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C++ Timer::GetDeltaTime方法代码示例

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


在下文中一共展示了Timer::GetDeltaTime方法的5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: while

int32_t WINAPI
WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int32_t nCmdShow)
{
   Timer globalTimer;

   auto& window = Win_Window::GetInstance();
   window.Createwindow();
   window.SetUpOpenGL();

   auto& game = Game::GetInstance();
   game.Init("../Assets/GameInit.txt");

   auto oldTime = globalTimer.GetGlobalTime();

   MSG msg;
   int32_t frames = 0;
   float frameTimer = 0.0f;
   int32_t framesLastSecond = 0;

   while (window.IsRunning())
   {
      if (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE))
      {
         TranslateMessage(&msg);
         DispatchMessageW(&msg);
      }
      globalTimer.ToggleTimer();
      auto timeStamp = globalTimer.GetGlobalTime();

      if ((timeStamp - oldTime) > TARGET_TIME)
      {
         float dt = (timeStamp - oldTime) * Timer::AreTimersRunning();
         game.ProcessInput(dt);

         oldTime = timeStamp;
         game.Render();
         if (frameTimer > 1.0f)
         {
            framesLastSecond = frames;
            frameTimer = 0.0f;
            frames = 0;
         }
         game.RenderText(std::to_string(framesLastSecond) + " FPS", glm::vec2(-WIDTH / 2.0f, -HEIGHT / 2.0f), 0.4f,
                         glm::vec3(1.0f, 0.0f, 1.0f));

         window.Swapwindow();
         ++frames;
      }
      frameTimer += globalTimer.GetDeltaTime();
   }

   return EXIT_SUCCESS;
}
开发者ID:JacobDomagala,项目名称:DGame,代码行数:53,代码来源:Main.cpp

示例2: Run

void GameSceneManager::Run() {
	isRunning = Initialize();
	
	Timer timer;
	timer.Start();
	while (isRunning) {
		timer.UpdateFrameTicks();
		HandleEvents();
		Update(timer.GetDeltaTime());
	
		Render();
		SDL_Delay(timer.GetSleepTime(fps));

	}
}
开发者ID:Basilisk89,项目名称:Networking,代码行数:15,代码来源:GameSceneManager.cpp

示例3: main

int main()
{
    try
    {
        ImageLoaders::PNG loader;
        if (!loader.CanLoad("resources/logo.png"))
        {
            throw FatalException("Cannot load PNG images.");
        }
        Image* image = loader.Load("resources/logo.png");

        WindowStyle style;
        style.title = U8("logo.png (") + image->GetWidth() + U8(", ") + image->GetHeight() + U8(")");
        style.width = image->GetWidth();
        style.height = image->GetHeight();
        style.backgroundColor = Colors::black;
        style.resizable = false;

        Window window;
        window.Create(style);

        OpenGL::Context context;
        context.Create(&window);

        GL::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL::Enable(GL_BLEND);
        GL::Enable(GL_ALPHA_TEST);
        GL::Enable(GL_TEXTURE_2D);

        UInt program = LoadShader(U8("resources/shader.vert"), U8("resources/shader.frag"));

        UInt box = MakeBox();

        UInt texture;
        GL::GenTextures(1, &texture);
        GL::BindTexture(GL_TEXTURE_2D, texture);
        GL::TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        GL::TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        GL::TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        GL::TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        GL::TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        GL::PixelStorei(GL_UNPACK_ALIGNMENT, 1);
        GL::TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->GetWidth(), image->GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image->GetData());
        GL::BindTexture(GL_TEXTURE_2D, 0);

