#include "GameState.h" #include "DllInterfaces/GFXAPI.h" using namespace DanBias::Client; struct GameState::myData { myData(){} Oyster::Math3D::Float4x4 view; Oyster::Math3D::Float4x4 proj; Oyster::Graphics::Model::Model *model; }privData; GameState::GameState(void) { } GameState::~GameState(void) { } bool GameState::Init() { // load models privData = new myData(); privData->model = Oyster::Graphics::API::CreateModel(L"crate"); privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,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 GameState::Update(float deltaTime, InputClass* KeyInput) { if(KeyInput->IsKeyPressed(DIK_L)) return ClientState_Lobby; // send key input to server. return ClientState_Same; } bool GameState::Render() { Oyster::Graphics::API::SetView(privData->view); Oyster::Graphics::API::SetProjection( privData->proj); Oyster::Graphics::API::NewFrame(); //Oyster::Graphics::API::RenderModel(*(privData->model)); Oyster::Graphics::API::EndFrame(); return true; } bool GameState::Release() { return true; }