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C++ CStopWatch::GetElapsedSeconds方法代码示例

本文整理汇总了C++中CStopWatch::GetElapsedSeconds方法的典型用法代码示例。如果您正苦于以下问题:C++ CStopWatch::GetElapsedSeconds方法的具体用法?C++ CStopWatch::GetElapsedSeconds怎么用?C++ CStopWatch::GetElapsedSeconds使用的例子?那么, 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CStopWatch的用法示例。


在下文中一共展示了CStopWatch::GetElapsedSeconds方法的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: RenderScene

// Called to draw scene
void RenderScene(void)
{
    static CStopWatch rotTimer;

    // Clear the window and the depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    modelViewMatrix.PushMatrix(viewFrame);
    modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.0f, 0.0f, 1.0f, 0.0f);
    modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 13.0f, 1.0f, 0.0f, 0.0f);

    GLfloat vEyeLight[] = { -100.0f, 100.0f, 100.0f };
    GLfloat vAmbientColor[] = { 0.1f, 0.1f, 0.1f, 1.0f };
    GLfloat vDiffuseColor[] = { 0.1f, 1.0f, 0.1f, 1.0f };
    GLfloat vSpecularColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };

    glUseProgram(explodeProgram);
    glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
    glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
    glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());

    float push_out = sinf(rotTimer.GetElapsedSeconds() * 3.0f) * 0.1f + 0.2f;

    glUniform1f(locPushOut, push_out);

    torusBatch.Draw();

    modelViewMatrix.PopMatrix();


    glutSwapBuffers();
    glutPostRedisplay();
}
开发者ID:coolsee,项目名称:opengl,代码行数:34,代码来源:GSExplode.cpp

示例2: Display

void Display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	
	static CStopWatch timer;
	GLfloat yRot = timer.GetElapsedSeconds()*20.0f;

	GLfloat vWhite[] = {1.0f,1.0f,1.0f,1.0f};
	GLfloat vLightPos[] = {0.0f,2.0f,2.0f};
	GLfloat vAmbient[] = {0.3f,0.3f,1.0f,1.0f};
	modelViewMatrix.PushMatrix();
		//move to camera view
		M3DMatrix44f mCamera;
		cameraFrame.GetCameraMatrix(mCamera);
		modelViewMatrix.MultMatrix(mCamera);

		modelViewMatrix.PushMatrix();
		modelViewMatrix.Rotate(yRot,1.0,1.0,1.0);
		glBindTexture(GL_TEXTURE_2D,fbxTexture);
		shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, 
                                     transformPipeLine.GetModelViewMatrix(),
                                     transformPipeLine.GetProjectionMatrix(), 
                                     vLightPos, vWhite, 0);
		//*/shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeLine.GetModelViewProjectionMatrix(),vWhite);
		modelViewMatrix.Scale(0.05,0.05,0.05);
		rTest.DrawReader();

		modelViewMatrix.PopMatrix();
	modelViewMatrix.PopMatrix();

	glutSwapBuffers();
	glutPostRedisplay();
}
开发者ID:Narsiss,项目名称:workspace,代码行数:33,代码来源:FbxReader.cpp

示例3: RenderScene

// Called to draw scene
void RenderScene(void)
	{
	static CStopWatch rotTimer;

	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
    modelViewMatrix.PushMatrix(viewFrame);
        modelViewMatrix.Rotate(-90.0f, 1.0f, 0.0f, 0.0f);
		modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.0f, 0.0f, 0.0f, 1.0f);

		GLfloat vEyeLight[] = { -100.0f, 100.0f, 150.0f };
		GLfloat vAmbientColor[] = { 0.2f, 0.2f, 0.2f, 1.0f };
		GLfloat vDiffuseColor[] = { 1.0f, 1.0f, 1.0f, 1.0f};

		glUseProgram(normalMapShader);
		glUniform4fv(locAmbient, 1, vAmbientColor);
		glUniform4fv(locDiffuse, 1, vDiffuseColor);
		glUniform3fv(locLight, 1, vEyeLight);
		glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
		glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
		glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
		glUniform1i(locColorMap, 0);
        glUniform1i(locNormalMap, 1);
    sphereBatch.Draw();

    modelViewMatrix.PopMatrix();

    glutSwapBuffers();
	glutPostRedisplay();
	}
开发者ID:marblep,项目名称:OpenGL,代码行数:32,代码来源:NormalMapped.cpp

示例4: RenderScene

// Called to draw scene
void RenderScene(void)
  {
  static CStopWatch timer;

  // Clear the window and the depth buffer
  glClear(GL_COLOR_BUFFER_BIT);

    // Turn on additive blending
  glEnable(GL_BLEND);
  glBlendFunc(GL_ONE, GL_ONE);

