glPopMatrix(); // Front timber building glPushMatrix(); glTranslatef(20, 15, 0); build_front.draw(); glPopMatrix(); // Foundations glPushMatrix(); glTranslatef(0, -15, 0); foundation.draw(); glTranslatef(-325, 0, 0); foundation.draw(); glPopMatrix(); // Water glPushMatrix(); glTranslatef(-160,-10,0); water.draw(); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); Sleep(1); // Frame limiter }
void PropsDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff888888, 1.0f, 0)); HR(gd3dDevice->BeginScene()); HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3))); HR(mFX->SetTechnique(mhTech)); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); drawObject(mCastle, mCastleWorld); // Use alpha test to block non leaf pixels from being rendered in the // trees (i.e., use alpha mask). HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHAREF, 200)); // Draw the trees: NUM_TREES/4 of each of the four types. for(int i = 0; i < NUM_TREES; ++i) { if( i < NUM_TREES/4 ) drawObject(mTrees[0], mTreeWorlds[i]); else if( i < 2*NUM_TREES/4 ) drawObject(mTrees[1], mTreeWorlds[i]); else if( i < 3*NUM_TREES/4 ) drawObject(mTrees[2], mTreeWorlds[i]); else drawObject(mTrees[3], mTreeWorlds[i]); } HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false)); HR(mFX->EndPass()); HR(mFX->End()); HR(mGrassFX->SetValue(mhGrassEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3))); HR(mGrassFX->SetMatrix(mhGrassViewProj, &(gCamera->viewProj()))); HR(mGrassFX->SetFloat(mhGrassTime, mTime)); HR(mGrassFX->Begin(&numPasses, 0)); HR(mGrassFX->BeginPass(0)); // Draw to depth buffer only. HR(mGrassMesh->DrawSubset(0)); HR(mGrassFX->EndPass()); HR(mGrassFX->End()); mTerrain->draw(); mWater->draw(); // draw alpha blended objects last. mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); }