bool ApplicationClass::Frame()
{
	bool result;


	// Read the user input.
	result = m_Input->Frame();
	if(!result)
	{
		return false;
	}
	
	// Check if the user pressed escape and wants to exit the application.
	if(m_Input->IsEscapePressed() == true)
	{
		return false;
	}

	// Update the system stats.
	m_Timer->Frame();
	m_Fps->Frame();
	m_Cpu->Frame();

	// Update the FPS value in the text object.
	result = m_Text->SetFps(m_Fps->GetFps(), m_Direct3D->GetDeviceContext());
	if(!result)
	{
		return false;
	}
	
	// Update the CPU usage value in the text object.
	result = m_Text->SetCpu(m_Cpu->GetCpuPercentage(), m_Direct3D->GetDeviceContext());
	if(!result)
	{
		return false;
	}

	// Do the frame input processing.
	result = HandleInput(m_Timer->GetTime());
	if(!result)
	{
		return false;
	}

	// Do the sky plane frame processing.
	m_SkyPlane->Frame();

	// Render the graphics.
	result = RenderGraphics();
	if(!result)
	{
		return false;
	}

	return result;
}
void TankTop::Draw(){
	
	
	RenderGraphics();
	if(hit){
		hit=true;
		colVolume->DrawColVolume(Vect(1,0,0));
		//DebugVisualizer::ShowAABB(colVolume->GetCheapMinAABBPoint(),colVolume->GetCheapMaxAABBPoint(),Vect(1,0,0));
		//DebugVisualizer::ShowOBB(colVolume->,colVolume->GetCheapMaxAABBPoint(),colWorld ,Vect(1,0,0));
		//DebugVisualizer::ShowSphere(colVolume->GetCheapCenter(), colVolume->GetCheapSphereRadius(), Vect(1,0,0));
	}else{
		colVolume->DrawColVolume(Vect(0,0,1));
		//DebugVisualizer::ShowAABB(colVolume->GetCheapMinAABBPoint(),colVolume->GetCheapMaxAABBPoint(),Vect(0,0,1));
		//DebugVisualizer::ShowAABB(colVolume->GetCheapMinAABBPoint(),colVolume->GetCheapMaxAABBPoint(),Vect(0,0,1));
		//DebugVisualizer::ShowSphere(colVolume->GetCheapCenter(), colVolume->GetCheapSphereRadius(), Vect(0,0,1));
	}
	hit =false;

}
bool ApplicationClass::Frame()
{
	char text[32], itoaTemp[16], videoCard[128];

	if(!m_Input->Frame())
	{
		return false;
	}

	if(m_Input->IsKeyPressed(DIK_ESCAPE))
	{
		return false;
	}

	m_Timer->Frame();
	m_Cpu->Frame();
	m_Fps->Frame();

	_itoa_s(m_Fps->GetFps(), itoaTemp, 10);
	strcpy_s(text, "FPSTime: ");
	strcat_s(text, itoaTemp);

	if(!m_Text->UpdateString("FPS", text, m_D3D->GetDeviceContext()))
	{
	}

	_itoa_s(m_Cpu->GetCpuPercentage(), itoaTemp, 10);
	strcpy_s(text, "CPUTime: ");
	strcat_s(text, itoaTemp);
	strcat_s(text, "%");

	if(!m_Text->UpdateString("CPU", text, m_D3D->GetDeviceContext()))
	{
	}

	float x, y, z;
	m_Position->GetPosition(x, y, z);

	strcpy_s(text, "POS (X: ");
	_itoa_s((int)x, itoaTemp, 10);
	strcat_s(text, itoaTemp);

	strcat_s(text, " Y: ");
	_itoa_s((int)y, itoaTemp, 10);
	strcat_s(text, itoaTemp);

	strcat_s(text, " Z: ");
	_itoa_s((int)z, itoaTemp, 10);
	strcat_s(text, itoaTemp);

	strcat_s(text, ")");

	if(!m_Text->UpdateString("POS", text, m_D3D->GetDeviceContext()))
	{
		MessageBox(NULL, L"Failed To Update Position String", L"Error", MB_OK);
	}
	
	m_Position->GetRotation(x, y, z);

	strcpy_s(text, "ROT (X: ");
	_itoa_s((int)x, itoaTemp, 10);
	strcat_s(text, itoaTemp);

	strcat_s(text, " Y: ");
	_itoa_s((int)y, itoaTemp, 10);
	strcat_s(text, itoaTemp);

	strcat_s(text, " Z: ");
	_itoa_s((int)z, itoaTemp, 10);
	strcat_s(text, itoaTemp);

	strcat_s(text, ")");

	if(!m_Text->UpdateString("ROT", text, m_D3D->GetDeviceContext()))
	{
		MessageBox(NULL, L"Failed To Update Rotation String", L"Error", MB_OK);
	}

	float drawpct = (float)m_QuadTree->GetDrawCount() / (float)m_QuadTree->GetTriangleCount();
	_itoa_s(drawpct*100, itoaTemp, 10);
	strcpy_s(text, "Draw: ");
	strcat_s(text, itoaTemp);
	strcat_s(text, "%");
	
	if(!m_Text->UpdateString("QTR", text, m_D3D->GetDeviceContext()))
	{
	}

	_itoa_s(m_QuadTree->GetDrawCount(), itoaTemp, 10);
	strcpy_s(text, "Tri's: ");
	strcat_s(text, itoaTemp);

	if(!m_Text->UpdateString("XCS", text, m_D3D->GetDeviceContext()))
	{
	}

	if(!HandleInput(m_Timer->GetTime()))
	{
		return false;
	}

	if(!RenderGraphics())
	{
		return false;
	}

	return true;
}
Beispiel #4
0
//+++++++++++++++++++++++++++++++++++++++++++++++++
//メイン関数
//-------------------------------------------------
//初期化及びメインループ
//--in---------------------------------------------
//
//--out---------------------------------------------
//
//+++++++++++++++++++++++++++++++++++++++++++++++++
int WINAPI _tWinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPTSTR lpCmdLine, int iCmdShow)
{
	HWND	hWnd;
	MSG		msg;
	DWORD	dwFPSLastTime, dwCurrentTime, dwFrameCount;