        Timer timer;
        Float32 hue = 0.0f;
        while (window.IsOpen())
        {
            Timer::Sleep(1);
            hue = Math::Mod(hue + timer.GetDeltaTime() * 45, 360.0f);
            context.ClearColor(Color::MakeHSL(hue, 40, 255));

            context.Viewport(0, 0, window.GetWidth(), window.GetHeight());
            context.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT);
            GL::UseProgram(program);
            GL::UniformMatrix4fv(GL::GetUniformLocation(program, "orthoMatrix"), 1, false, Matrix::MakeOrtho(0, 1, 1, 0).GetData());
            GL::UniformMatrix4fv(GL::GetUniformLocation(program, "modelMatrix"), 1, false, Matrix::Identity().GetData());
            GL::Uniform1i(GL::GetUniformLocation(program, "texture"), 0);
            GL::ActiveTexture(GL_TEXTURE0);
            GL::BindTexture(GL_TEXTURE_2D, texture);
            GL::BindVertexArray(box);
            GL::DrawArrays(GL_QUADS, 0, 4);
            GL::BindVertexArray(0);
            GL::UseProgram(0);
            context.SwapBuffers();

            Window::Update();
        }
    }
    catch (Exception& e)
    {
        std::cout << e.what() << std::endl;
        std::cout << std::hex << "Error code: 0x" << e.unique << std::dec << " (decimal " << e.unique << ")" << std::endl;
    }
}
开发者ID:JoshuaBrookover,项目名称:Jatta,代码行数:76,代码来源:main.cpp

示例4: main

int main()
{
    try
    {
        Image image;
        image.Load("resources/jattabox.png");

        WindowStyle style;
        style.title = U8("CGUL - 3D World");
        style.size = UCoord32(640, 480);
        style.backgroundColor = Colors::black;
        style.resizable = true;

        Window window;
        window.Create(style);

        OpenGL::Context context;
        context.Create(&window);

        GL::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL::Enable(GL_BLEND);
        GL::Enable(GL_ALPHA_TEST);
        GL::Enable(GL_TEXTURE_2D);
        GL::Enable(GL_DEPTH_TEST);
        GL::Enable(GL_CULL_FACE);
        glCullFace(GL_BACK);

        UIntN program = LoadShader(U8("resources/shader.vert"), U8("resources/shader.frag"));

        UIntN box = MakeBox();

        UIntN texture;
        GL::GenTextures(1, &texture);
        GL::BindTexture(GL_TEXTURE_2D, texture);
        GL::TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        GL::TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        GL::TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        GL::TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        GL::TexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        GL::PixelStorei(GL_UNPACK_ALIGNMENT, 1);
        GL::TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.GetWidth(), image.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.GetData< void >());
        GL::BindTexture(GL_TEXTURE_2D, 0);

        Timer timer;
        Float32 hue = 0.0f;
        while (window.IsOpen())
        {
            Float32 deltaTime = timer.GetDeltaTime();
            Timer::Sleep(1);
            hue = Math::Mod(hue + deltaTime * 0.125f, 1.0f);
            context.ClearColor(Color::MakeHSV(hue, 0.156862745098039f, 1.0f));

            Float32 movement = 1 + Math::Cos(hue / 10.0f);
            static Float32 rot = 0;
            rot += deltaTime / 1.0f;

            context.Viewport(0, 0, window.GetWidth(), window.GetHeight());
            context.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT);
            GL::UseProgram(program);
            //GL::UniformMatrix4fv(GL::GetUniformLocation(program, "orthoMatrix"), 1, false, Matrix::MakeOrtho2D(0, 1280, 768, 0).GetData());
            MatrixF view = MatrixF::MakeLookAt(Vector3F(Math::Cos(rot) * 50, Math::Cos(rot) * 50, Math::Sin(rot) * 50), Vector3F(0, 0, 0), Vector3F(0, -1, 0));
            MatrixF projection = MatrixF::MakePerspective(45.0, window.GetWidth() / (Float32)window.GetHeight(), 1, 1000);
            MatrixF vp = view * projection;

            MatrixF model;
            model = MatrixF::MakeScaling(Vector3F(20, 20, 20)) * model;

            //Matrix wvp = model * Matrix::MakeOrtho2D(0, 1280, 768, 0);
            MatrixF wvp = model * vp;
            GL::UniformMatrix4fv(GL::GetUniformLocation(program, "matrix"), 1, false, wvp.GetData());
            GL::Uniform1i(GL::GetUniformLocation(program, "texture"), 0);
            GL::ActiveTexture(GL_TEXTURE0);
            GL::BindTexture(GL_TEXTURE_2D, texture);
            GL::BindVertexArray(box);
            GL::DrawArrays(GL_QUADS, 0, 24);
            GL::BindVertexArray(0);
            GL::UseProgram(0);
            context.SwapBuffers();

