429 lines
16 KiB
C++
429 lines
16 KiB
C++
#include <Nazara/Core.hpp>
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#include <Nazara/Core/Systems.hpp>
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#include <Nazara/Platform.hpp>
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#include <Nazara/Graphics.hpp>
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#include <Nazara/Graphics/TextSprite.hpp>
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#include <Nazara/Graphics/Components.hpp>
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#include <Nazara/Graphics/Systems.hpp>
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#include <Nazara/Math/PidController.hpp>
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#include <Nazara/Physics3D.hpp>
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#include <Nazara/Physics3D/Components.hpp>
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#include <Nazara/Physics3D/Systems.hpp>
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#include <Nazara/Renderer.hpp>
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#include <Nazara/Utility.hpp>
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#include <Nazara/Utility/Components.hpp>
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#include <Nazara/Utils/CallOnExit.hpp>
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#include <NZSL/Math/FieldOffsets.hpp>
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#include <entt/entt.hpp>
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#include <array>
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#include <iostream>
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#include <limits>
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NAZARA_REQUEST_DEDICATED_GPU()
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int main()
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{
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std::filesystem::path resourceDir = "assets/examples";
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if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
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resourceDir = "../.." / resourceDir;
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Nz::Renderer::Config rendererConfig;
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rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL;
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Nz::Modules<Nz::Graphics> nazara(rendererConfig);
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Nz::PluginManager::Mount(Nz::Plugin::Assimp);
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Nz::CallOnExit unmountAssimp([]
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{
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Nz::PluginManager::Unmount(Nz::Plugin::Assimp);
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});
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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entt::registry registry;
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Nz::SystemGraph systemGraph(registry);
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Nz::Physics3DSystem& physSytem = systemGraph.AddSystem<Nz::Physics3DSystem>();
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Nz::RenderSystem& renderSystem = systemGraph.AddSystem<Nz::RenderSystem>();
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std::string windowTitle = "Skinning test";
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Nz::RenderWindow& window = renderSystem.CreateWindow(device, Nz::VideoMode(1280, 720, 32), windowTitle);
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physSytem.GetPhysWorld().SetGravity({ 0.f, -9.81f, 0.f });
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Nz::TextureParams texParams;
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texParams.renderDevice = device;
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entt::entity playerEntity = registry.create();
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entt::entity playerRotation = registry.create();
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entt::entity playerCamera = registry.create();
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{
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auto& playerNode = registry.emplace<Nz::NodeComponent>(playerEntity);
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playerNode.SetPosition(0.f, 1.8f, 1.f);
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auto& playerBody = registry.emplace<Nz::RigidBody3DComponent>(playerEntity, &physSytem.GetPhysWorld());
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playerBody.SetMass(42.f);
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playerBody.SetGeom(std::make_shared<Nz::BoxCollider3D>(Nz::Vector3f::Unit()));
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auto& playerRotNode = registry.emplace<Nz::NodeComponent>(playerRotation);
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playerRotNode.SetParent(playerNode);
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auto& cameraNode = registry.emplace<Nz::NodeComponent>(playerCamera);
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cameraNode.SetParent(playerRotNode);
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auto& cameraComponent = registry.emplace<Nz::CameraComponent>(playerCamera, window.GetRenderTarget());
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cameraComponent.UpdateZNear(0.2f);
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cameraComponent.UpdateZFar(10000.f);
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cameraComponent.UpdateRenderMask(1);
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cameraComponent.UpdateClearColor(Nz::Color(0.5f, 0.5f, 0.5f));
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}
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nzsl::FieldOffsets skeletalOffsets(nzsl::StructLayout::Std140);
