Danbias/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp

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#include "GFXAPI.h"
#include "../Core/Core.h"
#include "../Render/Resources/Resources.h"
#include "../Render/Rendering/Render.h"
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#include "../FileLoader/ObjReader.h"
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namespace Oyster
{
namespace Graphics
{
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API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
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{
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Core::resolution = resulotion;
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if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
{
return API::Fail;
}
if(Render::Resources::Init() == Core::Init::Fail)
{
return API::Fail;
}
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Render::Preparations::Basic::SetViewPort();
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return API::Sucsess;
}
void API::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
{
Render::Rendering::Basic::NewFrame(View, Projection);
}
void API::RenderScene(Model::Model* models, int count)
{
Render::Rendering::Basic::RenderScene(models,count);
}
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void API::EndFrame()
{
Render::Rendering::Basic::EndFrame();
}
API::State API::SetOptions(API::Option option)
{
return API::Sucsess;
}
Model::Model* API::CreateModel(std::wstring filename)
{
Model::Model* m = new Model::Model();
m->WorldMatrix = Oyster::Math::Float4x4::identity;
m->Visible = true;
OBJReader or;
or.readOBJFile(filename);
m->info = or.toModel();
return m;
}
void API::DeleteModel(Model::Model* model)
{
delete model;
}
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}
}