Merge branch 'Graphics' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
d4b7fbf1b4
|
@ -1,2 +0,0 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<ClassDiagram />
|
|
|
@ -158,9 +158,9 @@ namespace Oyster
|
||||||
Render::Gui::Begin2DRender();
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Render::Gui::Begin2DRender();
|
||||||
}
|
}
|
||||||
|
|
||||||
void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size)
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void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
|
||||||
{
|
{
|
||||||
Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size);
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Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
|
||||||
}
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}
|
||||||
|
|
||||||
API::Texture API::CreateTexture(std::wstring filename)
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API::Texture API::CreateTexture(std::wstring filename)
|
||||||
|
@ -191,9 +191,9 @@ namespace Oyster
|
||||||
Render::Gui::Begin2DTextRender();
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Render::Gui::Begin2DTextRender();
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||||||
}
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}
|
||||||
|
|
||||||
void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size)
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void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size, Math::Float3 color)
|
||||||
{
|
{
|
||||||
Render::Gui::RenderText(text,Pos,Size);
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Render::Gui::RenderText(text,Pos,Size,color);
|
||||||
}
|
}
|
||||||
}
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}
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||||||
}
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}
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@ -57,13 +57,13 @@ namespace Oyster
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||||||
static void StartGuiRender();
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static void StartGuiRender();
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||||||
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||||||
//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
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//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
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||||||
static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size);
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static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
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||||||
|
|
||||||
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
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//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
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||||||
static void StartTextRender();
|
static void StartTextRender();
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||||||
|
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||||||
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
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//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
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||||||
static void RenderText(std::wstring, Math::Float2 Pos, Math::Float2 Size);
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static void RenderText(std::wstring, Math::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
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||||||
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||||||
//! @brief Performs light calculations, post effects and presents the scene
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//! @brief Performs light calculations, post effects and presents the scene
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||||||
static void EndFrame();
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static void EndFrame();
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||||||
|
|
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@ -1,88 +0,0 @@
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<<<<<<< HEAD
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=======
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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|
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@ -1,214 +0,0 @@
|
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<ProjectConfiguration Include="Debug|x64">
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|
||||||
<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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||||||
<ProjectConfiguration Include="Release|Win32">
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<Platform>Win32</Platform>
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<<<<<<< HEAD
|
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||||||
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||||||
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||||||
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||||||
=======
|
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||||||
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|
|
||||||
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|
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||||||
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|
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||||||
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|
|
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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<<<<<<< HEAD
|
