示例#1
0
void CApp::FrameMove()
{
#ifdef WIN32
	if( pGetInput()->bKeyDown( DIK_ESCAPE ) )
		PostQuitMessage( 0 );
#endif

	if( iGetFrameIdent() % 12 == 0 )
	{
		#ifdef __amigaos4__
		static
		#endif
		char szCaption[256];
		sprintf( szCaption, "Antialiased procedural checkerboard, FPS: %3.1f", fGetFPS() );
		#ifdef WIN32
		SetWindowText( hGetWindowHandle(), szCaption );
		#endif
		#ifdef LINUX_X11
		SDL_SetWindowTitle( pWindow(), szCaption );
		#endif
		#ifdef __amigaos4__
		IIntuition->SetWindowTitles( hGetWindowHandle(), szCaption, szCaption );
		#endif
	}
}
示例#2
0
文件: app.cpp 项目: funcman/Muli3D
void CApp::FrameMove()
{
#ifdef WIN32
	if( pGetInput()->bKeyDown( DIK_ESCAPE ) )
		PostQuitMessage( 0 );
#endif

	if( iGetFrameIdent() % 12 == 0 )
	{
		#ifdef __amigaos4__
		static
		#endif
		char szCaption[256];
		sprintf( szCaption, "Volumetric map visualization, FPS: %3.1f", fGetFPS() );
		#ifdef WIN32
		SetWindowText( hGetWindowHandle(), szCaption );
		#endif
		#ifdef LINUX_X11
		XStoreName( (Display *)pGetDisplay(), hGetWindowHandle(), szCaption );
		#endif
		#ifdef __amigaos4__
		IIntuition->SetWindowTitles( hGetWindowHandle(), szCaption, szCaption );
		#endif
	}
}
示例#3
0
文件: app.cpp 项目: funcman/Muli3D
void CApp::FrameMove()
{
#ifdef WIN32
	if( pGetInput()->bKeyDown( DIK_ESCAPE ) )
		PostQuitMessage( 0 );
#endif

	if( iGetFrameIdent() % 12 == 0 )
	{
		#ifdef __amigaos4__
		static
		#endif
		char szCaption[256];
		sprintf( szCaption, "Crystal, FPS: %3.1f", fGetFPS() );
		#ifdef WIN32
		SetWindowText( hGetWindowHandle(), szCaption );
		#endif
		#ifdef LINUX_X11
		XStoreName( (Display *)pGetDisplay(), hGetWindowHandle(), szCaption );
		#endif
		#ifdef __amigaos4__
		IIntuition->SetWindowTitles(  hGetWindowHandle(), szCaption, szCaption );
		#endif
	}

	if( pGetInput()->bButtonDown( 0 ) )
	{
		// rotate camera around the bubble
		static float32 fRotX = 0.0f, fRotY = 0.0f;

		int32 iDeltaX, iDeltaY;

		pGetInput()->GetMovement( &iDeltaX, &iDeltaY );
		fRotX += -0.5f * iDeltaX * fGetInvFPS();
		fRotY += 0.5f * iDeltaY * fGetInvFPS();

		const float32 fCamPosX = -750.0f * sinf( fRotX );
		const float32 fCamPosY = -300.0f * sinf( fRotY );
		const float32 fCamPosZ = -750.0f * cosf( fRotX );
		m_pCamera->SetPosition( vector3( fCamPosX, fCamPosY, fCamPosZ ) );
		m_pCamera->SetLookAt( vector3( 0, 0, 0 ), vector3( 0, 1, 0 ) );
		m_pCamera->CalculateView();
	}
}