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@ -5,9 +5,8 @@ using namespace Oyster::Physics;
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using namespace Utility::DynamicMemory;
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DynamicObject::DynamicObject(void)
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:Object()
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{
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rigidBody = API::Instance().CreateSimpleRigidBody();
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API::Instance().AddObject(rigidBody);
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}
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@ -17,5 +16,5 @@ DynamicObject::~DynamicObject(void)
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void DynamicObject::Update()
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{
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//updatera objectet
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//update object
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}
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@ -18,7 +18,10 @@ Object::Object(void)
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model = new Model();
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model = Oyster::Graphics::API::CreateModel(L"bth.obj");
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ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody().Release();
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API::SimpleBodyDescription sbDesc;
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//sbDesc.centerPosition =
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ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
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@ -19,14 +19,14 @@ namespace GameLogic
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class Object
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{
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public:
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Object(void);
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virtual ~Object(void);
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enum OBJECT_TYPE
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{
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OBJECT_TYPE_PLAYER,
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OBJECT_TYPE_BOX,
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};
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Object(void);
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virtual ~Object(void);
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void Render();
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@ -5,6 +5,12 @@
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//
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// Copyright (c) Stefan Petersson 2011. All rights reserved.
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//--------------------------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// Test main function for game logic when .exe
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// Doesn't run when Game logic is compiled as a .dll
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//////////////////////////////////////////////////////////////////////////
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#define NOMINMAX
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#include <Windows.h>
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#include "Core/Core.h"
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@ -28,8 +34,8 @@
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HINSTANCE g_hInst = NULL;
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HWND g_hWnd = NULL;
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GameLogic::IGame* game;
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InputClass* inputObj;
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GameLogic::IGame *game;
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InputClass *inputObj;
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//--------------------------------------------------------------------------------------
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@ -95,8 +101,9 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
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__int64 prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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//debugwindow
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//Init debug window
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//SetStdOutToNewConsole();
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// Main message loop
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MSG msg = {0};
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while(WM_QUIT != msg.message)
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@ -171,56 +178,21 @@ HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Create Direct3D device and swap chain
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// Create Direct3D with Oyster Graphics
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//--------------------------------------------------------------------------------------
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HRESULT InitDirect3D()
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{
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/*HRESULT hr = S_OK;;
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Oyster::Graphics::Core::resolution = Oyster::Math::Float2( 1024, 768 );
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if(Oyster::Graphics::Core::Init::FullInit(g_hWnd,false,false)==Oyster::Graphics::Core::Init::Fail)
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if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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std::wstring ShaderPath = L"..\\OysterGraphics\\Shader\\HLSL\\";
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std::wstring EffectPath = L"SimpleDebug\\";
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Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugPixel.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Pixel,L"Debug",false);
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Oyster::Graphics::Core::ShaderManager::Init(ShaderPath + EffectPath + L"DebugVertex.hlsl",Oyster::Graphics::Core::ShaderManager::ShaderType::Vertex,L"PassThroughFloat4",false);
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Oyster::Graphics::Core::ShaderManager::Set::Vertex(Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"));
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Oyster::Graphics::Core::ShaderManager::Set::Pixel(Oyster::Graphics::Core::ShaderManager::Get::Pixel(L"Debug"));
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D3D11_INPUT_ELEMENT_DESC inputDesc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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ID3D11InputLayout* layout;
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Oyster::Graphics::Core::ShaderManager::CreateInputLayout( inputDesc, 1, Oyster::Graphics::Core::ShaderManager::Get::Vertex(L"PassThroughFloat4"), layout);
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Oyster::Graphics::Core::deviceContext->IASetInputLayout(layout);
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Oyster::Graphics::Core::deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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Oyster::Graphics::Render::Preparations::Basic::BindBackBufferRTV();
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Oyster::Graphics::Render::Preparations::Basic::SetViewPort();*/
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Init the input and the game
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//-------------------------------------------------------------------------------------
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HRESULT InitGame()
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{
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if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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inputObj = new InputClass;
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if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
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{
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@ -231,10 +203,9 @@ HRESULT InitGame()
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game->Init();
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game->StartGame();
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return S_OK;
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}
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HRESULT Update(float deltaTime)
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{
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inputObj->Update();
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@ -1,3 +1,9 @@
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//////////////////////////////////////////////////////////////////////////
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// Temp input handler, not stable!
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// When starting the program, don't click anywhere until the program starts
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// because that breaks the input..
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//////////////////////////////////////////////////////////////////////////
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#ifndef _INPUTCLASS_H_
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#define _INPUTCLASS_H_
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@ -24,7 +30,6 @@ private:
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bool ReadKeyboard();
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bool ReadMouse();
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public:
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InputClass();
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