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=======
|
|
||||||
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|
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<ClInclude Include="FileLoader\ObjReader.h" />
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>>>>>>> f08e9491ed00b00aedba0eabf1caed33830fc0e2
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|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
|
||||||
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
|
|
||||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
|
||||||
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
|
|
||||||
</FxCompile>
|
|
||||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl">
|
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
|
||||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
|
||||||
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
|
|
||||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
|
||||||
<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">main</EntryPointName>
|
|
||||||
<AssemblerOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
|
||||||
</AssemblerOutput>
|
|
||||||
</FxCompile>
|
|
||||||
</ItemGroup>
|
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
|
||||||
<ImportGroup Label="ExtensionTargets">
|
|
||||||
</ImportGroup>
|
|
||||||
</Project>
|
|
|
@ -82,7 +82,7 @@ namespace Oyster
|
||||||
}
|
}
|
||||||
int b = 0;
|
int b = 0;
|
||||||
Model::Animation A = *models[i].Animation.AnimationPlaying;
|
Model::Animation A = *models[i].Animation.AnimationPlaying;
|
||||||
while(models[i].Animation.AnimationTime>A.duration)
|
while(models[i].Animation.AnimationTime>A.duration && models[i].Animation.LoopAnimation)
|
||||||
models[i].Animation.AnimationTime -= (float)A.duration;
|
models[i].Animation.AnimationTime -= (float)A.duration;
|
||||||
|
|
||||||
float position = models[i].Animation.AnimationTime;
|
float position = models[i].Animation.AnimationTime;
|
||||||
|
|
|
@ -16,7 +16,7 @@ namespace Oyster
|
||||||
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
|
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size)
|
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size, Math::Float3 color)
|
||||||
{
|
{
|
||||||
Core::deviceContext->PSSetShaderResources(0,1,&tex);
|
Core::deviceContext->PSSetShaderResources(0,1,&tex);
|
||||||
|
|
||||||
|
@ -34,6 +34,12 @@ namespace Oyster
|
||||||
void* data = Render::Resources::Gui::Data.Map();
|
void* data = Render::Resources::Gui::Data.Map();
|
||||||
memcpy(data,&gd,sizeof(Definitions::GuiData));
|
memcpy(data,&gd,sizeof(Definitions::GuiData));
|
||||||
Render::Resources::Gui::Data.Unmap();
|
Render::Resources::Gui::Data.Unmap();
|
||||||
|
|
||||||
|
data = Render::Resources::Gui::Color.Map();
|
||||||
|
memcpy(data,&color,sizeof(Math::Float3));
|
||||||
|
Render::Resources::Gui::Color.Unmap();
|
||||||
|
|
||||||
|
|
||||||
Core::deviceContext->Draw(1,0);
|
Core::deviceContext->Draw(1,0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -43,7 +49,7 @@ namespace Oyster
|
||||||
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
|
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size)
|
void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
|
||||||
{
|
{
|
||||||
|
|
||||||
size.x = size.x / (text.length() * TEXT_SPACING /2);
|
size.x = size.x / (text.length() * TEXT_SPACING /2);
|
||||||
|
@ -70,6 +76,10 @@ namespace Oyster
|
||||||
Render::Resources::Gui::Data.Unmap();
|
Render::Resources::Gui::Data.Unmap();
|
||||||
Definitions::Text2D tmpInst;
|
Definitions::Text2D tmpInst;
|
||||||
|
|
||||||
|
data = Render::Resources::Gui::Color.Map();
|
||||||
|
memcpy(data,&color,sizeof(Math::Float3));
|
||||||
|
Render::Resources::Gui::Color.Unmap();
|
||||||
|
|
||||||
void* dest = Resources::Gui::Text::Vertex.Map();
|
void* dest = Resources::Gui::Text::Vertex.Map();
|
||||||
Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest);
|
Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest);
|
||||||
//tmpInst.charOffset=_pos;
|
//tmpInst.charOffset=_pos;
|
||||||
|
|
|
@ -12,9 +12,9 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
static void Begin2DRender();
|
static void Begin2DRender();
|
||||||
static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size);
|
static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
|
||||||
static void Begin2DTextRender();
|
static void Begin2DTextRender();
|
||||||
static void RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size);
|
static void RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -45,6 +45,7 @@ namespace Oyster
|
||||||
Buffer Resources::Gather::AnimationData = Buffer();
|
Buffer Resources::Gather::AnimationData = Buffer();
|
||||||
Buffer Resources::Light::LightConstantsData = Buffer();
|
Buffer Resources::Light::LightConstantsData = Buffer();
|
||||||
Buffer Resources::Gui::Data = Buffer();
|
Buffer Resources::Gui::Data = Buffer();
|
||||||
|
Buffer Resources::Gui::Color = Buffer();
|
||||||
Buffer Resources::Gui::Text::Vertex = Buffer();
|
Buffer Resources::Gui::Text::Vertex = Buffer();
|
||||||
Buffer Resources::Post::Data = Buffer();
|
Buffer Resources::Post::Data = Buffer();
|
||||||
|
|
||||||
|
@ -118,6 +119,10 @@ namespace Oyster
|
||||||
desc.ElementSize = sizeof(Definitions::AnimationData);
|
desc.ElementSize = sizeof(Definitions::AnimationData);
|
||||||
Gather::AnimationData.Init(desc);
|
Gather::AnimationData.Init(desc);
|
||||||
|
|
||||||
|
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS;
|
||||||
|
desc.ElementSize = sizeof(Math::Float3);
|
||||||
|
Gui::Color.Init(desc);
|
||||||
|
|
||||||
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
|
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
|
||||||
desc.NumElements = 1;
|
