diff --git a/Code/DanBias.sln b/Code/DanBias.sln index 609eedd3..2e047aee 100644 --- a/Code/DanBias.sln +++ b/Code/DanBias.sln @@ -29,6 +29,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GamePhysics", "GamePhysics\ EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Tester", "Tester\Tester.vcxproj", "{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasGame", "DanBiasGame\DanBiasGame.vcxproj", "{2A1BC987-AF42-4500-802D-89CD32FC1309}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Mixed Platforms = Debug|Mixed Platforms @@ -175,6 +177,7 @@ Global {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.ActiveCfg = Debug|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.Build.0 = Debug|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.ActiveCfg = Debug|x64 + {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.Build.0 = Debug|x64 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.ActiveCfg = Release|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.Build.0 = Release|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Win32.ActiveCfg = Release|Win32 @@ -190,6 +193,18 @@ Global {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.ActiveCfg = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.Build.0 = Release|Win32 {1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.Build.0 = Release|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Win32.ActiveCfg = Release|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Win32.Build.0 = Release|Win32 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|x64.ActiveCfg = Release|x64 + {2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/Code/DanBiasGame/DanBiasMaincpp.cpp b/Code/DanBiasGame/DanBiasMaincpp.cpp new file mode 100644 index 00000000..4eebe2ad --- /dev/null +++ b/Code/DanBiasGame/DanBiasMaincpp.cpp @@ -0,0 +1,311 @@ +//-------------------------------------------------------------------------------------- +// File: TemplateMain.cpp +// +// BTH-D3D-Template +// +// Copyright (c) Stefan Petersson 2011. All rights reserved. +//-------------------------------------------------------------------------------------- +#define NOMINMAX +#include + +#include "DllInterfaces/GFXAPI.h" +#include "IGame.h" + +#include "L_inputClass.h" + +// debug window include +#include +#include +#include +#include + + + + +//-------------------------------------------------------------------------------------- +// Global Variables +//-------------------------------------------------------------------------------------- +HINSTANCE g_hInst = NULL; +HWND g_hWnd = NULL; + +GameLogic::IGame* game; +InputClass* inputObj; + + +//-------------------------------------------------------------------------------------- +// Forward declarations +//-------------------------------------------------------------------------------------- +HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ); +LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); +HRESULT Render(float deltaTime); +HRESULT Update(float deltaTime); +HRESULT InitGame(); +HRESULT CleanUp(); + + + +//-------------------------------------------------------------------------------------- +// Entry point to the program. Initializes everything and goes into a message processing +// loop. Idle time is used to render the scene. +//-------------------------------------------------------------------------------------- + +void SetStdOutToNewConsole() +{ + // allocate a console for this app + AllocConsole(); + + // redirect unbuffered STDOUT to the console + HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE); + int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT); + FILE *fp = _fdopen( fileDescriptor, "w" ); + *stdout = *fp; + setvbuf( stdout, NULL, _IONBF, 0 ); + + // give the console window a nicer title + + SetConsoleTitle(L"Debug Output"); + + // give the console window a bigger buffer size + CONSOLE_SCREEN_BUFFER_INFO csbi; + if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) ) + { + COORD bufferSize; + bufferSize.X = csbi.dwSize.X; + bufferSize.Y = 50; + SetConsoleScreenBufferSize(consoleHandle, bufferSize); + } +} + +int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) +{ + SetDllDirectory(L"..