            Window::Update();
        }
    }
    catch (Exception& e)
    {
        std::cout << e.what() << std::endl;
        std::cout << std::hex << "Error code: 0x" << e.unique << std::dec << " (decimal " << e.unique << ")" << std::endl;
    }
}
开发者ID:Zethes,项目名称:CGUL,代码行数:88,代码来源:main.cpp

示例5: main


//.........这里部分代码省略.........
                        LOG_ERR("drash::test::StartApp() failed");
                    }

                    break;
                }
            }
        }
    }

    Timer timer;
    timer.Reset(true);

    if (fail == false && app != nullptr) {
        glViewport(0, 0, gWindowWidth, gWindowHeight);
        app->GetGreng().GetCameraManager().SetAspectRatio(gWindowWidth /
                                                          gWindowHeight);
        greng.GetViewport().SetSize({ gWindowWidth, gWindowHeight });
        app->GetUISystem().SetAspectRatio(gWindowWidth / gWindowHeight);
        app->GetUISystem().SetWidth(gWindowWidth);

        bool exit = false;
        SDL_Event e;

        app->SetQuitHandler([&exit]() { exit = true; });

        auto update_cursor = [&app](int _x, int _y) {
            Vec2f pos(_x, _y);
            WindowSpaceToScreenSpace(pos);
            app->SetCursorPos(pos);
            int x;
            int y;
            app->GetUISystem().ScreenSpaceToUISpace(pos, x, y);
            app->GetUISystem().SetCursorPos(x, y);
        };

        for (;;) {
            while (SDL_PollEvent(&e)) {
                if (e.type == SDL_QUIT) {
                    exit = true;
                    break;
                } else if (e.type == SDL_KEYDOWN) {
                    app->GetEventSystem().BeginEvent(
                        ConvertKey(e.key.keysym.sym));
                } else if (e.type == SDL_KEYUP) {
                    app->GetEventSystem().EndEvent(
                        ConvertKey(e.key.keysym.sym));
                } else if (e.type == SDL_MOUSEBUTTONDOWN) {
                    update_cursor(e.button.x, e.button.y);
                    app->GetUISystem().BeginEvent();
                    app->GetEventSystem().BeginEvent(
                        ConvertButton(e.button.button));
                } else if (e.type == SDL_MOUSEBUTTONUP) {
                    update_cursor(e.button.x, e.button.y);
                    app->GetUISystem().EndEvent();
                    app->GetEventSystem().EndEvent(
                        ConvertButton(e.button.button));
                } else if (e.type == SDL_MOUSEMOTION) {
                    update_cursor(e.motion.x, e.motion.y);
                } else if (e.type == SDL_VIDEORESIZE) {
                    gWindowWidth = e.resize.w;
                    gWindowHeight = e.resize.h;
                    if (SDL_SetVideoMode(gWindowWidth, gWindowHeight, 32,
                                         SDL_HWSURFACE | SDL_OPENGL |
                                             SDL_GL_DOUBLEBUFFER) == nullptr) {
                        LOG_ERR("SDL_SetVideoMode() failed");
                        exit = true;
                    }

                    glViewport(0, 0, gWindowWidth, gWindowHeight);
                    app->GetGreng().GetCameraManager().SetAspectRatio(
                        gWindowWidth / gWindowHeight);
                    greng.GetViewport().SetSize(
                        { gWindowWidth, gWindowHeight });
                    app->GetUISystem().SetAspectRatio(gWindowWidth /
                                                      gWindowHeight);
                    app->GetUISystem().SetWidth(gWindowWidth);
                }
            }

            timer.Tick();
            app->Step(timer.GetDeltaTime());
            glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            app->Render();
            SDL_GL_SwapBuffers();

            if (exit == true) {
                break;
            }
        }

        delete app;
        app = nullptr;
    }

    IMG_Quit();
    SDL_Quit();

    return 0;
}
开发者ID:edvorg,项目名称:cpp-drash,代码行数:101,代码来源:main.cpp


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