void GameObjectManager::update(RenderInstanceTree& renderList, float elapsedTime, const Input& input) { BROFILER_CATEGORY("GameObjectManagerUpdate", Profiler::Color::Red); for (auto gameObject : m_gameObjects) { gameObject.second->update(renderList, elapsedTime, input); } }
void CDrawQuadRendererCommand::Execute( CGraphicsManager& GM ) { BROFILER_CATEGORY( "CDrawQuadRendererCommand::Execute", Profiler::Color::Orchid ) ActivateTextures(); CRenderableObjectTechniqueManager* lROTM = ROTMInstance; const std::string& l_EffectTechName = lROTM->GetRenderableObjectTechniqueNameByVertexType( SCREEN_COLOR_VERTEX::GetVertexType() ); CRenderableObjectTechnique* l_ROT = lROTM->GetResource( l_EffectTechName ); CEffectTechnique* l_EffectTech = l_ROT->GetEffectTechnique(); uint32 width, height; GM.GetWidthAndHeight( width, height ); RECT l_Rect = { 0, 0, ( long )width - 1, ( long )height - 1 }; l_EffectTech->GetEffect()->SetLight( 0 ); if( mSetPlayerLife ) { CEffect* lEffect = l_EffectTech->GetEffect(); float lLife = GUIInstance->GetWindow("HUD.xml")->GetElement("Life")->GetProgress(); //LOG_INFO_APPLICATION("Setting life %5.2f", lLife); lLife = Math::Utils::Clamp(lLife, 0.05f, 100.0f); lEffect->SetLife(lLife); } if ( l_EffectTech ) { GM.DrawColoredQuad2DTexturedInPixelsByEffectTechnique( l_EffectTech, l_Rect, m_Color, m_StageTextures[0].m_Texture, 0.0f, 0.0f, 1.0f, 1.0f ); } else { GM.DrawColoredQuad2DTexturedInPixels( l_Rect, m_Color, m_StageTextures[0].m_Texture, 0.0f, 0.0f, 1.0f, 1.0f ); } }
void Engine::UpdatePhysics() { BROFILER_CATEGORY( "UpdatePhysics", Profiler::Color::Wheat ) int64 time = Profiler::GetTimeMicroSeconds(); while (Profiler::GetTimeMicroSeconds() - time < 20 * 1000) {} }
void Engine::Draw() { BROFILER_CATEGORY( "Draw", Profiler::Color::Salmon ) SlowFunction<REPEAT_COUNT>(); }
void Engine::UpdateScene() { BROFILER_CATEGORY( "UpdateScene", Profiler::Color::SkyBlue ) SlowFunction<REPEAT_COUNT>(); }
void Engine::UpdateLogic() { BROFILER_CATEGORY( "UpdateLogic", Profiler::Color::Orchid ) SlowFunction<REPEAT_COUNT>(); }
void Engine::UpdateMessages() { BROFILER_CATEGORY( "UpdateMessages", Profiler::Color::Orange ) SlowFunction<REPEAT_COUNT>(); }
void Engine::UpdateInput() { BROFILER_CATEGORY( "UpdateInput", Profiler::Color::SteelBlue ) SlowFunction2(); }
void CEndRenderSceneRendererCommand::Execute(CGraphicsManager &GM) { BROFILER_CATEGORY( "CEndRenderSceneRendererCommand::Execute", Profiler::Color::Orchid ) GM.EndScene(); }