Ejemplo n.º 1
0
void Light::onDisplayLoop(int elapseTime) {
    deltaTime = (elapseTime - lastFrame) / 300.0f;
    lastFrame = elapseTime;
    changeValue += deltaTime;
//    printf("delta time: %f \n ", deltaTime);
    sceneRender();
}
Ejemplo n.º 2
0
int main()
{
	// Initialize graphics
	gfxInitDefault();
	C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);

	// Initialize the renderbuffer
	static C3D_RenderBuf rb;
	C3D_RenderBufInit(&rb, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	rb.clearColor = CLEAR_COLOR;
	C3D_RenderBufClear(&rb);
	C3D_RenderBufBind(&rb);

	// Initialize the scene
	sceneInit();

	// Main loop
	while (aptMainLoop())
	{
		C3D_VideoSync();
		hidScanInput();

		// Respond to user input
		u32 kDown = hidKeysDown();
		if (kDown & KEY_START)
			break; // break in order to return to hbmenu

		// Render the scene
		sceneRender();
		C3D_Flush();
		C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
		C3D_RenderBufClear(&rb);
	}

	// Deinitialize the scene
	sceneExit();

	// Deinitialize graphics
	C3D_Fini();
	gfxExit();
	return 0;
}
Ejemplo n.º 3
0
//---------------------------------------------------------------------------------
int main(int argc, char **argv) {
//---------------------------------------------------------------------------------
	// Initialize graphics
	gfxInitDefault();
	C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);

	// Initialize the render target
	C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
	C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);

	// Initialize the scene
	sceneInit();

	// Main loop
	while (aptMainLoop()) {

		hidScanInput();

		// Respond to user input
		u32 kDown = hidKeysDown();
		if (kDown & KEY_START)
			break; // break in order to return to hbmenu

		moveSprites();

		// Render the scene
		C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
			C3D_FrameDrawOn(target);
			sceneRender();
		C3D_FrameEnd(0);
	}

	// Deinitialize the scene
	sceneExit();

	// Deinitialize graphics
	C3D_Fini();
	gfxExit();
	return 0;
}
Ejemplo n.º 4
0
int main()
{
	// Initialize graphics
	gfxInitDefault();
	gpuInit();

	// Initialize the scene
	sceneInit();
	gpuClearBuffers(CLEAR_COLOR);

	// Main loop
	while (aptMainLoop())
	{
		gspWaitForVBlank();  // Synchronize with the start of VBlank
		gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
		hidScanInput();      // Read the user input

		// Respond to user input
		u32 kDown = hidKeysDown();
		if (kDown & KEY_START)
			break; // break in order to return to hbmenu

		// Render the scene
		gpuFrameBegin();
		sceneRender();
		gpuFrameEnd();
		gpuClearBuffers(CLEAR_COLOR);

		// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
		//gfxFlushBuffers();
	}

	// Deinitialize the scene
	sceneExit();

	// Deinitialize graphics
	gpuExit();
	gfxExit();
	return 0;
}
Ejemplo n.º 5
0
void Engine::onBeforeRendering() {
    sceneRender();
}