本文整理汇总了C++中EndScene函数的典型用法代码示例。如果您正苦于以下问题:C++ EndScene函数的具体用法?C++ EndScene怎么用?C++ EndScene使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了EndScene函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: EndScene
bool CocoRoomTodayCandy::ccTouchBegan(CCTouch* pTouch, CCEvent* pEvent)
{
if (isTouched)
return false;
isTouched = true;
isScrolling = false;
isScrollViewTouched = false;
CCPoint point = pTouch->getLocation();
if (scrollView->boundingBox().containsPoint(point))
isScrollViewTouched = true;
for (int i = 0 ; i < spriteClass->spriteObj.size() ; i++)
{
if (spriteClass->spriteObj[i]->name == "button/btn_x_brown.png")
{
if (spriteClass->spriteObj[i]->sprite->boundingBox().containsPoint(point))
{
EndScene();
break;
}
}
else if(spriteClass->spriteObj[i]->name == "button/btn_red_mini.png")
{
if (spriteClass->spriteObj[i]->sprite->boundingBox().containsPoint(point))
{
// todayCandyKakaoId 리스트 갱신
todayCandyKakaoId.clear();
todayCandyKakaoId.push_back(myInfo->GetKakaoId()); // 본인 kakao id부터 넣자.
for (int i = 0 ; i < selected.size() ; i++)
{
if (selected[i])
todayCandyKakaoId.push_back( friendList[i]->GetKakaoId() );
}
for (int i = todayCandyKakaoId.size(); i < 5; i++)
todayCandyKakaoId.push_back("");
// User Default 값 갱신
char name[15];
for (int i = 1 ; i < todayCandyKakaoId.size() ; i++)
{
//CCLog("%s", todayCandyKakaoId[i].c_str());
sprintf(name, "todayCandy_%d", i);
CCUserDefault::sharedUserDefault()->setStringForKey(name, todayCandyKakaoId[i].c_str());
}
EndScene();
break;
}
}
}
return true;
}
示例2: BeginScene
void RenderSystem::v_Render()
{
BeginScene();
UpdateScene();
XMMATRIX Model = XMMatrixIdentity();
XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(Model));
m_Matrix.view = m_Camera.GetViewMatrix();
m_Cube.Render(m_pD3D11DeviceContext.Get(), m_Matrix.model, m_Matrix.view, m_Matrix.proj);
XMFLOAT3 camPos = m_Camera.GetPos();
XMFLOAT3 modelPos;
modelPos.x = 0.0f;
modelPos.y = 1.5f;
modelPos.z = 0.0f;
// Calculate the rotation that needs to be applied to the billboard model to face the current camera position using the arc tangent function.
float angle = atan2(modelPos.x - camPos.x, modelPos.z - camPos.z) * (180.0 / XM_PI);
// Convert rotation into radians.
float rotation = (float)angle * 0.0174532925f;
// Setup the rotation the billboard at the origin using the world matrix.
XMMATRIX world = XMMatrixRotationY(rotation);
// Setup the translation matrix from the billboard model.