    // Let the vertex program determine the point size
  glEnable(GL_PROGRAM_POINT_SIZE);

    // Bind to our shader, set uniforms
    glUseProgram(starFieldShader);
    glUniformMatrix4fv(locMVP, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
    glUniform1i(locTexture, 0);

  // fTime goes from 0.0 to 999.0 and recycles
  float fTime = timer.GetElapsedSeconds() * 10.0f;
  fTime = fmod(fTime, 999.0f);
    glUniform1f(locTimeStamp, fTime);

    // Draw the stars
    starsBatch.Draw();

    glutSwapBuffers();
  glutPostRedisplay();
  }
开发者ID:greidy,项目名称:chernobylite,代码行数:31,代码来源:PointSprites.cpp

示例5: ProccessKeys

///////////////////////////////////////////////////////////////////////////////
// Update the camera based on user input, toggle display modes
// 
void ProccessKeys(unsigned char key, int x, int y)
{ 
	static CStopWatch cameraTimer;
	float fTime = cameraTimer.GetElapsedSeconds();
	float linear = fTime * 12.0f;
	cameraTimer.Reset(); 

	// Alternate between PBOs and local memory when 'P' is pressed
	if(key == 'P' || key == 'p') 
		bUsePBOPath = (bUsePBOPath)? GL_FALSE : GL_TRUE;

	// Speed up movement
	if(key == 'j' || key == 'J')
	{
		speedFactor += linear/2;
		if(speedFactor > 6)
			speedFactor = 6;
	}

	// Slow down moement
	if(key == 'k' || key == 'K')
	{
		speedFactor -= linear/2;
		if(speedFactor < 0.5)
			speedFactor = 0.5;
	}
}
开发者ID:CodeBees,项目名称:OpenGLSuperBible5ANGLE,代码行数:30,代码来源:pix_buffs.cpp

示例6: UpdateFrameCount

void UpdateFrameCount()
{
	static int iFrames = 0;           // Frame count
	static CStopWatch frameTimer;     // Render time
 
    // Reset the stopwatch on first time
    if(iFrames == 0)
    {
        frameTimer.Reset();
        iFrames++;
    }
    // Increment the frame count
    iFrames++;

    // Do periodic frame rate calculation
    if (iFrames == 101)
    {
        float fps;

        fps = 100.0f / frameTimer.GetElapsedSeconds();
		if (bUsePBOPath)
			printf("Pix_buffs - Using PBOs  %.1f fps\n", fps);
		else
			printf("Pix_buffs - Using Client mem copies %.1f fps\n", fps);

        frameTimer.Reset();
        iFrames = 1;
    }
}
开发者ID:CodeBees,项目名称:OpenGLSuperBible5ANGLE,代码行数:29,代码来源:pix_buffs.cpp

示例7: RenderScene

void RenderScene(void) {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	glEnable( GL_DEPTH_TEST ) ;
	glUseProgram(shader);
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

	float angle = timer.GetElapsedSeconds();

	M3DVector3f eye = {cos(angle)*4.0f,sin(angle)*4.0,sin(angle)*4.0f}; 
	M3DVector3f at = {0,0,0}; 
	M3DVector3f up = {0.0f,0.0f,1.0f};

	GLFrame cameraFrame;
	LookAt(cameraFrame, eye, at, up);
	cameraFrame.GetCameraMatrix(cameraMatrix);
	
	m3dMatrixMultiply44(matrix, viewFrustum.GetProjectionMatrix(), cameraMatrix);

	M3DMatrix44f tMatrix;
	m3dTranslationMatrix44(tMatrix, 0, 0, 0);
	m3dMatrixMultiply44(matrix, tMatrix, matrix);

	if((sin(angle) < 0 && sin(angle-0.003) > 0) || (sin(angle) > 0 && sin(angle-0.003) < 0)) {
		debugMatrix44(matrix);
	}

	glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,matrix);

//	drawGrid(0.1);
	drawPyramid();

	glutSwapBuffers();
	glutPostRedisplay();
}
开发者ID:rodriger,项目名称:Procesory-graficzne,代码行数:34,代码来源:piramida1.cpp

示例8: Start

TEST(TestStopWatch, Start)
{
  CStopWatch a;
  CTestStopWatchThread thread;

  EXPECT_FALSE(a.IsRunning());
  EXPECT_EQ(0.0f, a.GetElapsedSeconds());
  EXPECT_EQ(0.0f, a.GetElapsedMilliseconds());

  std::cout << "Calling Start()" << std::endl;
  a.Start();
  thread.Sleep(1000);
  EXPECT_TRUE(a.IsRunning());
  std::cout << "Elapsed Seconds: " << a.GetElapsedSeconds() << std::endl;
  std::cout << "Elapsed Milliseconds: " << a.GetElapsedMilliseconds() << std::endl;
}
开发者ID:DJMatty,项目名称:xbmc,代码行数:16,代码来源:TestStopwatch.cpp

