GL more comments

This commit is contained in:
Linda Andersson 2013-11-29 09:23:00 +01:00
parent d9fcec0c1c
commit eb026cb9c7
6 changed files with 34 additions and 56 deletions

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@ -5,9 +5,8 @@ using namespace Oyster::Physics;
using namespace Utility::DynamicMemory; using namespace Utility::DynamicMemory;
DynamicObject::DynamicObject(void) DynamicObject::DynamicObject(void)
:Object()
{ {
rigidBody = API::Instance().CreateSimpleRigidBody();
API::Instance().AddObject(rigidBody);
} }
@ -17,5 +16,5 @@ DynamicObject::~DynamicObject(void)
void DynamicObject::Update() void DynamicObject::Update()
{ {
//updatera objectet //update object
} }

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@ -18,7 +18,10 @@ Object::Object(void)
model = new Model(); model = new Model();
model = Oyster::Graphics::API::CreateModel(L"bth.obj"); model = Oyster::Graphics::API::CreateModel(L"bth.obj");
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody().Release(); API::SimpleBodyDescription sbDesc;
//sbDesc.centerPosition =
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this); GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);

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@ -19,14 +19,14 @@ namespace GameLogic
class Object class Object
{ {
public: public:
Object(void);
virtual ~Object(void);
enum OBJECT_TYPE enum OBJECT_TYPE
{ {
OBJECT_TYPE_PLAYER, OBJECT_TYPE_PLAYER,
OBJECT_TYPE_BOX, OBJECT_TYPE_BOX,
}; };
Object(void);
virtual ~Object(void);
void Render(); void Render();

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@ -30,8 +30,8 @@ namespace GameLogic
void Shoot(); void Shoot();
private: private:
int life; int life;
Weapon *weapon; Weapon *weapon;
}; };
} }
#endif #endif

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@ -5,6 +5,12 @@
// //
// Copyright (c) Stefan Petersson 2011. All rights reserved. // Copyright (c) Stefan Petersson 2011. All rights reserved.
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// Test main function for game logic when .exe
// Doesn't run when Game logic is compiled as a .dll
//////////////////////////////////////////////////////////////////////////
#define NOMINMAX #define NOMINMAX
#include <Windows.h> #include <Windows.h>
#include "Core/Core.h" #include "Core/Core.h"
@ -28,8 +34,8 @@
HINSTANCE g_hInst = NULL; HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL; HWND g_hWnd = NULL;
GameLogic::IGame* game; GameLogic::IGame *game;
InputClass* inputObj; InputClass *inputObj;
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -95,8 +101,9 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
__int64 prevTimeStamp = 0; __int64 prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp); QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
//debugwindow //Init debug window
//SetStdOutToNewConsole(); //SetStdOutToNewConsole();
// Main message loop // Main message loop
MSG msg = {0}; MSG msg = {0};
while(WM_QUIT != msg.message) while(WM_QUIT != msg.message)
@ -171,56 +178,21 @@ HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
return S_OK; return S_OK;
} }
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain // Create Direct3D with Oyster Graphics
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
HRESULT InitDirect3D() HRESULT InitDirect3D()
{ {
/*HRESULT hr = S_OK;; if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
return E_FAIL; return E_FAIL;
std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
std::wstring EffectPath = L"SimpleDebug\\";
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"PassThroughFloat4",false);
Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
D3D11_INPUT_ELEMENT_DESC inputDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
ID3D11InputLayout* layout;
Oyster::Graphics::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"), layout);
Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
Oyster::Graphics::Render::Preparations::Basic::SetViewPort();*/
return S_OK; return S_OK;
} }
//--------------------------------------------------------------------------------------
// Init the input and the game
//-------------------------------------------------------------------------------------
HRESULT InitGame() HRESULT InitGame()
{ {
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
inputObj = new InputClass; inputObj = new InputClass;
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768)) if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
{ {
@ -231,10 +203,9 @@ HRESULT InitGame()
game->Init(); game->Init();
game->StartGame(); game->StartGame();
return S_OK; return S_OK;
} }
HRESULT Update(float deltaTime) HRESULT Update(float deltaTime)
{ {
inputObj->Update(); inputObj->Update();

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@ -1,3 +1,9 @@
//////////////////////////////////////////////////////////////////////////
// Temp input handler, not stable!
// When starting the program, don't click anywhere until the program starts
// because that breaks the input..
//////////////////////////////////////////////////////////////////////////
#ifndef _INPUTCLASS_H_ #ifndef _INPUTCLASS_H_
#define _INPUTCLASS_H_ #define _INPUTCLASS_H_
@ -24,7 +30,6 @@ private:
bool ReadKeyboard(); bool ReadKeyboard();
bool ReadMouse(); bool ReadMouse();
public: public:
InputClass(); InputClass();