\\DLL\\"); + typedef struct tagLOADPARMS32 { + LPSTR lpEnvAddress; // address of environment strings + LPSTR lpCmdLine; // address of command line + LPSTR lpCmdShow; // how to show new program + DWORD dwReserved; // must be zero + } LOADPARMS32; + LOADPARMS32 p; + memset(&p, 0, sizeof(LOADPARMS32)); + p.lpEnvAddress = ""; + p.lpCmdLine = ""; + p.lpCmdShow = ""; + p.dwReserved = 0; + DWORD ret = LoadModule("OysterGraphics_x86D.dll", &p); + ret = LoadModule("GameLogic_x86D.dll", &p); + + + if( FAILED( InitWindow( hInstance, nCmdShow ) ) ) + return 0; + + if( FAILED( InitGame() ) ) + return 0; + + __int64 cntsPerSec = 0; + QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec); + float secsPerCnt = 1.0f / (float)cntsPerSec; + + __int64 prevTimeStamp = 0; + QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp); + + //debug window + //SetStdOutToNewConsole(); + // Main message loop + MSG msg = {0}; + while(WM_QUIT != msg.message) + { + if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) ) + { + TranslateMessage( &msg ); + DispatchMessage( &msg ); + } + else + { + __int64 currTimeStamp = 0; + QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp); + float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt; + + //render + Update(dt); + Render(dt); + + prevTimeStamp = currTimeStamp; + } + } + CleanUp(); + return (int) msg.wParam; +} + +//-------------------------------------------------------------------------------------- +// Register class and create window +//-------------------------------------------------------------------------------------- +HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ) +{ + // Register class + WNDCLASSEX wcex; + wcex.cbSize = sizeof(WNDCLASSEX); + wcex.style = CS_HREDRAW | CS_VREDRAW; + wcex.lpfnWndProc = WndProc; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = hInstance; + wcex.hIcon = 0; + wcex.hCursor = LoadCursor(NULL, IDC_ARROW); + wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); + wcex.lpszMenuName = NULL; + wcex.lpszClassName = L"BTH_D3D_Template"; + wcex.hIconSm = 0; + if( !RegisterClassEx(&wcex) ) + return E_FAIL; + + // Adjust and create window + g_hInst = hInstance; + RECT rc = { 0, 0, 1024, 768 }; + AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE ); + + if(!(g_hWnd = CreateWindow( + L"BTH_D3D_Template", + L"BTH - Direct3D 11.0 Template", + WS_OVERLAPPEDWINDOW, + CW_USEDEFAULT, + CW_USEDEFAULT, + rc.right - rc.left, + rc.bottom - rc.top, + NULL, + NULL, + hInstance, + NULL))) + { + return E_FAIL; + } + + ShowWindow( g_hWnd, nCmdShow ); + + return S_OK; +} + + +HRESULT InitGame() +{ + inputObj = new InputClass; + if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768)) + { + MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK); + return false; + } + if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess) + return E_FAIL; + + + game = new GameLogic::IGame(); + game->Init(); + game->StartGame(); + + + + return S_OK; +} +HRESULT Update(float deltaTime) +{ + inputObj->Update(); + GameLogic::keyInput key = GameLogic::keyInput_none; + + if(inputObj->IsKeyPressed(DIK_W)) + { + key = GameLogic::keyInput_W; + } + else if(inputObj->IsKeyPressed(DIK_A)) + { + key = GameLogic::keyInput_A; + } + else if(inputObj->IsKeyPressed(DIK_S)) + { + key = GameLogic::keyInput_S; + } + else if(inputObj->IsKeyPressed(DIK_D)) + { + key = GameLogic::keyInput_D; + } + + game->Update(key); + + return S_OK; +} + +HRESULT Render(float deltaTime) +{ + int isPressed = 0; + if(inputObj->IsKeyPressed(DIK_A)) + { + isPressed = 1; + //std::cout<<"test"; + } + + // test view and projection matrix + Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1); + Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0); + Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100); + + Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos); + view = view.GetInverse(); + + Oyster::Math::Float4x4 proj = Oyster::Math3D::ProjectionMatrix_Perspective(3.14f/2, 1024/768, 1, 1000); + + Oyster::Graphics::API::NewFrame(view, proj); + + game->Render(); + wchar_t title[255]; + swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed)); + SetWindowText(g_hWnd, title); + + Oyster::Graphics::API::EndFrame(); + + return