desc.NumElements = 1;
|
||||||
desc.ElementSize = sizeof(Definitions::GuiData);
|
desc.ElementSize = sizeof(Definitions::GuiData);
|
||||||
|
@ -378,6 +383,7 @@ namespace Oyster
|
||||||
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
|
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
|
||||||
Gui::Pass.RTV.push_back(GBufferRTV[2]);
|
Gui::Pass.RTV.push_back(GBufferRTV[2]);
|
||||||
Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
|
Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
|
||||||
|
Gui::Pass.CBuffers.Pixel.push_back(Gui::Color);
|
||||||
|
|
||||||
D3D11_INPUT_ELEMENT_DESC indesc2D[] =
|
D3D11_INPUT_ELEMENT_DESC indesc2D[] =
|
||||||
{
|
{
|
||||||
|
@ -421,6 +427,7 @@ namespace Oyster
|
||||||
|
|
||||||
Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout);
|
Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout);
|
||||||
Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data);
|
Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data);
|
||||||
|
Gui::Text::Pass.CBuffers.Pixel.push_back(Gui::Color);
|
||||||
Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font);
|
Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font);
|
||||||
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
|
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
|
||||||
Gui::Text::Pass.RenderStates.SampleCount = 1;
|
Gui::Text::Pass.RenderStates.SampleCount = 1;
|
||||||
|
@ -448,6 +455,7 @@ namespace Oyster
|
||||||
Light::LightConstantsData.~Buffer();
|
Light::LightConstantsData.~Buffer();
|
||||||
Light::PointLightsData.~Buffer();
|
Light::PointLightsData.~Buffer();
|
||||||
Gui::Data.~Buffer();
|
Gui::Data.~Buffer();
|
||||||
|
Gui::Color.~Buffer();
|
||||||
Gui::Text::Vertex.~Buffer();
|
Gui::Text::Vertex.~Buffer();
|
||||||
Post::Data.~Buffer();
|
Post::Data.~Buffer();
|
||||||
SAFE_RELEASE(Light::PointLightView);
|
SAFE_RELEASE(Light::PointLightView);
|
||||||
|
|
|
@ -61,6 +61,7 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
static Core::PipelineManager::RenderPass Pass;
|
static Core::PipelineManager::RenderPass Pass;
|
||||||
static Core::Buffer Data;
|
static Core::Buffer Data;
|
||||||
|
static Core::Buffer Color;
|
||||||
struct Text
|
struct Text
|
||||||
{
|
{
|
||||||
static Core::PipelineManager::RenderPass Pass;
|
static Core::PipelineManager::RenderPass Pass;
|
||||||
|
|
|
@ -2,5 +2,5 @@
|
||||||
|
|
||||||
float4 main(Pixel2DIn input) : SV_Target0
|
float4 main(Pixel2DIn input) : SV_Target0
|
||||||
{
|
{
|
||||||
return Material.Sample(LinearSampler,input.Uv);
|
return Material.Sample(LinearSampler,input.Uv) * float4(Color,1);
|
||||||
}
|
}
|
|
@ -3,11 +3,16 @@ struct Vertex2DIn
|
||||||
float2 Pos : Position;
|
float2 Pos : Position;
|
||||||
};
|
};
|
||||||
|
|
||||||
cbuffer EveryObject2D : register(c0)
|
cbuffer EveryObject2D : register(b0)
|
||||||
{
|
{
|
||||||
float4x4 Translation;
|
float4x4 Translation;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
cbuffer ColorData : register(b0)
|
||||||
|
{
|
||||||
|
float3 Color;
|
||||||
|
};
|
||||||
|
|
||||||
struct Pixel2DIn
|
struct Pixel2DIn
|
||||||
{
|
{
|
||||||
float4 Pos : SV_Position;
|
float4 Pos : SV_Position;
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
#include "../Header.hlsli"
|
#include "../Header.hlsli"
|
||||||
cbuffer TextPerObject : register(c0)
|
cbuffer TextPerObject : register(b0)
|
||||||
{
|
{
|
||||||
float4x4 gWorld;
|
float4x4 gWorld;
|
||||||
};
|
};
|
||||||
|
|
|
@ -176,7 +176,7 @@ HRESULT InitDirect3D()
|
||||||
m->WorldMatrix.m[2][2] = 0.00000005f;
|
m->WorldMatrix.m[2][2] = 0.00000005f;
|
||||||
m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
|
m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
|
||||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
|
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
|
||||||
Oyster::Graphics::API::PlayAnimation(m2, L"movement",true);
|
Oyster::Graphics::API::PlayAnimation(m2, L"movement",false);
|
||||||
|
|
||||||
t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
|
t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
|
||||||
t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png");
|
t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png");
|
||||||
|
@ -233,14 +233,14 @@ HRESULT Render(float deltaTime)
|
||||||
Oyster::Graphics::API::RenderModel(m2);
|
Oyster::Graphics::API::RenderModel(m2);
|
||||||
Oyster::Graphics::API::StartGuiRender();
|
Oyster::Graphics::API::StartGuiRender();
|
||||||
Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1));
|
Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1));
|
||||||
Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
|
//Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(1,0,0));
|
||||||
Oyster::Graphics::API::StartTextRender();
|
Oyster::Graphics::API::StartTextRender();
|
||||||
std::wstring fps;
|
std::wstring fps;
|
||||||
float f = 1/deltaTime;
|
float f = 1/deltaTime;
|
||||||
fps = std::to_wstring(f);
|
fps = std::to_wstring(f);
|
||||||
//Oyster::Graphics::API::RenderText(L"Lanariel",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
|
//Oyster::Graphics::API::RenderText(L"Lanariel",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
|
||||||
//Oyster::Graphics::API::RenderText(L"Lanariel WAS HERE",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
|
//Oyster::Graphics::API::RenderText(L"Lanariel WAS HERE",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
|
||||||
//Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
|
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(0,1,0));
|
||||||
Oyster::Graphics::API::EndFrame();
|
Oyster::Graphics::API::EndFrame();
|
||||||
|
|
||||||
return S_OK;
|
return S_OK;
|
||||||
|
|
Loading…
Reference in New Issue