XMMATRIX trans = XMMatrixTranslation(modelPos.x, modelPos.y, modelPos.z);
world *= trans;
XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(world));
m_Square.Render(m_pD3D11DeviceContext.Get(), m_Matrix.model, m_Matrix.view, m_Matrix.proj);
DrawInfo();
EndScene();
}
示例3: BeginScene
void RsImplWinGL::Render()
{
BeginScene();
GLint defaultFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
// Clear the render target so we don't use it in the deferred rendering pass
m_pCurrentRenderTarget = BtNull;
// Cache the number of render targets
BtU32 numRenderTargets = m_renderTargets.GetNumItems();
for( BtU32 i=0; i<numRenderTargets; i++ )
{
// Cache each render target
RsRenderTargetWinGL &renderTarget = m_renderTargets[i];
// Always restore the default frame buffer at the start before changing it
glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO );
// render each render target
renderTarget.Render();
}
EndScene();
ResetRenderables();
}
示例4: BeginScene
// Virtual event handlers, overide them in your derived class
void project1::OnDrawImage(wxPaintEvent& event)
{
BeginScene(&m_device, opengl::colorf(0.0f, 0.0f, 0.0f, 0.0f));
EndScene(&m_device);
//event.Skip();
}
示例5: EndScene
bool RequestTopaz::ccTouchBegan(CCTouch* pTouch, CCEvent* pEvent)
{
if (isTouched)
return false;
isTouched = true;
isScrolling = false;
isScrollViewTouched = false;
CCPoint point = pTouch->getLocation();
if (scrollView->boundingBox().containsPoint(point))
isScrollViewTouched = true;
for (int i = 0 ; i < spriteClass->spriteObj.size() ; i++)
{
if (spriteClass->spriteObj[i]->name == "button/btn_x_yellow.png")
{
if (spriteClass->spriteObj[i]->sprite->boundingBox().containsPoint(point))
{
EndScene();
break;
}
}
}
return true;
}
示例6: PrintDebug
//==============================================================================
// Brief : 更新処理
// Return : void : なし
// Arg : void : なし
//==============================================================================
void CSceneRanking::Update( void )
{
// デバッグ表示
PrintDebug( _T( "ランキング\n" ) );
// カメラの更新
D3DXMATRIX mtxView; // ビュー行列
D3DXMATRIX mtxOrtho; // 正射影行列
for( int cntCamera = 0; cntCamera < MAX_CAMERA; ++cntCamera )
{
m_ppCamera[ cntCamera ]->Update();
}
mtxView = m_ppCamera[ 0 ]->GetView();
mtxOrtho = m_ppCamera[ 0 ]->GetOrtho();
// 描画用変換行列の更新
m_pArgument->m_pRenderMatrix2D->SetProjection( &mtxOrtho );
m_pArgument->m_pRenderMatrix3D->SetView( &mtxView );
// シーン遷移
if( m_pArgument->m_pFade->GetState() == CObjectFade::STATE_OUT_END )
{
SetSceneNext( CManagerScene::SCENE_TITLE );
EndScene();
}
if( m_pArgument->m_pInput->IsTrigger( CManagerInput::KEY_DECISION ) )
{
if( m_pArgument->m_pFade->GetState() != CObjectFade::STATE_OUT_WHILE )
{
m_pArgument->m_pFade->FadeOut( 20 );
}
}
}
示例7: BeginScene
void RenderSystem::v_Render()
{
BeginScene();
static float t = 0.0f;
static ULONGLONG timeStart = 0;
ULONGLONG timeCur = GetTickCount64();
if (timeStart==0)
timeStart = timeCur;
t = (timeCur-timeStart)/1000.0f;
// Light
XMMATRIX mSpin = XMMatrixRotationZ(-t);
XMMATRIX mOrbit = XMMatrixRotationY(-t * 2.0f);
XMMATRIX mTranslate = XMMatrixTranslation(-3.0f, 0.0f, 0.0f);
XMMATRIX mScale = XMMatrixScaling(0.3f, 0.3f, 0.3f);
XMMATRIX worldCube = mScale * mSpin * mTranslate * mOrbit;
XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(worldCube));
m_Cube.Render(m_pD3D11DeviceContext, m_Matrix, XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f) );
XMFLOAT4 lightPos = XMFLOAT4(m_Matrix.model._14, m_Matrix.model._24, m_Matrix.model._34, 0.0f);
//Object
XMMATRIX rotMat = XMMatrixRotationY(t/10.0f);
XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(rotMat));
m_Cube.Render(m_pD3D11DeviceContext, m_Matrix, lightPos);
EndScene();
}
示例8: BeginScene
void RenderSystem::v_Render()
{