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std::size_t arrayOffset = skeletalOffsets.AddMatrixArray(nzsl::StructFieldType::Float1, 4, 4, true, 200);
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std::vector<Nz::UInt8> skeletalBufferMem(skeletalOffsets.GetAlignedSize());
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Nz::Matrix4f* matrices = Nz::AccessByOffset<Nz::Matrix4f*>(skeletalBufferMem.data(), arrayOffset);
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Nz::MeshParams meshParams;
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meshParams.animated = true;
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meshParams.center = true;
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meshParams.vertexOffset = Nz::Vector3f(3.f, 0.f, 0.f);
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meshParams.vertexRotation = Nz::EulerAnglesf(0.f, 0.f, 0.f);
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meshParams.vertexScale = Nz::Vector3f(0.1f, 0.1f, 0.1f);
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV_Tangent_Skinning);
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std::shared_ptr<Nz::Mesh> bobMesh = Nz::Mesh::LoadFromFile(resourceDir / "character/Gangnam Style.fbx", meshParams);
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if (!bobMesh)
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{
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NazaraError("Failed to load bob mesh");
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return __LINE__;
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}
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Nz::AnimationParams animParam;
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animParam.skeleton = bobMesh->GetSkeleton();
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animParam.jointRotation = meshParams.vertexRotation;
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animParam.jointScale = meshParams.vertexScale;
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animParam.jointOffset = meshParams.vertexOffset;
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std::shared_ptr<Nz::Animation> bobAnim = Nz::Animation::LoadFromFile(resourceDir / "character/Wave Hip Hop Dance.fbx", animParam);
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if (!bobAnim)
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{
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NazaraError("Failed to load bob anim");
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return __LINE__;
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}
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Nz::Skeleton skeleton = *bobMesh->GetSkeleton();
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std::cout << "joint count: " << skeleton.GetJointCount() << std::endl;
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//std::cout << "anim joint count: " << bobAnim->GetJointCount() << std::endl;
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//bobAnim->AnimateSkeleton(&skeleton, 0, 1, 0.5f);
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/*for (std::size_t i = 0; i < bobMesh->GetSubMeshCount(); ++i)
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{
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Nz::VertexMapper mapper(*bobMesh->GetSubMesh(i));
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Nz::SkinningData skinningData;
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skinningData.joints = skeleton.GetJoints();
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skinningData.inputJointIndices = mapper.GetComponentPtr<Nz::Vector4i32>(Nz::VertexComponent::JointIndices);
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skinningData.inputJointWeights = mapper.GetComponentPtr<Nz::Vector4f>(Nz::VertexComponent::JointWeights);
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skinningData.outputPositions = mapper.GetComponentPtr<Nz::Vector3f>(Nz::VertexComponent::Position);
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skinningData.inputPositions = skinningData.outputPositions;
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Nz::SkinPosition(skinningData, 0, mapper.GetVertexCount());
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}*/
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/*for (std::size_t i = 0; i < skeleton.GetJointCount(); ++i)
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matrices[i] = skeleton.GetJoint(i)->GetSkinningMatrix();*/
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std::shared_ptr<Nz::RenderBuffer> renderBuffer = device->InstantiateBuffer(Nz::BufferType::Uniform, skeletalBufferMem.size(), Nz::BufferUsage::Write, skeletalBufferMem.data());
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const Nz::Boxf& bobAABB = bobMesh->GetAABB();
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std::shared_ptr<Nz::GraphicalMesh> bobGfxMesh = Nz::GraphicalMesh::BuildFromMesh(*bobMesh);
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std::shared_ptr<Nz::Model> bobModel = std::make_shared<Nz::Model>(std::move(bobGfxMesh), bobAABB);
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std::vector<std::shared_ptr<Nz::Material>> materials(bobMesh->GetMaterialCount());
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for (std::size_t i = 0; i < bobMesh->GetMaterialCount(); ++i)
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{
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std::string matPath;
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bobMesh->GetMaterialData(i).GetStringParameter(Nz::MaterialData::BaseColorTexturePath, &matPath);
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std::shared_ptr<Nz::Material> bobMat = std::make_shared<Nz::Material>();
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std::shared_ptr<Nz::MaterialPass> bobMatPass = std::make_shared<Nz::MaterialPass>(Nz::BasicMaterial::GetSettings());
