GL more comments
This commit is contained in:
parent
d9fcec0c1c
commit
eb026cb9c7
|
@ -5,9 +5,8 @@ using namespace Oyster::Physics;
|
|||
using namespace Utility::DynamicMemory;
|
||||
|
||||
DynamicObject::DynamicObject(void)
|
||||
:Object()
|
||||
{
|
||||
rigidBody = API::Instance().CreateSimpleRigidBody();
|
||||
API::Instance().AddObject(rigidBody);
|
||||
}
|
||||
|
||||
|
||||
|
@ -17,5 +16,5 @@ DynamicObject::~DynamicObject(void)
|
|||
|
||||
void DynamicObject::Update()
|
||||
{
|
||||
//updatera objectet
|
||||
//update object
|
||||
}
|
|
@ -18,7 +18,10 @@ Object::Object(void)
|
|||
model = new Model();
|
||||
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);
|
||||
|
||||
|
|
|
@ -19,14 +19,14 @@ namespace GameLogic
|
|||
class Object
|
||||
{
|
||||
public:
|
||||
Object(void);
|
||||
virtual ~Object(void);
|
||||
|
||||
enum OBJECT_TYPE
|
||||
{
|
||||
OBJECT_TYPE_PLAYER,
|
||||
OBJECT_TYPE_BOX,
|
||||
};
|
||||
Object(void);
|
||||
virtual ~Object(void);
|
||||
|
||||
void Render();
|
||||
|
||||
|
|
|
@ -5,6 +5,12 @@
|
|||
//
|
||||
// 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
|
||||
#include <Windows.h>
|
||||
#include "Core/Core.h"
|
||||
|
@ -95,8 +101,9 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
|
|||
__int64 prevTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
|
||||
|
||||
//debugwindow
|
||||
//Init debug window
|
||||
//SetStdOutToNewConsole();
|
||||
|
||||
// Main message loop
|
||||
MSG msg = {0};
|
||||
while(WM_QUIT != msg.message)
|
||||
|
@ -171,56 +178,21 @@ HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
|
|||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Create Direct3D device and swap chain
|
||||
// Create Direct3D with Oyster Graphics
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitDirect3D()
|
||||
{
|
||||
/*HRESULT hr = S_OK;;
|
||||
|
||||
Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
|
||||
|
||||
if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
|
||||
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||
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;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Init the input and the game
|
||||
//-------------------------------------------------------------------------------------
|
||||
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;
|
||||
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
||||
{
|
||||
|
@ -231,10 +203,9 @@ HRESULT InitGame()
|
|||
game->Init();
|
||||
game->StartGame();
|
||||
|
||||
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT Update(float deltaTime)
|
||||
{
|
||||
inputObj->Update();
|
||||
|
|
|
@ -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_
|
||||
#define _INPUTCLASS_H_
|
||||
|
||||
|
@ -24,7 +30,6 @@ private:
|
|||
bool ReadKeyboard();
|
||||
bool ReadMouse();
|
||||
|
||||
|
||||
public:
|
||||
|
||||
InputClass();
|
||||
|
|
Loading…
Reference in New Issue