#include "LobbyState.h" #include "DllInterfaces/GFXAPI.h" #include "OysterMath.h" #include "GameState/C_Player.h" #include "GameState/C_StaticObj.h" using namespace DanBias::Client; struct LobbyState::myData { myData(){} Oyster::Math3D::Float4x4 view; Oyster::Math3D::Float4x4 proj; C_Object* object; }privData; LobbyState::LobbyState(void) { } LobbyState::~LobbyState(void) { } bool LobbyState::Init() { ModelInitData modelData; modelData.world = Oyster::Math3D::Float4x4::identity; modelData.visible = true; modelData.modelPath = L"crate"; // load models privData = new myData(); privData->object = new C_StaticObj(); privData->object->Init(modelData); privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000); //privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000); Oyster::Graphics::API::SetProjection(privData->proj); privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,5.4f)); privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view); return true; } GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* KeyInput) { if( KeyInput->IsKeyPressed(DIK_G)) return ClientState_Game; return ClientState_Same; } bool LobbyState::Render() { Oyster::Graphics::API::SetView(privData->view); Oyster::Graphics::API::SetProjection( privData->proj); Oyster::Graphics::API::NewFrame(); // render objects privData->object->Render(); Oyster::Graphics::API::EndFrame(); return true; } bool LobbyState::Release() { privData->object->Release(); delete privData->object; privData->object = NULL; delete privData; privData = NULL; return true; }