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bobMatPass->SetSharedUniformBuffer(0, renderBuffer);
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bobMatPass->EnableDepthBuffer(true);
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{
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std::filesystem::path path(matPath);
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//path.replace_extension(".bmp");
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Nz::BasicMaterial basicMat(*bobMatPass);
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if (matPath.find("gob") != matPath.npos)
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{
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bobMatPass->EnableFlag(Nz::MaterialPassFlag::SortByDistance);
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basicMat.SetAlphaMap(Nz::Texture::LoadFromFile(path, texParams));
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bobMatPass->EnableDepthWrite(false);
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bobMatPass->EnableBlending(true);
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bobMatPass->SetBlendEquation(Nz::BlendEquation::Add, Nz::BlendEquation::Add);
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bobMatPass->SetBlendFunc(Nz::BlendFunc::SrcAlpha, Nz::BlendFunc::InvSrcAlpha, Nz::BlendFunc::One, Nz::BlendFunc::Zero);
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}
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else
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basicMat.SetBaseColorMap(Nz::Texture::LoadFromFile(path, texParams));
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}
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bobMat->AddPass("ForwardPass", bobMatPass);
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materials[i] = bobMat;
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}
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for (std::size_t i = 0; i < bobMesh->GetSubMeshCount(); ++i)
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bobModel->SetMaterial(i, materials[bobMesh->GetSubMesh(i)->GetMaterialIndex()]);
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/*for (std::size_t y = 0; y < 50; ++y)
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{
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for (std::size_t x = 0; x < 50; ++x)
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{
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entt::entity bobEntity = registry.create();
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auto& bobNode = registry.emplace<Nz::NodeComponent>(bobEntity);
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bobNode.SetPosition(Nz::Vector3f(x - 25.f, bobAABB.height / 2.f, -float(y)));
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bobNode.SetRotation(Nz::EulerAnglesf(-90.f, -90.f, 0.f));
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bobNode.SetScale(1.f / 40.f * 0.5f);
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auto& bobGfx = registry.emplace<Nz::GraphicsComponent>(bobEntity);
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bobGfx.AttachRenderable(bobModel, 0xFFFFFFFF);
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}
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}*/
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entt::entity bobEntity = registry.create();
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{
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auto& bobNode = registry.emplace<Nz::NodeComponent>(bobEntity);
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//bobNode.SetRotation(Nz::EulerAnglesf(-90.f, -90.f, 0.f));
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//bobNode.SetScale(1.f / 40.f * 0.5f);
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//bobNode.SetPosition(bobNode.GetScale() * Nz::Vector3f(0.f, -bobAABB.height / 2.f + bobAABB.y, 0.f));
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auto& bobGfx = registry.emplace<Nz::GraphicsComponent>(bobEntity);
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bobGfx.AttachRenderable(bobModel, 0xFFFFFFFF);
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}
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entt::entity planeEntity = registry.create();
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{
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Nz::MeshParams meshPrimitiveParams;
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meshPrimitiveParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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Nz::Vector2f planeSize(25.f, 25.f);
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Nz::Mesh planeMesh;
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planeMesh.CreateStatic();
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planeMesh.BuildSubMesh(Nz::Primitive::Plane(planeSize, Nz::Vector2ui(0u), Nz::Matrix4f::Identity(), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
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planeMesh.SetMaterialCount(1);
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std::shared_ptr<Nz::GraphicalMesh> planeMeshGfx = Nz::GraphicalMesh::BuildFromMesh(planeMesh);
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std::shared_ptr<Nz::Material> planeMat = std::make_shared<Nz::Material>();
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std::shared_ptr<Nz::MaterialPass> planeMatPass = std::make_shared<Nz::MaterialPass>(Nz::BasicMaterial::GetSettings());
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planeMatPass->EnableDepthBuffer(true);
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{
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Nz::BasicMaterial basicMat(*planeMatPass);
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basicMat.SetBaseColorMap(Nz::Texture::LoadFromFile(resourceDir / "dev_grey.png", texParams));
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Nz::TextureSamplerInfo planeSampler;