BeginScene();
m_Matrix.view = m_Camera.GetViewMatrix();
DisableZbuffer();
DisableCulling();
m_Matrix.view._14 = 0.0f;
m_Matrix.view._24 = 0.0f;
m_Matrix.view._34 = 0.0f;
m_Matrix.view._41 = 0.0f;
m_Matrix.view._42 = 0.0f;
m_Matrix.view._43 = 0.0f;
XMMATRIX sphereWorld = XMMatrixIdentity();
XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(sphereWorld));
m_Skymap.Render(m_pD3D11DeviceContext, m_Matrix);
EnableCulling();
EnableZbuffer();
m_Matrix.view = m_Camera.GetViewMatrix();
XMMATRIX gridModel = XMMatrixIdentity();
XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(gridModel));
m_Terrain.Render(m_pD3D11DeviceContext, m_Matrix);
DrawInfo();
EndScene();
}
示例9: DrawScene
void DrawScene()
{
BeginScene(1);
RenderQuad(p_logo,0,0,0,0,(480-p_logo->w)/2,(272-p_logo->h)/2,1,1,0,MAKE_RGBA_8888(255,255,255,40));
mParticleSys->Render();
EndScene();
}
示例10: MyEndScene
static HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDeviceN* pThis)
{
d3ddebugprintf(__FUNCTION__ "(0x%X) called.\n", pThis);
HRESULT rv = EndScene(pThis);
return rv;
}
示例11: BeginScene
void GSDevice10::StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear)
{
BeginScene();
// om
OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL);
// ia
float left = dr.x * 2 / dt.GetWidth() - 1.0f;
float top = 1.0f - dr.y * 2 / dt.GetHeight();
float right = dr.z * 2 / dt.GetWidth() - 1.0f;
float bottom = 1.0f - dr.w * 2 / dt.GetHeight();
GSVertexPT1 vertices[] =
{
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)},
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)},
};
D3D10_BOX box = {0, 0, 0, sizeof(vertices), 1, 1};
m_dev->UpdateSubresource(m_convert.vb, 0, &box, vertices, 0, 0);
IASetVertexBuffer(m_convert.vb, sizeof(vertices[0]));
IASetInputLayout(m_convert.il);
IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
VSSetShader(m_convert.vs, NULL);
// gs
GSSetShader(NULL);
// ps
PSSetShader(ps, ps_cb);
PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL);
PSSetShaderResources(st, NULL);
// rs
RSSet(dt.GetWidth(), dt.GetHeight());
//
DrawPrimitive(countof(vertices));
//
EndScene();
}
示例12: EndScene
void DeviceManDX12::Present()
{
if (!swapChain) {
return;
}
EndScene();
swapChain->Present(0, 0);
BeginScene();
}
示例13: EndScene
GraphicsCaptureSource::~GraphicsCaptureSource()
{
if(warningID)
{
API->RemoveStreamInfo(warningID);
warningID = 0;
}
EndScene(); //should never actually need to be called, but doing it anyway just to be safe
}
示例14: BeginScene
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
{
BeginScene();
GSVector2i ds = dt->GetSize();
// om
OMSetDepthStencilState(m_convert.dss, 0);
OMSetBlendState(bs, 0);
OMSetRenderTargets(dt, NULL);
// ia
float left = dr.x * 2 / ds.x - 1.0f;
float top = 1.0f - dr.y * 2 / ds.y;
float right = dr.z * 2 / ds.x - 1.0f;
float bottom = 1.0f - dr.w * 2 / ds.y;
GSVertexPT1 vertices[] =
{
{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)},
{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)},
{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)},
{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)},
};
IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
IASetInputLayout(m_convert.il);
IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// vs
VSSetShader(m_convert.vs, NULL);
// gs
GSSetShader(NULL);
// ps
PSSetShaderResources(st, NULL);
PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL);
PSSetShader(ps, ps_cb);
//
DrawPrimitive();
//
EndScene();
PSSetShaderResources(NULL, NULL);
}
示例15: Clear
// Renders All objects
void xSceneManager::RenderAll()
{
Clear();
BeginScene();
std::for_each(m_SceneNodes.begin(), m_SceneNodes.end(),
std::mem_fun(&Impulse::Scene::xSceneNode::Render));
EndScene();
Present();
m_FrameCount++;
m_TempFrameCount++;
}