本文整理汇总了C++中Window::Flip方法的典型用法代码示例。如果您正苦于以下问题:C++ Window::Flip方法的具体用法?C++ Window::Flip怎么用?C++ Window::Flip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类Window
的用法示例。
在下文中一共展示了Window::Flip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: UpdateMenu
int UpdateMenu(Window &App)
{
App.FPS =60;
Uint8 *Key;
SDL_Event Event;
bool Running = true;
while(Running)
{
Key = SDL_GetKeyState(NULL);
while( SDL_PollEvent(&Event) )
{
if(Event.type == SDL_QUIT)
{
Running = false;
}
}
if( Key[SDLK_SPACE] )
{
Running = false;
return 1;
}
if( Key[SDLK_ESCAPE])
{
return 20;
}
App.LimitFramerate();
App.Flip();
App.RenderText();
App.Clear();
}
return 20;
}
示例2: main
//.........这里部分代码省略.........
{
Entity *ent = s1->Add(cube);
ent->SetMaterial(m);
ent->SetPosition((float)i*2.2,(float)j*2.2,(float)k*2.2);
}
}
}
InstanceGroup *cubes_ig = eng->CreateInstanceGroup();
cubes_ig->SetGeometry(cube);
Entity* cubes = s2->Add(cubes_ig);
cubes->SetTexture(diffuse);
cubes->SetShader(StandartShaders::Render::TexturingInstanced());
cubes->SetBlend(BM_NONE);
for(int i=0;i<100;++i)
{
for(int j=0;j<20;++j)
{
for(int k=0;k<100;++k)
{
Instance *ins = cubes_ig->AddInstance();
ins->SetPosition((float)i*2.2,(float)j*2.2,(float)k*2.2);
}
}
}
float dx=0,dy=0;
vec3 transl;
Scene* cur_scene = s1;
cam->SetPosition(23,23,110);
bool use_zpass = false;
while(wnd->isRunning() && !KeyDown(KEY::ESCAPE))
{
if(KeyDown(KEY::F1))
cur_scene = s1;
if(KeyDown(KEY::F2))
cur_scene = s2;
if(KeyDown(KEY::F3))
use_zpass = true;
if(KeyDown(KEY::F4))
use_zpass = false;
//TODO: Place your rendering code here
float dt = Timer::Delta() * 0.01;
quat qcam(vec3(float(MouseY()-300)*0.2f,float(MouseX()-400)*0.2f,0));
cam->SetOrientation(qcam);
vec3 move;
if(KeyDown('W'))
move.z -= 1;
if(KeyDown('S'))
move.z += 1;
if(KeyDown('A'))
move.x -= 1;
if(KeyDown('D'))
move.x += 1;
move = cam->GetOrientation().ToMat3() * move;
transl += move;
transl *= 0.9;
cam->Translate(transl * dt);
dx *= 0.95;
dy *= 0.95;
if(use_zpass)
{
cubes->SetShader(StandartShaders::Render::ZPassTexturingInstanced());
cur_scene->ZPassRender();
cubes->SetShader(StandartShaders::Render::TexturingInstanced());
}
cur_scene->Render();
wchar_t wbuff[100];
if(cur_scene == s1)
swprintf(wbuff,L"CopyEntity, FPS: %d Tris: %d, DIPs: %d",eng->GetStatistics()->GetFPS()
,eng->GetStatistics()->TrisRendered()
,eng->GetStatistics()->DIPs());
else
swprintf(wbuff,L"Instancing, FPS: %d Tris: %d, DIPs: %d",eng->GetStatistics()->GetFPS()
,eng->GetStatistics()->TrisRendered()
,eng->GetStatistics()->DIPs());
wnd->SetText(wbuff);
wnd->Flip();
}
//TODO: Place your deinitalize code here
eng->Free();
}