示例#1
0
void BaseApp::Run()
{
	CStopwatch timer;
	int sum = 0;
	int counter = 0;

	int deltaTime = 0;
	while (1)
	{
		timer.Start();
		if (kbhit())
		{
			KeyPressed (getch());
			if (!FlushConsoleInputBuffer(mConsoleIn))
				cout<<"FlushConsoleInputBuffer failed with error "<<GetLastError();
		}

		UpdateF((float)deltaTime / 1000.0f);
		Render();
		Sleep(1);

		while (1)
		{
			deltaTime = timer.Now();
			if (deltaTime > 20)
				break;
		}

		sum += deltaTime;
		counter++;
		if (sum >= 1000)
		{
			TCHAR  szbuff[255];
			StringCchPrintf(szbuff, 255, TEXT("FPS: %d"), counter);
			SetConsoleTitle(szbuff);

			counter = 0;
			sum = 0;
		}
	}
}
示例#2
0
	void CEngine::RunGameLoop()
	{
		// Enter the message loop
		MSG msg;
		ZeroMemory(&msg, sizeof(msg));
#ifdef USE_DISP_FPS
		char text[256] = {"\0"};
#endif
		while (msg.message != WM_QUIT)
		{
			if (PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
			{
				TranslateMessage(&msg);
				DispatchMessage(&msg);
			}
			else {
#ifdef USE_DISP_FPS
				CStopwatch sw;
				sw.Start();
#endif
				GameTime().Update();
				//キー入力を更新。
				m_keyInput.Update();

				m_skinModelDataResources.Update();

				m_physicsWorld.Update();

				CRenderContext& topRenderContext = m_renderContextArray[0];
				CRenderContext& lastRenderContext = m_renderContextArray[m_numRenderContext - 1];

				topRenderContext.SetRenderTarget(0, &m_mainRenderTarget[m_currentMainRenderTarget]);
				//topRenderContext.SetRenderTarget(0, &m_backBufferRT);
				topRenderContext.SetRenderTarget(1, NULL);
				
				CGameObjectManager& goMgr = CGameObjectManager::Instance();
				goMgr.Execute(
					m_renderContextArray.get(), 
					m_numRenderContext, 
					m_renderContextMap.get(),
					m_preRender,
					m_postEffect
				);
				lastRenderContext.SetRenderTarget(0, &m_backBufferRT);
				lastRenderContext.Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
					D3DCOLOR_RGBA(0, 0, 0, 0), 1.0f, 0
				);
				CopyMainRenderTargetToBackBuffer(lastRenderContext);

				m_pD3DDevice->BeginScene();
				//レンダリングコマンドのサブミット
				for( int i = 0; i < m_numRenderContext; i++ ){
					m_renderContextArray[i].SubmitCommandBuffer();
				}
				// 描画

#ifdef USE_DISP_FPS
				m_fpsFont.Draw(text, 0, 0);
#endif
				m_pD3DDevice->EndScene();
				m_pD3DDevice->Present(nullptr, nullptr, nullptr, nullptr);
				
				//
#ifdef USE_DISP_FPS
				sw.Stop();
				sprintf(text, "fps = %lf\n", 1.0f / sw.GetElapsed());
#endif


			}
		}
	}