当前位置: 首页>>代码示例>>C++>>正文


C++ Character::GetTodoDraw方法代码示例

本文整理汇总了C++中Character::GetTodoDraw方法的典型用法代码示例。如果您正苦于以下问题:C++ Character::GetTodoDraw方法的具体用法?C++ Character::GetTodoDraw怎么用?C++ Character::GetTodoDraw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Character的用法示例。


在下文中一共展示了Character::GetTodoDraw方法的2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: RenderText

//--------------------------------------------------------------------------------------
// Render the help and statistics text. This function uses the ID3DXFont interface for 
// efficient text rendering.
//--------------------------------------------------------------------------------------
void RenderText()
{
    g_pTxtHelper->Begin();
    g_pTxtHelper->SetInsertionPos( 5, 5 );
    g_pTxtHelper->SetForegroundColor( XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) );
    g_pTxtHelper->DrawTextLine( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
    g_pTxtHelper->DrawTextLine( DXUTGetDeviceStats() );

	double fTotal = TIMER_GetTime(Gpu, L"Total") * 1000.0f;
	double fFoblin = TIMER_GetTime(Gpu, L"Total|FoblinMesh") * 1000.0f;
	double fLeftEye = TIMER_GetTime(Gpu, L"Total|FoblinMesh|LeftEye") * 1000.0f;
	double fRightEye = TIMER_GetTime(Gpu, L"Total|FoblinMesh|RightEye") * 1000.0f;
	double fTransfer = TIMER_GetTime(Gpu, L"Total|Transfer") * 1000.0f;
	double fPresent = TIMER_GetTime(Gpu, L"Present") * 1000.0f;

	double fPerFoblin = fFoblin / (double)(g_Character.GetTodoDraw() * 2) * 1000.0f;

	fTotal += fPresent;
	double fOverhead = fFoblin - fLeftEye - fRightEye;
	WCHAR wcbuf[256];
	swprintf_s(wcbuf, 256, L"Cost in milliseconds( Total = %.2f, Left Eye = %.2f, Right Eye = %.2f, Transfer = %.2f, Present = %.2f, FoblinMesh = %.2f [each: %.2fus], Overhead = %.2f )", 
		fTotal, fLeftEye, fRightEye, fTransfer, fPresent, fFoblin, fPerFoblin, fOverhead);
	g_pTxtHelper->DrawTextLine( wcbuf );

    g_pTxtHelper->SetInsertionPos( 5, DXUTGetDXGIBackBufferSurfaceDesc()->Height - AMD::HUD::iElementDelta );
	g_pTxtHelper->DrawTextLine( L"Toggle GUI    : F1" );

    g_pTxtHelper->End();


}
开发者ID:AnilVarmaBiruduraju,项目名称:LiquidVR,代码行数:35,代码来源:AffinityGPUControl.cpp

示例2: InitApp

//--------------------------------------------------------------------------------------
// Initialize the app 
//--------------------------------------------------------------------------------------
void InitApp()
{
    D3DCOLOR DlgColor = 0x88888888; // Semi-transparent background for the dialog

    g_SettingsDlg.Init( &g_DialogResourceManager );
    g_HUD.m_GUI.Init( &g_DialogResourceManager );
    g_HUD.m_GUI.SetBackgroundColors( DlgColor );
    g_HUD.m_GUI.SetCallback( OnGUIEvent );

    int iY = AMD::HUD::iElementDelta;

    g_HUD.m_GUI.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", AMD::HUD::iElementOffset, iY, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight );
	g_HUD.m_GUI.AddButton(IDC_CHANGE_DEVICE, L"Change device (F2)", AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, VK_F2);

	iY += AMD::HUD::iGroupDelta / 3;

	CDXUTStatic* pFrameRateStatic = nullptr;
	g_HUD.m_GUI.AddStatic(IDC_STATIC_FRAMERATE, L"", AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, false, &pFrameRateStatic);
	D3DCOLOR frameRateColor = D3DCOLOR_RGBA(0xFF, 0, 0, 0xFF);
	pFrameRateStatic->SetTextColor(frameRateColor);

	g_HUD.m_GUI.AddCheckBox(IDC_CHECKBOX_ENABLE_MGPU, L"Enable MGPU",               AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, g_Context.m_Affinity.GetUseAffinity());

    g_HUD.m_GUI.AddStatic(IDC_STATIC_SYNC_TYPE, L"Transfer Sync", AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight);

    g_HUD.m_GUI.AddRadioButton(IDC_RADIO_SYNC_TYPE_AUTOMATIC, IDC_RADIO_SYNC_TYPE, L"Automatic", AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, g_Context.m_Affinity.GetSyncType() == TRANSFER_SYNC_AUTOMATIC);
    g_HUD.m_GUI.AddRadioButton(IDC_RADIO_SYNC_TYPE_MANUAL, IDC_RADIO_SYNC_TYPE, L"Manual", AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, g_Context.m_Affinity.GetSyncType() == TRANSFER_SYNC_MANUAL);
    g_HUD.m_GUI.AddRadioButton(IDC_RADIO_SYNC_TYPE_NONE, IDC_RADIO_SYNC_TYPE, L"None", AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, g_Context.m_Affinity.GetSyncType() == TRANSFER_SYNC_NONE);


	iY += AMD::HUD::iGroupDelta / 3;

	g_HUD.m_GUI.AddCheckBox(IDC_CHECKBOX_DRAW_FOBLINMESH, L"Draw Foblin(s)",        AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, g_bDrawFoblinMeshes);
	g_HUD.m_GUI.AddCheckBox(IDC_CHECKBOX_ALPHA_FOBLINMESH, L"Alpha Foblin(s)",      AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, g_Character.GetAlpha());
	g_HUD.m_GUI.AddCheckBox(IDC_CHECKBOX_CLEAR_FOBLINMESH, L"Clear Foblin(s) Bkgs", AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, g_Character.GetClear());
	g_HUD.m_GUI.AddCheckBox(IDC_CHECKBOX_SHIFT_FOBLINMESH, L"Shift Foblin(s)",      AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, g_Character.GetShift());

	int minParam;
	int maxParam;
	g_Character.GetDrawLimits(&minParam, &maxParam);
	int currentParam = g_Character.GetTodoDraw();
	WCHAR szTemp[256];
	swprintf_s(szTemp, L"Number of Draw Calls: %i", currentParam);
	g_HUD.m_GUI.AddStatic(IDC_STATIC_NUM_DRAW_CALLS, szTemp, AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight);
	g_HUD.m_GUI.AddSlider(IDC_SLIDER_NUM_DRAW_CALLS, AMD::HUD::iElementOffset, iY += AMD::HUD::iElementDelta, AMD::HUD::iElementWidth, AMD::HUD::iElementHeight, minParam, maxParam, currentParam, false);




	iY += AMD::HUD::iGroupDelta;

	g_Context.m_ShaderCache.SetShowShaderISAFlag(false);
	AMD::InitApp(g_Context.m_ShaderCache, g_HUD, iY, false);
}
开发者ID:AnilVarmaBiruduraju,项目名称:LiquidVR,代码行数:57,代码来源:AffinityGPUControl.cpp


注:本文中的Character::GetTodoDraw方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。