	//ウィンドウ クラスを登録
	WNDCLASS wndClass = {
		CS_HREDRAW | CS_VREDRAW,
		WndProc,
		0,
		0,
		hInst,
		LoadIcon(hInst, MAKEINTRESOURCE(IDI_ICON1)),
		LoadCursor(NULL, IDC_ARROW),
		(HBRUSH)GetStockObject(WHITE_BRUSH),
		MAKEINTRESOURCE(IDR_MENU1),
		CLASS_NAME
	};
	if (RegisterClass(&wndClass) == 0) return false;

	//ウィンドウ サイズを取得
	RECT rc = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
	DWORD dwStyle = WS_OVERLAPPED | WS_SYSMENU | WS_MINIMIZEBOX | WS_VISIBLE;
	DWORD dwExStyle = 0;
	AdjustWindowRectEx(&rc, dwStyle, FALSE, dwExStyle);

	//ウィンドウを作成
	hWnd = CreateWindowEx(
		dwExStyle,
		CLASS_NAME,
		CAPTION_NAME,
		dwStyle,
		WINDOW_X,
		WINDOW_Y,
		rc.right - rc.left,
		rc.bottom - rc.top,
		NULL,
		NULL,
		hInst,
		NULL);
	if (hWnd == NULL) return false;

	g_bWindow = true;
	
	if(FAILED(InitializeGraphics(hWnd, g_bWindow))) 
		return 0;	//OpenGL の初期化

	//変数初期化
	timeBeginPeriod(1);									//タイマの分解能を最小にセット
	dwFPSLastTime = dwExecLastTime = timeGetTime();		//現在のシステム タイマを取得
	dwExecLastTime -= FRAME_RATE;
	dwFrameCount = 0;
	g_fFPS = 0.0f;

	//マウスカーソル位置を固定する
	//SetCursorPos( WINDOW_X + SCREEN_WIDTH / 2, WINDOW_Y + SCREEN_HEIGHT / 2 );	//ウィンドウの中心位置に固定
	ShowCursor(false);

	//メイン ウインドウ ループ
	msg.message = WM_NULL;

	//乱数設定
	InitRandom();

	while (WM_QUIT != msg.message && !g_bEnd)	//WM_QUIT がくるか、終了フラグがたつまでループ
	{
		if (PeekMessage(&msg,NULL, 0, 0, PM_REMOVE)) {
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		} else {
			dwCurrentTime = timeGetTime();					//現在のタイマ値を取得
			if (dwCurrentTime - dwFPSLastTime >= 500)		//0.5 秒ごとに計測
			{
				//フレーム数を計算
				g_fFPS = dwFrameCount * 1000.0f / (dwCurrentTime - dwFPSLastTime);
				dwFPSLastTime = dwCurrentTime;	//タイマ値を更新
				dwFrameCount = 0;				//フレーム カウンタをリセット
			}
			//この辺で時間管理
			while (dwCurrentTime - dwExecLastTime >= FRAME_RATE)	//一定時間が経過したら・・・
			{
				dwExecLastTime += FRAME_RATE;						//タイマ値を更新
			
				GameMain(hWnd);										//ゲーム メイン処理
			}
			RenderGraphics();								//レンダリング処理を実行
			dwFrameCount++;									//フレーム カウントを+1
			Sleep(1);										//いったん Windows に制御を戻す
		}

		//終了確認
		if(g_bEnd)
		{
			//if (IDNO == MessageBox(hWnd, _T("ゲームを終了しますか?"), _T("終了確認"), MB_YESNO))
			//	g_bEnd = false;

		}

	}
	timeEndPeriod(1);						//システム タイマの分解能を元に戻す
	return (int)msg.wParam;
}
void LoseText::Draw(){
	RenderGraphics();


}
Beispiel #6
0
bool ApplicationClass::Frame()
{
	bool result;

	// Read the user input.
	result = m_Input->Frame();
	if(!result){
		return false;
	}

	// Check if the user pressed escape and wants to exit the application.
	if(m_Input->IsEscapePressed() == true)
	{
		return false;
	}

	// Update the system stats.
	m_Timer->Frame();
	m_Fps->Frame();
	m_Cpu->Frame();

	// Set the frames per second.
	result = m_Text->SetFps(m_Fps->GetFps(), m_D3D->GetDeviceContext());
	if(!result)
	{
		return false;
	}

	// Set the cpu usage.
	result = m_Text->SetCpu(m_Cpu->GetCpuPercentage(), m_D3D->GetDeviceContext());
	if(!result)
	{
		return false;
	}

	// Set the vertex count.
	result = m_Text->SetVertexCount(m_Model->GetVertexCount(), m_D3D->GetDeviceContext());
	if(!result)
	{
		return false;
	}

	// Set the face count.
	result = m_Text->SetFaceCount(m_Model->GetFaceCount(), m_D3D->GetDeviceContext());
	if(!result)
	{
		return false;
	}


	// Do the frame input processing.
	result = HandleInput(m_Timer->GetTime());
	if(!result)
	{
		return false;
	}

	// Render the graphics.
	result = RenderGraphics();
	if(!result)
	{
		return false;
	}



	return true;
}