示例9: RenderScene

void RenderScene()
{
	static GLfloat vSunColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
	static GLfloat vEarthColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
	static GLfloat vMoonColor[] = { 1.0f, 1.0f, 0.0f, 1.0f };
	static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};

	static CStopWatch rotTimer;
	float yRot = rotTimer.GetElapsedSeconds() * 60.0f;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	modelViewMatrix.PushMatrix();	

	M3DMatrix44f mCamera;
	cameraFrame.GetCameraMatrix(mCamera);
	modelViewMatrix.PushMatrix(mCamera);

	M3DVector4f vLightPos = { 0.0f, 10.0f, 5.0f, 1.0f };
	M3DVector4f vLightEyePos;
	m3dTransformVector4(vLightEyePos, vLightPos, mCamera);

	shaderManager.UseStockShader(GLT_SHADER_FLAT,
		transformPipeline.GetModelViewProjectionMatrix(),
		vFloorColor);	
	floorBatch.Draw();    

	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	modelViewMatrix.Translate(0.0f, 0.0f, -3.5f);

	modelViewMatrix.PushMatrix();

	modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vSunColor);
	sunSphereBatch.Draw();
	modelViewMatrix.PopMatrix(); 

	modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
	modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vEarthColor);
	earthSphereBatch.Draw();

	modelViewMatrix.Rotate(yRot * -4.0f, 0.0f, 1.0f, 0.0f);
	modelViewMatrix.Translate(0.4f, 0.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vMoonColor);
	moonSphereBatch.Draw();

	modelViewMatrix.PopMatrix();
	modelViewMatrix.PopMatrix();    
	modelViewMatrix.PopMatrix();   


	glutSwapBuffers();

	glutPostRedisplay();
}
开发者ID:hxssgaa,项目名称:opengl2015,代码行数:60,代码来源:ConsoleApplication1.cpp

示例10: RenderScene

void RenderScene(void)
{
	static CStopWatch rotTimer;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	modelViewMatrix.PushMatrix(viewFrame);
	{
		modelViewMatrix.Rotate(rotTimer.GetElapsedSeconds() * 10.f, 0.0f, 1.0f, 0.0f);

		glUseProgram(toonShader);

		glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeLine.GetModelViewMatrix());
		glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeLine.GetModelViewProjectionMatrix());
		glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeLine.GetNormalMatrix());
		glUniform3fv(locLP, 1, vEyeLight);

		glUniform1i(locColorTable, 0);

		torusBatch.Draw();
	}
	modelViewMatrix.PopMatrix();

	glutSwapBuffers();

	glutPostRedisplay();
}
开发者ID:wjingzhe,项目名称:OpenGL_SB5_static,代码行数:27,代码来源:ToonShader.cpp

示例11: RenderScene

// Called to draw scene
static void RenderScene(void)
{
    static CStopWatch rotTimer;

    // Clear the window and the depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    modelViewMatrix.PushMatrix(viewFrame);
    modelViewMatrix.Rotate(40.0f, 0.0f, 1.0f, 0.0f);
    modelViewMatrix.Rotate(20.0f, 1.0f, 0.0f, 0.0f);

    float f = (float)rotTimer.GetElapsedSeconds();
    GLfloat vViewpoint[] = { sinf(f * 3.1f) * 30.0f, cosf(f * 2.4f) * 30.0f, sinf(f * 1.7f) * 30.0f };

    glUseProgram(cullingShader);
    glUniformMatrix4fv(locMVP, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
    glUniformMatrix4fv(locMV, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
    glUniformMatrix3fv(locNM, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
    glUniform3fv(locViewpoint, 1, vViewpoint);

    torusBatch.Draw();

    modelViewMatrix.PopMatrix();

    glutSwapBuffers();
    glutPostRedisplay();
}
开发者ID:rswinkle,项目名称:oglsuperbible5,代码行数:28,代码来源:GSCulling.cpp

示例12: updateCamera

void updateCamera()
{
  M3DVector3f at = {0, 0, 0};
  M3DVector3f up = {0, 0, -1};
  M3DVector3f eye;
  float angle = timer.GetElapsedSeconds() * 2;
  
  eye[0] = 6.8f * cos(angle);
  eye[1] = 6.0f * sin(angle);
  eye[2] = 5.0f;

  lookAt(frame, eye, at, up);
}
开发者ID:konradoo,项目名称:PPG,代码行数:13,代码来源:main.cpp

示例13: RenderScene

///////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
    {		        
	static CStopWatch timer;

    // Clear the window
    glClear(GL_COLOR_BUFFER_BIT);
         