S_OK; +} + +HRESULT CleanUp() +{ + + if(game) + { + delete game; + game = NULL; + } + return S_OK; +} +//-------------------------------------------------------------------------------------- +// Called every time the application receives a message +//-------------------------------------------------------------------------------------- +LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) +{ + PAINTSTRUCT ps; + HDC hdc; + + switch (message) + { + case WM_PAINT: + hdc = BeginPaint(hWnd, &ps); + EndPaint(hWnd, &ps); + break; + + case WM_DESTROY: + PostQuitMessage(0); + break; + + case WM_KEYDOWN: + + switch(wParam) + { + case VK_ESCAPE: + PostQuitMessage(0); + break; + } + break; + + default: + return DefWindowProc(hWnd, message, wParam, lParam); + } + + return 0; +} + diff --git a/Code/GameLogic/CollisionManager.cpp b/Code/GameLogic/CollisionManager.cpp index 5994dc89..cc5b75e2 100644 --- a/Code/GameLogic/CollisionManager.cpp +++ b/Code/GameLogic/CollisionManager.cpp @@ -28,6 +28,8 @@ void CollisionManager::ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster: PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2)); } + + break; case Object::OBJECT_TYPE_BOX: diff --git a/Code/GameLogic/Game.cpp b/Code/GameLogic/Game.cpp index 6b1fb0d9..5b3af050 100644 --- a/Code/GameLogic/Game.cpp +++ b/Code/GameLogic/Game.cpp @@ -9,7 +9,12 @@ Game::Game(void) Game::~Game(void) { - SAFE_DELETE(player); + //SAFE_DELETE(player); + if(player) + { + delete player; + player = NULL; + } } void Game::Init() @@ -20,11 +25,13 @@ void Game::StartGame() { } -void Game::Update() +void Game::Update(keyInput keyPressed) { - player->Update(); + player->Update(keyPressed); } void Game::Render() { - player->Render(); + Oyster::Graphics::Model::Model* model_Arr; + model_Arr = player->Render(); + Oyster::Graphics::API::RenderScene(model_Arr, 1); } \ No newline at end of file diff --git a/Code/GameLogic/Game.h b/Code/GameLogic/Game.h index 2d808388..ab2e57e5 100644 --- a/Code/GameLogic/Game.h +++ b/Code/GameLogic/Game.h @@ -3,9 +3,12 @@ #include "Level.h" #include "Player.h" +#include "IGame.h" namespace GameLogic { + + class Game { public: @@ -14,7 +17,7 @@ namespace GameLogic void Init(); void StartGame(); - void Update(); + void Update(keyInput keyPressed); void Render(); diff --git a/Code/GameLogic/GameLogic.vcxproj b/Code/GameLogic/GameLogic.vcxproj index 2d2ee4ef..8272f4eb 100644 --- a/Code/GameLogic/GameLogic.vcxproj +++ b/Code/GameLogic/GameLogic.vcxproj @@ -24,7 +24,7 @@ - Application + DynamicLibrary true v110 Unicode @@ -33,21 +33,21 @@ DynamicLibrary true v110 - MultiByte + Unicode DynamicLibrary false v110 true - MultiByte + Unicode DynamicLibrary false v110 true - MultiByte + Unicode @@ -69,25 +69,26 @@ $(SolutionDir)..\Bin\DLL\ $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ $(ProjectName)_$(PlatformShortName)D - C:\Users\Linda Andersson\Desktop\spel\git\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath) + $(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath) + .dll $(SolutionDir)..\Bin\DLL\ $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ $(ProjectName)_$(PlatformShortName) - $(SolutionDir)..\Bin\DLL;$(LibraryPath) + $(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath) $(SolutionDir)..\Bin\DLL\ $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ $(ProjectName)_$(PlatformShortName)D - $(SolutionDir)..\Bin\DLL;$(LibraryPath) + $(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath) $(SolutionDir)..\Bin\DLL\ $(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\ $(ProjectName)_$(PlatformShortName) - $(SolutionDir)..