本文整理汇总了C++中Visual::draw方法的典型用法代码示例。如果您正苦于以下问题:C++ Visual::draw方法的具体用法?C++ Visual::draw怎么用?C++ Visual::draw使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Visual
的用法示例。
在下文中一共展示了Visual::draw方法的1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: draw
/**
* Renders the area and all its objects.
* @param rm The resource manager to use to manage models and images.
*/
void Area::draw(Interface* interface) {
#warning ['TODO']: Delete me....
ResourceManager* rm = interface->getResourceManager();
if(!rm) {
return;
}
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
//glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
/* This was cut, attenuation never worked right for some reason...
// Disable unused lights
for(int i = 0; i < MAX_LIGHTS; i++) {
glDisable(GL_LIGHT0 + i);
}
// Process lights
int light = 0; // We want to skip the first light as its a global one...
for(vector<Light*>::iterator iter = lights_.begin(); iter != lights_.end(); iter++) {
if(light > MAX_LIGHTS) {
break;
}
Light* pl = *iter;
if(!pl) {
ERROR("A Light that is Not a light...");
continue;
}
glEnable(GL_LIGHT0 + light);
// Set light position
float position[] = {pl->getX(), pl->getY(), pl->getX(), pl->getDirectional()};
glLightfv(GL_LIGHT0 + light, GL_POSITION, position);
float argba[] = {pl->ambient.red, pl->ambient.green, pl->ambient.blue, pl->ambient.alpha};
glLightfv(GL_LIGHT0+light, GL_AMBIENT, argba);
float drgba[] = {pl->diffuse.red, pl->diffuse.green, pl->diffuse.blue, pl->diffuse.alpha};
glLightfv(GL_LIGHT0+light, GL_DIFFUSE, drgba);
float srgba[] = {pl->specular.red, pl->specular.green, pl->specular.blue, pl->specular.alpha};
glLightfv(GL_LIGHT0+light, GL_SPECULAR, srgba);
float ergba[] = {pl->emission.red, pl->emission.green, pl->emission.blue, pl->emission.alpha};
glLightfv(GL_LIGHT0+light, GL_EMISSION, ergba);
glLightf(GL_LIGHT0+light, GL_CONSTANT_ATTENUATION, pl->getConstantAttenuation());
glLightf(GL_LIGHT0+light, GL_LINEAR_ATTENUATION, pl->getLinearAttenuation());
glLightf(GL_LIGHT0+light, GL_QUADRATIC_ATTENUATION, pl->getQuadraticAttenuation());
light++;
}*/
glPushMatrix();
glTranslatef( TILEWIDTH * width_ / 2, 0.0f, TILEWIDTH * height_ / 2 );
for(int y = 0; y < height_; y++) {
glPushMatrix();
for(int x = 0; x < width_; x++) {
Tile* tile = getTile(x, y);
if(tile) {
if(interface->getEditMode() != MODE_NONE) {
glEnable(GL_COLOR_MATERIAL);
if(getSolid(x, y)) {
glColor3f(1.0, 0.0, 0.0);
} else {
glColor3f(1.0, 1.0, 1.0);
}
tile->draw(interface);
} else {
tile->draw(interface);
}
}
glTranslatef(-TILEWIDTH, 0.0f, 0.0f);
}
glPopMatrix();
glTranslatef(0.0f, 0.0f, -TILEWIDTH);
}
glPopMatrix();
// draw all the objects in the map
for(vector<Contained*>::iterator iter = children_.begin(); iter != children_.end(); iter++) {
Visual* object = dynamic_cast<Visual*>(*iter);
if(object) {
object->draw(interface);
}
}
}