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planeSampler.anisotropyLevel = 16;
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planeSampler.wrapModeU = Nz::SamplerWrap::Repeat;
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planeSampler.wrapModeV = Nz::SamplerWrap::Repeat;
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basicMat.SetBaseColorSampler(planeSampler);
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}
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planeMat->AddPass("ForwardPass", planeMatPass);
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std::shared_ptr<Nz::Model> planeModel = std::make_shared<Nz::Model>(std::move(planeMeshGfx), planeMesh.GetAABB());
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planeModel->SetMaterial(0, planeMat);
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auto& planeNode = registry.emplace<Nz::NodeComponent>(planeEntity);
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auto& planeBody = registry.emplace<Nz::RigidBody3DComponent>(planeEntity, &physSytem.GetPhysWorld());
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planeBody.SetGeom(std::make_shared<Nz::BoxCollider3D>(Nz::Vector3f(planeSize.x, 0.5f, planeSize.y), Nz::Vector3f(0.f, -0.25f, 0.f)));
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auto& planeGfx = registry.emplace<Nz::GraphicsComponent>(planeEntity);
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planeGfx.AttachRenderable(planeModel, 0xFFFFFFFF);
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}
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window.EnableEventPolling(true);
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Nz::Clock fpsClock, updateClock;
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float incr = 0.f;
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unsigned int currentFrame = 0;
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unsigned int nextFrame = 1;
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Nz::EulerAnglesf camAngles = Nz::EulerAnglesf(-30.f, 0.f, 0.f);
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Nz::UInt64 lastTime = Nz::GetElapsedMicroseconds();
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Nz::UInt64 fps = 0;
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while (window.IsOpen())
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{
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Nz::UInt64 now = Nz::GetElapsedMicroseconds();
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Nz::UInt64 elapsedTime = (now - lastTime) / 1'000'000.f;
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lastTime = now;
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Nz::WindowEvent event;
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while (window.PollEvent(&event))
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{
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switch (event.type)
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{
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case Nz::WindowEventType::Quit:
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window.Close();
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break;
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case Nz::WindowEventType::KeyPressed:
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break;
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case Nz::WindowEventType::MouseMoved:
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{
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// Gestion de la caméra free-fly (Rotation)
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float sensitivity = 0.3f; // Sensibilité de la souris
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// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
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camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX * sensitivity;
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY * sensitivity, -89.f, 89.f);
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auto& playerRotNode = registry.get<Nz::NodeComponent>(playerRotation);
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playerRotNode.SetRotation(camAngles);
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break;
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}
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default:
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break;
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}
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}
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if (updateClock.GetMilliseconds() > 1000 / 60)
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{
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float updateTime = updateClock.Restart() / 1'000'000.f;
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auto& playerBody = registry.get<Nz::RigidBody3DComponent>(playerEntity);
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float mass = playerBody.GetMass();
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Space))
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playerBody.AddForce(Nz::Vector3f(0.f, mass * 50.f, 0.f));
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
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playerBody.AddForce(Nz::Vector3f::Forward() * 25.f * mass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
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playerBody.AddForce(Nz::Vector3f::Backward() * 25.f * mass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
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playerBody.AddForce(Nz::Vector3f::Left() * 25.f * mass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
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playerBody.AddForce(Nz::Vector3f::Right() * 25.f * mass, Nz::CoordSys::Local);
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incr += 1.f / 60.f * 30.f;