    // Everything is white
    GLfloat vWhite [] = { 1.0f, 1.0f, 1.0f, 1.0f };

	glBindTexture(GL_TEXTURE_2D, starTexture);
	glUseProgram(starFieldShader);
    glUniformMatrix4fv(locMVP, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
    glUniform1i(locStarTexture, 0);
    
	// Draw small stars
    glPointSize(4.0f);
    smallStarBatch.Draw();
            
    // Draw medium sized stars
    glPointSize(8.0f);
    mediumStarBatch.Draw();
    
    // Draw largest stars
    glPointSize(12.0f);
    largeStarBatch.Draw();
        
    // Draw distant horizon
	shaderManager.UseStockShader(GLT_SHADER_FLAT, viewFrustum.GetProjectionMatrix(), vWhite);
    glLineWidth(3.5);
    mountainRangeBatch.Draw();
    
	// Draw the "moon"
	glBindTexture(GL_TEXTURE_2D_ARRAY, moonTexture);
	glUseProgram(moonShader);
    glUniformMatrix4fv(locMoonMVP, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
    glUniform1i(locMoonTexture, 0);

	// fTime goes from 0.0 to 28.0 and recycles
	float fTime = timer.GetElapsedSeconds();
	fTime = fmod(fTime, 28.0f);
    glUniform1f(locTimeStamp, fTime);

    moonBatch.Draw();


    // Swap buffers
    glutSwapBuffers();

	glutPostRedisplay();
    }
开发者ID:hanwj,项目名称:myStudy,代码行数:53,代码来源:TextureArrays.cpp

示例14: RenderScene

void RenderScene(void)
{
    static CStopWatch stopwatch;

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    glUseProgram(instancingShader);
    glBindVertexArray(square_vao);
    glUniform1f(angle_loc, stopwatch.GetElapsedSeconds());
    glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, 4);

    glutSwapBuffers();
    glutPostRedisplay();
}
开发者ID:1085075003,项目名称:oglsuperbible5,代码行数:14,代码来源:instancing.cpp

示例15: render_scene

void render_scene(void) {
    float angle = timer.GetElapsedSeconds() * 3.14f / 10.0f;
    location[0] = -8.0f * cos(angle / 2.0f);
    location[1] = -8.0f * sin(angle / 2.0f);
    location[2] = 5.0f;
    light_0.position[0] = 10.0f * cos(-angle);
    light_0.position[1] = 10.0f * sin(-angle);
    light_0.position[2] = 3.0f;
    look_at(camera_frame, location, target, up_dir);
    camera_frame.GetCameraMatrix(camera_matrix);
    p_stack.LoadMatrix(view_frustum.GetProjectionMatrix());
    mv_stack.LoadMatrix(camera_matrix);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    //--
    glUseProgram(shader_color);
    mv_stack.PushMatrix();
    mv_stack.Translate(light_0.position[0], light_0.position[1], light_0.position[2]);
    mv_stack.Scale(0.25f, 0.25f, 0.25f);
    glUniformMatrix4fv(mvp_matrix_location_shader_color, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix());
    draw_light();
    mv_stack.PopMatrix();
    //--
    glUseProgram(shader_light);
    glUniformMatrix3fv(normal_matrix_location, 1, GL_FALSE, geometry_pipeline.GetNormalMatrix());
    glUniformMatrix4fv(v_matrix_location, 1, GL_FALSE, camera_matrix);
    glUniform3fv(intensity_ambient_component_location, 1, intensity_ambient_component);
    glUniform3fv(light_0_position_location, 1, light_0.position);
    glUniform3fv(light_0_intensity_diffuse_location, 1, light_0.intensity_diffuse);
    glUniform3fv(light_0_intensity_specular_location, 1, light_0.intensity_specular);
    glUniform3fv(light_0_attenuation_location, 1, light_0.attenuation);
    glUniform1f(material_0_ka_location, material_0.ka);
    glUniform1f(material_0_kd_location, material_0.kd);
    glUniform1f(material_0_ks_location, material_0.ks);
    glUniform1f(material_0_alpha_location, material_0.alpha);
    //--
    for(int i = -10; i <= 10; i += 3)
        for(int j = -10; j <= 10; j += 3) {
            mv_stack.PushMatrix();
            mv_stack.Translate(i, j, 0.0f);
            glUniformMatrix4fv(mvp_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix());
            glUniformMatrix4fv(mv_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewMatrix());
            glDrawElements(GL_TRIANGLES, faces.size(), GL_UNSIGNED_INT, 0);
            mv_stack.PopMatrix();
        }
    //--
    glUseProgram(0);
    glutSwapBuffers();
    glutPostRedisplay();
}
开发者ID:diunao,项目名称:procesory,代码行数:49,代码来源:main.cpp


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