\Bin\DLL;$(LibraryPath) + $(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath) @@ -99,7 +100,7 @@ true - Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies) + OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies) @@ -112,7 +113,7 @@ true - Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies) + OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies) @@ -129,7 +130,7 @@ true true true - Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies) + OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies) @@ -146,7 +147,7 @@ true true true - Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies) + OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies) @@ -194,7 +195,6 @@ - diff --git a/Code/GameLogic/GameLogic.vcxproj.filters b/Code/GameLogic/GameLogic.vcxproj.filters index 86e9fa9c..21499b29 100644 --- a/Code/GameLogic/GameLogic.vcxproj.filters +++ b/Code/GameLogic/GameLogic.vcxproj.filters @@ -68,9 +68,6 @@ Source Files - - Source Files - Source Files diff --git a/Code/GameLogic/IGame.cpp b/Code/GameLogic/IGame.cpp index 8fe25170..883a9285 100644 --- a/Code/GameLogic/IGame.cpp +++ b/Code/GameLogic/IGame.cpp @@ -8,6 +8,7 @@ BOOL WINAPI DllMain( _In_ LPVOID lpvReserved ) { + return TRUE; } using namespace GameLogic; @@ -30,9 +31,9 @@ void IGame::StartGame() { gameModule->StartGame(); } -void IGame::Update() +void IGame::Update(keyInput keyPressed) { - gameModule->Update(); + gameModule->Update(keyPressed); } void IGame::Render() { diff --git a/Code/GameLogic/IGame.h b/Code/GameLogic/IGame.h index 4d43a1e4..582eac90 100644 --- a/Code/GameLogic/IGame.h +++ b/Code/GameLogic/IGame.h @@ -12,6 +12,15 @@ namespace GameLogic { class Game; + + enum keyInput + { + keyInput_W, + keyInput_A, + keyInput_S, + keyInput_D, + keyInput_none + }; class GAME_DLL_USAGE IGame { @@ -21,9 +30,13 @@ namespace GameLogic IGame(); ~IGame(); + void Init(); void StartGame(); - void Update(); + /************************************************************************/ + /* Get key input to update the player */ + /************************************************************************/ + void Update(keyInput keyPressed); void Render(); Game* getGameModule(); private: diff --git a/Code/GameLogic/Object.cpp b/Code/GameLogic/Object.cpp index e9c8db7a..53af4c22 100644 --- a/Code/GameLogic/Object.cpp +++ b/Code/GameLogic/Object.cpp @@ -5,15 +5,16 @@ using namespace GameLogic; using namespace Oyster::Math; -using namespace Oyster::Graphics::Render; +using namespace Oyster::Graphics::Model; using namespace Utility::DynamicMemory; Object::Object(void) { model = new Model(); + model = Oyster::Graphics::API::CreateModel(L"bth.obj"); - struct float4 + /*struct float4 { float x,y,z,w; }; @@ -46,18 +47,21 @@ Object::Object(void) model->World = &matrix; model->info = modelInfo; - model->Visible = true; + model->Visible = true;*/ } Object::~Object(void) { - SAFE_DELETE(model->info); + //SAFE_DELETE(model->info); + + Oyster::Graphics::API::DeleteModel(model); } -void Object::Render() +Model* Object::Render() { - model->info->Vertices.Apply(0); - Oyster::Graphics::Core::deviceContext->Draw(model->info->VertexCount,0); + //model->info->Vertices.Apply(0); + this->rigidBody->GetOrientation(model->WorldMatrix); + return model; } Object::OBJECT_TYPE Object::GetType() diff --git a/Code/GameLogic/Object.h b/Code/GameLogic/Object.h index 6ee07df5..426fae82 100644 --- a/Code/GameLogic/Object.h +++ b/Code/GameLogic/Object.h @@ -1,20 +1,17 @@ #ifndef OBJECT_H #define OBJECT_H -#include "Model/Model.h" -#include "Render/Rendering/Render.h" -#include "Utilities.h" #include "PhysicsAPI.h" +#include "DllInterfaces/GFXAPI.h" + +#include "Model/Model.h" +#include "Utilities.h" + namespace GameLogic { - - class Object { - - - public: Object(void); virtual ~Object(void); @@ -25,7 +22,7 @@ namespace GameLogic OBJECT_TYPE_BOX, }; - void Render(); + Oyster::Graphics::Model::Model* Render(); OBJECT_TYPE GetType(); @@ -36,8 +33,8 @@ namespace GameLogic //either a model pointer or an ID to an arraypos filled with models that are to be rendered //rigidBody - Utility::DynamicMemory::UniquePointer rigidBody; - Utility::DynamicMemory::UniquePointer model; + Oyster::Physics::ICustomBody* rigidBody; + Oyster::Graphics::Model::Model* model; }; } diff --git a/Code/GameLogic/Player.cpp b/Code/GameLogic/Player.cpp index b67c889a..f507e581 100644 --- a/Code/GameLogic/Player.cpp +++ b/Code/GameLogic/Player.cpp @@ -13,24 +13,52 @@ Player::Player(void) :Object() { life = 100; - - rigidBody = API::Instance().CreateSimpleRigidBody(); - API::Instance().AddObject(rigidBody); + + Oyster::Physics::ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release(); + + rigidBody->SetCenter(Oyster::Math::Float3(50,0,0)); + rigidBody->SetMass_KeepMomentum(30); + rigidBody->SetSize(Oyster::Math::Float3(2,2,2)); + rigidBody->SetSubscription(true); + rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Oyster::Math::Float4x4( Oyster::Physics::MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2))); + + //API::Instance().AddObject(temp); } Player::~Player(void) { - + delete