void gameLoop()
	{
		frameNum++;

		//LOG("doFrame()...");
		doFrame();

		h3dSetNodeTransform(cam,
				//0, 0, 0,
				0, 10, 10,
				_rx ,_ry, 0,
				1, 1, 1
				);

		//LOG("h3dRender(cam)...");
		h3dRender(cam);

		//LOG("h3dutShowFrameStats(fontMatRes, panelMatRes, 2)...");
		h3dutShowFrameStats(fontMatRes, panelMatRes, 2);

#if 0
		//int n = snprintf(text, textLen - 1, "Frame %d: %f ms", frameNum, msSinceLastFrame());
		//int n = snprintf(text, textLen - 1, "Frame %d", frameNum % 32);
		int n = snprintf(text, textLen - 1, "Frame %d", frameNum);

		LOG("Showing text \"%s\" (wrote %d chars) with color (%d, %d, %d)", text, n, frameNum % 2, (frameNum >> 1) % 2, (frameNum >> 2) % 2);
		h3dutShowText(text,
				0.5, 0.5,   // Position
				0.05,       // Size (scale)
				frameNum % 2, (frameNum >> 1) % 2, (frameNum >> 2) % 2, // Color (RGB)
				fontMatRes  // Font material
				);
#endif

		//LOG("h3dFinalizeFrame()...");
		h3dFinalizeFrame();

		//LOG("Frame finished.");
	} // end gameLoop
Example #2
0
void Application::mainLoop( float timeSinceLastFrame )
{
	keyHandler( timeSinceLastFrame );

	// Set camera parameters
	h3dSetNodeTransform( _cam, _x, _y, _z, _rx ,_ry, 0, 1, 1, 1 );

	_lightTimer += timeSinceLastFrame;

	// Has it gone a second since the light changed color?
	if( _lightTimer >= 1.0f )
	{
		// Set a random light color
		switch( rand() % 6 )
		{
		case 0:
			// Red
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 0, 1.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 1, 0.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 2, 0.0f );
			break;
		case 1:
			// Green
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 0, 0.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 1, 1.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 2, 0.0f );
			break;
		case 2:
			// Blue
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 0, 0.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 1, 0.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 2, 1.0f );
			break;
		case 3:
			// Yellow
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 0, 1.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 1, 1.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 2, 0.0f );
			break;
		case 4:
			// Purple
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 0, 1.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 1, 0.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 2, 1.0f );
			break;
		case 5:
			// Cyan
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 0, 0.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 1, 1.0f );
			h3dSetNodeParamF( _light, H3DLight::ColorF3, 2, 1.0f );
			break;
		}

		// Reset the timer
		_lightTimer = 0.0f;
	}

	// Show stats
	h3dutShowFrameStats( _fontMatRes, _panelMatRes, _statMode );
	if( _statMode > 0 )
	{	
		displaySoundInfo();
	}

	// Show logo
	const float ww = (float)h3dGetNodeParamI( _cam, H3DCamera::ViewportWidthI ) /
	                 (float)h3dGetNodeParamI( _cam, H3DCamera::ViewportHeightI );
	const float ovLogo[] = { ww-0.4f, 0.8f, 0, 1,  ww-0.4f, 1, 0, 0,  ww, 1, 1, 0,  ww, 0.8f, 1, 1 };
	h3dShowOverlays( ovLogo, 4, 1.f, 1.f, 1.f, 1.f, _logoMatRes, 0 );

	// Render scene
	h3dRender( _cam );

	// Finish rendering of frame
	h3dFinalizeFrame();

	// Remove all overlays
	h3dClearOverlays();

	// Write all mesages to log file
	h3dutDumpMessages();
}