Beispiel #1
0
        private static void OnDisplay()
        {
            MainLoop.MainTimer += 1000 / 60;
            Viewport(0, 0, MainLoop.MonitorWidth, MainLoop.MonitorHeight);
            Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            if (MainLoop.GameObjectsArray.Count > 0)
            {
                CheckObjectTimers();
                CheckPlayerInput();
                int        arrCount = MainLoop.GameObjectsArray.Count;
                GameObject obj;
                int        j = 0;

                while (true && MainLoop.GameObjectsArray.Count != 0)
                {
                    obj = MainLoop.GameObjectsArray[j];
                    MainLogic.CheckInnerModels(obj);
                    if (!obj.IsDead())
                    {
                        UseProgram(obj.Graphic.Program);
                        Matrix4 value = Matrix4.CreateTranslation(new Vector3(-(float)obj.Entity.AverageX, -(float)obj.Entity.AverageY, 0)) * //radius translation
                                        Matrix4.CreateRotationZ(-(float)obj.Entity.RenderAngle) *
                                        Matrix4.CreateTranslation(new Vector3((float)(obj.Entity.XCoordinate), (float)(obj.Entity.YCoordinate), 0));

                        obj.Graphic.Program["model_matrix"].SetValue(value);

                        BindBufferToShaderAttribute(obj.Graphic.Data._shaderVertices, obj.Graphic.Program, "vertexPosition");
                        if (obj.Graphic is TexturedGraphicModule)
                        {
                            BindTexture(TextureTarget.Texture2D, ((TexturedGraphicModule)obj.Graphic).Texture.TextureID);
                            BindBufferToShaderAttribute(obj.Graphic.Data._shaderTextureUV, obj.Graphic.Program, "vertexUV");
                        }
                        else
                        {
                            BindTexture(TextureTarget.Texture2D, 0);
                            BindBufferToShaderAttribute(obj.Graphic.Data._shaderColors, obj.Graphic.Program, "vertexColor");
                        }

                        BindBuffer(obj.Graphic.Data._shaderDrawQueue);
                        DrawElements(BeginMode.TriangleFan, obj.Graphic.Data._shaderDrawQueue.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
                    }

                    j++;
                    if (arrCount == j)
                    {
                        break;
                    }
                }
            }

            MainLogic.ClearGarbage(MainLoop.GameObjectsArray);
            glutSwapBuffers();
        }