this->rigidBody; } -void Player::Update() +void Player::Update(keyInput keyPressed) { + if(keyPressed != keyInput_none) + { + Move(); + + if(keyPressed == keyInput_A) + { + Oyster::Math::Float3 pos = this->rigidBody->GetCenter(); + pos.x -= 0.1; + rigidBody->SetCenter(pos); + } + if(keyPressed == keyInput_D) + { + Oyster::Math::Float3 pos = this->rigidBody->GetCenter(); + pos.x += 0.1; + rigidBody->SetCenter(pos); + } + } } void Player::Move() { - + //API::Instance().Update(); + /*Oyster::Math::Float3 pos = this->rigidBody->GetCenter(); + pos.x += 0.1; + rigidBody->SetCenter(pos);*/ + //API::Instance().SetCenter(rigidBody, pos); } void Player::Shoot() { diff --git a/Code/GameLogic/Player.h b/Code/GameLogic/Player.h index 39deb4b2..0e6f39b5 100644 --- a/Code/GameLogic/Player.h +++ b/Code/GameLogic/Player.h @@ -3,10 +3,12 @@ #include "Object.h" #include "Weapon.h" +#include "IGame.h" namespace GameLogic { + class Player : public Object { @@ -15,7 +17,7 @@ namespace GameLogic Player(void); ~Player(void); - void Update(); + void Update(keyInput keyPressed); void Move(); void Shoot(); diff --git a/Code/GameLogic/TestGLMain.cpp b/Code/GameLogic/TestGLMain.cpp index 4bff2956..8cf34e5f 100644 --- a/Code/GameLogic/TestGLMain.cpp +++ b/Code/GameLogic/TestGLMain.cpp @@ -8,7 +8,7 @@ #define NOMINMAX #include #include "Core/Core.h" -#include "Render\Preparations\Preparations.h" +#include "DllInterfaces/GFXAPI.h" #include "IGame.h" #include "L_inputClass.h" @@ -94,7 +94,9 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL __int64 prevTimeStamp = 0; QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp); - SetStdOutToNewConsole(); + + //debugwindow + //SetStdOutToNewConsole(); // Main message loop MSG msg = {0}; while(WM_QUIT != msg.message) @@ -176,7 +178,7 @@ HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ) //-------------------------------------------------------------------------------------- HRESULT InitDirect3D() { - HRESULT hr = S_OK;; + /*HRESULT hr = S_OK;; Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 ); @@ -208,16 +210,16 @@ HRESULT InitDirect3D() Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV(); - Oyster::Graphics::Render::Preparations::Basic::SetViewPort(); + Oyster::Graphics::Render::Preparations::Basic::SetViewPort();*/ return S_OK; } HRESULT InitGame() { - game = new GameLogic::IGame(); - game->Init(); - game->StartGame(); + + if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess) + return E_FAIL; inputObj = new InputClass; if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768)) @@ -225,6 +227,11 @@ HRESULT InitGame() MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK); return false; } + game = new GameLogic::IGame(); + game->Init(); + game->StartGame(); + + return S_OK; } @@ -261,24 +268,27 @@ HRESULT Render(float deltaTime) if(inputObj->IsKeyPressed(DIK_A)) { isPressed = 1; - std::cout<<"knon"; + //std::cout<<"test"; } - //Oyster::Graphics::Render::Rendering::Basic::NewFrame(); - Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1)); - + + // test view and projection matrix + Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1); + Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0); + Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100); + + Oyster::Math::Float4x4 view =Oyster::Math3D::OrientationMatrix_LookAtDirection(dir, up, pos); + view = view.GetInverse(); + + Oyster::Math::Float4x4 proj = Oyster::Math3D::ProjectionMatrix_Perspective(PI/2, 1024/768, 1, 1000); + + Oyster::Graphics::API::NewFrame(view, proj); game->Render(); - //Oyster::Graphics::Core::deviceContext->Draw(3,0); - - //Oyster::Graphics::Render::Rendering::Basic::EndFrame(); wchar_t title[255]; - - //swprintf(title, L"| FPS: %d \n",(int)(isPressed)); swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed)); SetWindowText(g_hWnd, title); - - Oyster::Graphics::Core::swapChain->Present(0,0); + Oyster::Graphics::API::EndFrame(); return S_OK; }