GL could draw an object but now adding DanBiasGame - problems with dll!

This commit is contained in:
Linda Andersson 2013-11-27 16:17:47 +01:00
parent fd1ac35c45
commit 1a5d1217a3
14 changed files with 457 additions and 67 deletions

View File

@ -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

View File

@ -0,0 +1,311 @@
//--------------------------------------------------------------------------------------
// File: TemplateMain.cpp
//
// BTH-D3D-Template
//
// Copyright (c) Stefan Petersson 2011. All rights reserved.
//--------------------------------------------------------------------------------------
#define NOMINMAX
#include <Windows.h>
#include "DllInterfaces/GFXAPI.h"
#include "IGame.h"
#include "L_inputClass.h"
// debug window include
#include <stdio.h>
#include <fcntl.h>
#include <io.h>
#include <iostream>
//--------------------------------------------------------------------------------------
// 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;
}

View File

@ -28,6 +28,8 @@ void CollisionManager::ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster:
PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2));
}
break;
case Object::OBJECT_TYPE_BOX:

View File

@ -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);
}

View File

@ -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();

View File

@ -24,7 +24,7 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
@ -33,21 +33,21 @@
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -69,25 +69,26 @@
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>C:\Users\Linda Andersson\Desktop\spel\git\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<TargetExt>.dll</TargetExt>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@ -99,7 +100,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -112,7 +113,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -129,7 +130,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -146,7 +147,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
@ -194,7 +195,6 @@
<ClCompile Include="Player.cpp" />
<ClCompile Include="RefManager.cpp" />
<ClCompile Include="StaticObject.cpp" />
<ClCompile Include="TestGLMain.cpp" />
<ClCompile Include="Weapon.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@ -68,9 +68,6 @@
<ClCompile Include="DynamicObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="TestGLMain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="RefManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>

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@ -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()
{

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@ -13,6 +13,15 @@ namespace GameLogic
{
class Game;
enum keyInput
{
keyInput_W,
keyInput_A,
keyInput_S,
keyInput_D,
keyInput_none
};
class GAME_DLL_USAGE IGame
{
private:
@ -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:

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@ -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()

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@ -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<Oyster::Physics::ICustomBody> rigidBody;
Utility::DynamicMemory::UniquePointer<Oyster::Graphics::Render::Model> model;
Oyster::Physics::ICustomBody* rigidBody;
Oyster::Graphics::Model::Model* model;
};
}

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@ -14,23 +14,51 @@ Player::Player(void)
{
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()
{

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@ -3,11 +3,13 @@
#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();

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@ -8,7 +8,7 @@
#define NOMINMAX
#include <Windows.h>
#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;
}