Beispiel #1
0
TEST( Clock, tick )
{
	Clock c;

	EXPECT_EQ( 0, c.getDeltaTime() );
	EXPECT_EQ( 0, c.getAccumTime() );

	std::this_thread::sleep_for( std::chrono::milliseconds( 16 ) );
	c.tick();

	EXPECT_LE( 0.016, c.getDeltaTime() );
	EXPECT_LE( 0.016, c.getAccumTime() );

	std::this_thread::sleep_for( std::chrono::milliseconds( 16 ) );
	c.tick();

	EXPECT_LE( 0.016, c.getDeltaTime() );
	EXPECT_LE( 0.032, c.getAccumTime() );

	std::this_thread::sleep_for( std::chrono::milliseconds( 16 ) );
	c.tick();

	EXPECT_LE( 0.016, c.getDeltaTime() );
	EXPECT_LE( 0.048, c.getAccumTime() );
}
Beispiel #2
0
TEST( Clock, construction )
{
	Clock c;

	EXPECT_EQ( 0, c.getDeltaTime() );
	EXPECT_EQ( 0, c.getAccumTime() );
}
Beispiel #3
0
void runCollisionDetection ()
{
static Clock ck ;
ck.update () ;
double tall=ck.getDeltaTime () ;
  static int firsttime = true ;
  static unsigned int query = 0 ;

  FrameBufferObject *tmp ;
  FrameBufferObject *SCM = old ;
  FrameBufferObject *DCM = collisions ;
  unsigned int numHits ;

  if ( firsttime )
  {
    glGenQueriesARB ( 1, (GLuint*) & query ) ;
    firsttime = false ;
  }

  /* Fill SCM with big numbers */

  glClearColor ( 1.0f, 1.0f, 1.0f, 1.0f ) ;
  SCM -> prepare ( true ) ;

  glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ) ;
  force -> prepare ( true ) ;  /* Zero out all of the forces. */

  int numPasses = 0 ;

  glPushClientAttrib   ( GL_CLIENT_VERTEX_ARRAY_BIT ) ;

  glClientActiveTexture( GL_TEXTURE1 ) ;
  glEnableClientState  ( GL_TEXTURE_COORD_ARRAY ) ;
  glBindBufferARB      ( GL_ARRAY_BUFFER_ARB, vbo_collt1 ) ;
  glTexCoordPointer    ( 2, GL_FLOAT, 0, vbo_collt1 ? NULL : colltexcoords1 ) ;

  glClientActiveTexture( GL_TEXTURE0 ) ;
  glEnableClientState  ( GL_TEXTURE_COORD_ARRAY ) ;
  glBindBufferARB      ( GL_ARRAY_BUFFER_ARB, vbo_collt0 ) ;
  glTexCoordPointer    ( 2, GL_FLOAT, 0, vbo_collt0 ? NULL : colltexcoords0 ) ;

  glEnableClientState  ( GL_VERTEX_ARRAY ) ;
  glBindBufferARB      ( GL_ARRAY_BUFFER_ARB, vbo_collvx ) ;
  glVertexPointer      ( 3, GL_FLOAT, 0, vbo_collvx ? NULL : collvertices ) ;

  while ( true )
  {
    collisionGenerator -> use () ;
    collisionGenerator -> applyTexture ( "position"  , position, 0 ) ;
    collisionGenerator -> applyTexture ( "old_collisions", SCM , 1 ) ;

    /* Fill DCM with zeroes */
    DCM -> prepare ( true ) ;

    glBeginQueryARB ( GL_SAMPLES_PASSED_ARB, query ) ;

    glMultiDrawArraysEXT ( GL_QUADS, (GLint*)& collstart, (GLint*)& colllength,
                           1 ) ;
numPasses++ ;

    glEndQueryARB   ( GL_SAMPLES_PASSED_ARB ) ;

    forceGenerator -> use () ;
    forceGenerator -> applyTexture ( "position"  , position , 0 ) ;
    forceGenerator -> applyTexture ( "force"     , force    , 1 ) ;
    forceGenerator -> applyTexture ( "collisions", DCM      , 2 ) ;

    GLuint sampleCount ;

    glGetQueryObjectuivARB ( query, GL_QUERY_RESULT_ARB, &sampleCount ) ;

//fprintf ( stderr, "%d ", sampleCount ) ;

    if ( sampleCount == 0 )
      break ;

    new_force -> paint () ;

    tmp = new_force ;
    new_force = force ;
    force = tmp ;

    tmp = DCM ;
    DCM = SCM ;
    SCM = tmp ;
  }

  glBindBufferARB      ( GL_ARRAY_BUFFER_ARB, 0 ) ;
  glPopClientAttrib () ;

ck.update () ;
double tdone=ck.getDeltaTime () ;
static int ii = 0 ;
ii++;
if (ii%100==0)
fprintf ( stderr, "Performance: %d passes %d cubes: other=%fms collisions=%fms\n", numPasses, NUM_CUBES, tall*1000.0, tdone*1000.0 ) ;
}