基于时间的渲染框架
下面是一个基于时间的渲染框架
代码
1 // Get last time
2 static float lastTime = (float)timeGetTime();
3
4 while (msg.message != WM_QUIT)
5 {
6 if( PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE) != 0)
7 {
8 TranslateMessage (&msg) ;
9 DispatchMessage (&msg) ;
10 }
11 else // Render the game if there is no message to process
12 {
13 // Get current time
14 float currTime = (float)timeGetTime();
15
16 // Calculate time elapsed
17 float timeDelta = (currTime - lastTime)*0.001f;
18
19 // Render
20 Render(timeDelta) ;
21
22 // Update last time to current time for next loop
23 lastTime = currTime;
24 }
25 }
26
2 static float lastTime = (float)timeGetTime();
3
4 while (msg.message != WM_QUIT)
5 {
6 if( PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE) != 0)
7 {
8 TranslateMessage (&msg) ;
9 DispatchMessage (&msg) ;
10 }
11 else // Render the game if there is no message to process
12 {
13 // Get current time
14 float currTime = (float)timeGetTime();
15
16 // Calculate time elapsed
17 float timeDelta = (currTime - lastTime)*0.001f;
18
19 // Render
20 Render(timeDelta) ;
21
22 // Update last time to current time for next loop
23 lastTime = currTime;
24 }
25 }
26
这样,在Render函数中就可以调用各种对象的渲染函数了,所有这些函数都有一个时间参数,用来求速度,加速度,位移等,比如粒子系统,摄像机,地形等等渲染
作者:zdd
出处:http://www.cnblogs.com/graphics/
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