Пример #1
0
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 );
    }
}
Пример #3
0
void Engine::UpdatePhysics()
{ BROFILER_CATEGORY( "UpdatePhysics", Profiler::Color::Wheat )
	int64 time = Profiler::GetTimeMicroSeconds();
	while (Profiler::GetTimeMicroSeconds() - time < 20 * 1000) {}
}
Пример #4
0
void Engine::Draw()
{ BROFILER_CATEGORY( "Draw", Profiler::Color::Salmon )
	SlowFunction<REPEAT_COUNT>();
}
Пример #5
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void Engine::UpdateScene()
{ BROFILER_CATEGORY( "UpdateScene", Profiler::Color::SkyBlue )
	SlowFunction<REPEAT_COUNT>();
}
Пример #6
0
void Engine::UpdateLogic()
{ BROFILER_CATEGORY( "UpdateLogic", Profiler::Color::Orchid )
	SlowFunction<REPEAT_COUNT>();
}
Пример #7
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void Engine::UpdateMessages()
{ BROFILER_CATEGORY( "UpdateMessages", Profiler::Color::Orange )
	SlowFunction<REPEAT_COUNT>();
}
Пример #8
0
void Engine::UpdateInput()
{ BROFILER_CATEGORY( "UpdateInput", Profiler::Color::SteelBlue )
	SlowFunction2();
}
void CEndRenderSceneRendererCommand::Execute(CGraphicsManager &GM)
{
  BROFILER_CATEGORY( "CEndRenderSceneRendererCommand::Execute", Profiler::Color::Orchid )
	GM.EndScene();
}