276 lines
8.1 KiB
C++
276 lines
8.1 KiB
C++
//--------------------------------------------------------------------------------------
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// File: TemplateMain.cpp
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//
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// BTH-D3D-Template
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//
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// Copyright (c) Stefan Petersson 2011. All rights reserved.
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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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#include "Render\Preparations\Preparations.h"
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#include "Render\Resources\Resources.h"
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#include "Render\Rendering\Render.h"
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#include "FileLoader\ObjReader.h"
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#include "Definitions\GraphicalDefinition.h"
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//--------------------------------------------------------------------------------------
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// Global Variables
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//--------------------------------------------------------------------------------------
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HINSTANCE g_hInst = NULL;
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HWND g_hWnd = NULL;
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Oyster::Graphics::Render::Model* m = new Oyster::Graphics::Render::Model();
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Oyster::Math::Float4x4 V;
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Oyster::Math::Float4x4 P;
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//--------------------------------------------------------------------------------------
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// Forward declarations
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//--------------------------------------------------------------------------------------
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HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
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HRESULT Render(float deltaTime);
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HRESULT Update(float deltaTime);
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HRESULT InitDirect3D();
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//--------------------------------------------------------------------------------------
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// Entry point to the program. Initializes everything and goes into a message processing
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// loop. Idle time is used to render the scene.
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//--------------------------------------------------------------------------------------
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int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
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{
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if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
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return 0;
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if( FAILED( InitDirect3D() ) )
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return 0;
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__int64 cntsPerSec = 0;
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QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
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float secsPerCnt = 1.0f / (float)cntsPerSec;
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__int64 prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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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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{
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if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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else
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{
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__int64 currTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
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float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
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//render
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Update(dt);
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Render(dt);
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prevTimeStamp = currTimeStamp;
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}
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}
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return (int) msg.wParam;
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}
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//--------------------------------------------------------------------------------------
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// Register class and create window
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//--------------------------------------------------------------------------------------
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HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
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{
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// Register class
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = WndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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wcex.hInstance = hInstance;
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wcex.hIcon = 0;
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
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wcex.lpszMenuName = NULL;
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wcex.lpszClassName = L"BTH_D3D_Template";
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wcex.hIconSm = 0;
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if( !RegisterClassEx(&wcex) )
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return E_FAIL;
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// Adjust and create window
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g_hInst = hInstance;
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RECT rc = { 0, 0, 1024, 768 };
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AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
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if(!(g_hWnd = CreateWindow(
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L"BTH_D3D_Template",
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L"BTH - Direct3D 11.0 Template",
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WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT,
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CW_USEDEFAULT,
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rc.right - rc.left,
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rc.bottom - rc.top,
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NULL,
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NULL,
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hInstance,
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NULL)))
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{
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return E_FAIL;
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}
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ShowWindow( g_hWnd, 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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//--------------------------------------------------------------------------------------
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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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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::Resources::Init();
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Oyster::Graphics::Render::Preparations::Basic::SetViewPort();
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/*struct float4
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{
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float x,y,z,w;
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};*/
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//Oyster::Graphics::Definitions::ObjVertex mesh[] =
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//{
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// {Oyster::Math::Vector3(-1,1,0),Oyster::Math::Vector2(0,0),Oyster::Math::Vector3(1,1,0)},
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// {Oyster::Math::Vector3(1,-1,0),Oyster::Math::Vector2(0,0),Oyster::Math::Vector3(1,1,0)},
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// {Oyster::Math::Vector3(1,1,0),Oyster::Math::Vector2(0,0),Oyster::Math::Vector3(1,1,0)},
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//};
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//Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
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//desc.ElementSize= sizeof(Oyster::Graphics::Definitions::ObjVertex);
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//desc.NumElements = 3;
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//desc.InitData=mesh;
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//desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
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//desc.Usage = Oyster::Graphics::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE;
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//Oyster::Graphics::Buffer *b = new Oyster::Graphics::Buffer();;
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//b->Init(desc);
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////b.Apply(0);
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//Oyster::Graphics::Render::ModelInfo* mi = new Oyster::Graphics::Render::ModelInfo();
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//mi->Indexed = false;
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//mi->VertexCount = 3;
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//mi->Vertices = b;
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OBJReader or;
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or.readOBJFile(L"bth.obj");
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m->info = or.toModel();
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//m->info = mi;
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m->World = Oyster::Math::Matrix::identity;
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P = Oyster::Math3D::ProjectionMatrix_Perspective(PI/4,16.0f/9.0f,1,100);
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V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,-1.5f,0.0f)).GetInverse();
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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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return S_OK;
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}
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HRESULT Render(float deltaTime)
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{
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Oyster::Graphics::Render::Rendering::Basic::NewFrame(V,P);
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//Oyster::Graphics::Render::Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,1,1));
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//m->info->Vertices->Apply(0);
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//Oyster::Graphics::Core::deviceContext->Draw(3,0);
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//Oyster::Graphics::Core::swapChain->Present(0,0);
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Oyster::Graphics::Render::Rendering::Basic::RenderScene(m,1);
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Oyster::Graphics::Render::Rendering::Basic::EndFrame();
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Called every time the application receives a message
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//--------------------------------------------------------------------------------------
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LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
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{
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PAINTSTRUCT ps;
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HDC hdc;
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switch (message)
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{
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case WM_PAINT:
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hdc = BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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break;
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case WM_DESTROY:
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PostQuitMessage(0);
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break;
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case WM_KEYDOWN:
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switch(wParam)
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{
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case VK_ESCAPE:
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PostQuitMessage(0);
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break;
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}
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break;
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default:
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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return 0;
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}
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