本文整理汇总了C++中Timer::GetMiliseconds方法的典型用法代码示例。如果您正苦于以下问题:C++ Timer::GetMiliseconds方法的具体用法?C++ Timer::GetMiliseconds怎么用?C++ Timer::GetMiliseconds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类Timer
的用法示例。
在下文中一共展示了Timer::GetMiliseconds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: DoFrame
//--------------------------------------------------------------------------------------
// Process and render one frame. Called by the main loop
//--------------------------------------------------------------------------------------
void DoFrame()
{
Timer mainTimer;
// Clear backbuffer and begin frame
float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; //red,green,blue,alpha
pRenderSystem->BeginFrame( ClearColor, 1.0f, 0 );
static double t = 0, dt = 0;
dt=t;
t = globalTimer.GetSeconds();
dt = t-dt;
if (dt > 1/30.0f)
dt = 1/30.0f;
Timer updateTimer;
scene.Update( dt );
double t_update = updateTimer.GetMiliseconds();
scene.RenderDeferred();
pRenderSystem->EndFrame();
double t_main = mainTimer.GetMiliseconds();
// Wait for render thread to finish. Only necessary if we run multithreaded
pRenderSystem->WaitForFrameToFinish();
double t_waitrender = mainTimer.GetMiliseconds() - t_main;
char str[20];
if ( KEYDOWN('T') )
{
_gcvt( t_waitrender, 5, str );
DEBUG_OUTPUT( "main thread wait: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t" );
_gcvt( t_main, 5, str );
DEBUG_OUTPUT( "main thread: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
_gcvt( scene.t_physics, 5, str );
DEBUG_OUTPUT( "physics: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
/*_gcvt( scene.t_ocean, 5, str );
DEBUG_OUTPUT( "ocean: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );*/
_gcvt( t_update, 5, str );
DEBUG_OUTPUT( "Scene::update: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
_gcvt( pRenderSystem->GetRenderDispatcher()->t_renderthread, 5, str );
DEBUG_OUTPUT( "render thread: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
/*
_gcvt( pRenderSystem->t_renderstarve, 5, str );
DEBUG_OUTPUT( "starve: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
*/
_gcvt( pRenderSystem->t_commands, 5, str );
DEBUG_OUTPUT( "render commands: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
_gcvt( pRenderSystem->GetRenderDispatcher()->t_bindparams, 6, str );
DEBUG_OUTPUT( "Bind shader params: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
_gcvt( scene.t_scenerender, 6, str );
DEBUG_OUTPUT( "Scene::render(): " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
/*
_gcvt( pRenderSystem->GetRenderDispatcher()->t_1, 6, str );
DEBUG_OUTPUT( "(t_1: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms\t " );
_gcvt( pRenderSystem->GetRenderDispatcher()->t_2, 6, str );
DEBUG_OUTPUT( "t_2: " );
DEBUG_OUTPUT( str );
DEBUG_OUTPUT( "ms)\t " );
_gcvt( pRenderSystem->GetRenderDispatcher()->t_bindtextures, 6, str );
DEBUG_OUTPUT( "Bind textures: " );
//.........这里部分代码省略.........