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