Exemple #1
0
        private void MainLoop()
        {
            while (!Glfw3.WindowShouldClose(this.window))
            {
                this.DrawFrame();

                Glfw3.PollEvents();
            }
        }
Exemple #2
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        public void Update()
        {
            Glfw3.PollEvents();

            if (Glfw3.WindowShouldClose(this.WindowHandle))
            {
                this.game.SignalStop();
            }

            this.IsResized = this.isResizeSignalled;

            this.isResizeSignalled = false;
        }
Exemple #3
0
        /// <summary>
        /// main window loop, exits on GLFW3 exit event. Before entering the rendering loop, the following methods are called:
        /// - initVulkan (device, queues and swapchain creations).
        /// - OnResize (create there your frame buffers couple to the swapchain and trigger the recording of your command buffers for the presentation.
        /// - UpdateView (generaly used when the camera setup has changed to update MVP matrices)
        /// The rendering loop consist of the following steps:
        /// - render (the default one will submit the default command buffers to the presentQueue and trigger a queue present for each swapchain images.
        /// - if the `updateViewRequested` field is set to 'true', call the `UpdateView` method.
        /// - frame counting and chrono.
        /// - if elapsed time reached `UpdateFrequency` value, the `Update` method is called and the elapsed time chrono is reseet.
        /// - GLFW events are polled at the end of the loop.
        /// </summary>
        public virtual void Run()
        {
            initVulkan();

            OnResize();
            UpdateView();

            frameChrono = Stopwatch.StartNew();
            long totTime = 0;

            while (!Glfw3.WindowShouldClose(hWin))
            {
                render();

                if (updateViewRequested)
                {
                    UpdateView();
                }

                frameCount++;

                if (frameChrono.ElapsedMilliseconds > UpdateFrequency)
                {
                    Update();

                    frameChrono.Stop();
                    totTime += frameChrono.ElapsedMilliseconds;
                    fps      = (uint)((double)frameCount / (double)totTime * 1000.0);
                    Glfw3.SetWindowTitle(hWin, "FPS: " + fps.ToString());
                    if (totTime > 2000)
                    {
                        frameCount = 0;
                        totTime    = 0;
                    }
                    frameChrono.Restart();
                }
                Glfw3.PollEvents();
            }
        }