/*
 * BOUCLE D'AFFICHAGE
 */
bool SceneManager::execute(SDL_Window* window, unsigned int w, unsigned int h)
{
  init3D(w,h);
  init2D();
  initSounds();
  unsigned int debut ,fin;							  	/* VARIABLES DE GESTION DU TEMPS */
  float period = 1.0 / FPS_LIMIT,fps,time;
  while(!m_input.terminer())								/* BOUCLE D'EXECUTION */
  {
    debut = SDL_GetTicks();								/* ON RELEVE LE TEMPS DE DEBUT DE BOUCLE */
    onPreRender();									/* ON MET À JOUR LES MODELES DYNAMIQUES */
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);					/* NETTOYAGE DE LA FENETRE */
    m_input.update();									/* MISE A JOUR DES EVENEMENTS */
    updateCameras();									/* MISE À JOUR DES CAMERAS */
    if(m_input.getKey(SDL_SCANCODE_ESCAPE))  break;					/* QUITTER EN APPUYANT SUR ESPACE */
    if(m_input.getKeyRelease(SDL_SCANCODE_V)) changeCamera();					/* CHANGER DE CAMERA EN APPUYANT SUR ESPACE */
    if(m_input.getKeyRelease(SDL_SCANCODE_SPACE)) m_soundMgr.playEffect("laser",127/2);
    drawAll();										/* AFFICHAGE DE TOUS LES MODELES DU MONDE 3D */
    SDL_GL_SwapWindow(window);								/* RAFRAICHISSEMENT DE LA FENETRE */    
    fin = SDL_GetTicks();								/* ON RELEVE LE TEMPS DE FIN DE BOUCLE */
    time = (float)(fin - debut);							/* ON CALCULE LE TEMPS D'EXECUTION DE LA BOUCLE */
    fps = 1000.0/time;									/* ON CALCULE LA FREQUENCE MAXIMALE */
    std::ostringstream streamTitle;
    streamTitle << "fps: " << fps;							
    SDL_SetWindowTitle(window,streamTitle.str().c_str());				/* ON AFFICHE LA FREQUENCE COMME TITRE DE LA FENETRE */
    if(time < period)
      SDL_Delay((unsigned int)(period - time));  					/* ON LIMITE LA FREQUENCE A 60 FPS */
  }
  printf("toto\n");
  return true;
}
Example #2
0
void RenderPreview::drawPreview()
{
    if (_renderingInProgress) return; // avoid double-entering this method

    util::ScopedBoolLock lock(_renderingInProgress);

    glViewport(0, 0, _previewWidth, _previewHeight);

    // Set up the render and clear the drawing area in any case
    glDepthMask(GL_TRUE);
    glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Set up the camera
    Matrix4 projection = getProjectionMatrix(0.1f, 10000, PREVIEW_FOV, _previewWidth, _previewHeight);

    // Keep the modelview matrix in the volumetest class up to date
    _volumeTest.setModelView(getModelViewMatrix());
    _volumeTest.setProjection(projection);

    // Pre-Render event
    if (!onPreRender())
    {
        // a return value of false means to cancel rendering
        drawTime();
        return;
    }

    // Front-end render phase, collect OpenGLRenderable objects from the scene
    getScene()->foreachVisibleNodeInVolume(_volumeTest, _sceneWalker);

    RenderStateFlags flags = getRenderFlagsFill();

    // Launch the back end rendering
    _renderSystem->render(flags, _volumeTest.GetModelview(), projection);

    // Give subclasses an opportunity to render their own on-screen stuff
    onPostRender();

    // Draw the render time
    drawTime();
}