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if (incr >= 1.f)
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{
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incr -= 1.f;
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currentFrame = nextFrame;
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nextFrame++;
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if (nextFrame >= bobAnim->GetFrameCount())
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nextFrame = 0;
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}
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std::cout << currentFrame << std::endl;
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bobAnim->AnimateSkeleton(&skeleton, currentFrame, nextFrame, incr);
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for (std::size_t i = 0; i < skeleton.GetJointCount(); ++i)
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matrices[i] = skeleton.GetJoint(i)->GetSkinningMatrix();
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//renderBuffer->Fill(skeletalBufferMem.data(), 0, skeletalBufferMem.size());
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/*auto spaceshipView = registry.view<Nz::NodeComponent, Nz::RigidBody3DComponent>();
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for (auto&& [entity, node, _] : spaceshipView.each())
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{
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if (entity == playerEntity)
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continue;
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Nz::Vector3f spaceshipPos = node.GetPosition(Nz::CoordSys::Global);
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if (spaceshipPos.GetSquaredLength() > Nz::IntegralPow(20.f, 2))
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registry.destroy(entity);
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}
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Nz::RigidBody3DComponent& playerShipBody = registry.get<Nz::RigidBody3DComponent>(playerEntity);
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Nz::Quaternionf currentRotation = playerShipBody.GetRotation();
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Nz::Vector3f desiredHeading = registry.get<Nz::NodeComponent>(headingEntity).GetForward();
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Nz::Vector3f currentHeading = currentRotation * Nz::Vector3f::Forward();
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Nz::Vector3f headingError = currentHeading.CrossProduct(desiredHeading);
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Nz::Vector3f desiredUp = registry.get<Nz::NodeComponent>(headingEntity).GetUp();
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Nz::Vector3f currentUp = currentRotation * Nz::Vector3f::Up();
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Nz::Vector3f upError = currentUp.CrossProduct(desiredUp);
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playerShipBody.AddTorque(headingController.Update(headingError, elapsedTime) * 10.f);
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playerShipBody.AddTorque(upController.Update(upError, elapsedTime) * 10.f);
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float mass = playerShipBody.GetMass();
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
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playerShipBody.AddForce(Nz::Vector3f::Forward() * 2.5f * mass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
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playerShipBody.AddForce(Nz::Vector3f::Backward() * 2.5f * mass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
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playerShipBody.AddForce(Nz::Vector3f::Left() * 2.5f * mass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
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playerShipBody.AddForce(Nz::Vector3f::Right() * 2.5f * mass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LShift) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RShift))
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playerShipBody.AddForce(Nz::Vector3f::Up() * 3.f * mass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
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playerShipBody.AddForce(Nz::Vector3f::Down() * 3.f * mass, Nz::CoordSys::Local);*/
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}
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Nz::RenderFrame frame = window.AcquireFrame();
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if (!frame)
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continue;
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frame.Execute([&](Nz::CommandBufferBuilder& builder)
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{
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builder.BeginDebugRegion("Skeletal UBO Update", Nz::Color::Yellow);
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{
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builder.PreTransferBarrier();
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auto& skeletalAllocation = frame.GetUploadPool().Allocate(skeletalBufferMem.size());
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std::memcpy(skeletalAllocation.mappedPtr, skeletalBufferMem.data(), skeletalBufferMem.size());
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builder.CopyBuffer(skeletalAllocation, Nz::RenderBufferView(renderBuffer.get()));
|
|
|
|
builder.PostTransferBarrier();
|
|
}
|
|
builder.EndDebugRegion();
|
|
}, Nz::QueueType::Graphics);
|
|
|
|
systemGraph.Update();
|
|
|
|
frame.Present();
|
|
|
|
fps++;
|
|
|
|
if (fpsClock.GetMilliseconds() >= 1000)
|
|
{
|
|
fpsClock.Restart();
|
|
|
|
window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS" + " - " + Nz::NumberToString(registry.alive()) + " entities");
|
|
|
|
fps = 0;
|
|
}
|
|
}
|
|
|
|
return EXIT_SUCCESS;
|
|
}
|