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TestGame.h
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#pragma once
#include "GameApp.h"
#include "GameEngine.h"
namespace TestGameApp
{
struct GameVertexFormat
{
DirectX::XMFLOAT3 position;
DirectX::XMFLOAT3 colour;
};
class TestGame : public Emerald::GameApp
{
public:
TestGame();
virtual ~TestGame() {};
bool GameInitialise(HINSTANCE hInstance, Emerald::GameApp* pGA);
void GameStart();
void GameEnd();
void GameActivate();
void GameDeactivate();
void GamePaint();
void GameCycle();
private:
WCHAR* m_pGameTitle;
bool m_useD3D11;
//-----------------------------------------------------------------
//Indices generated from various engine components for the game
//-----------------------------------------------------------------
int RM_GLSLEffectPassThru;
int RM_MeshTriangle;
int RM_MeshQuad;
int OR_GLSLEffectPassThru;
int OR_VAOTriangle;
int OR_VAOQuad;
//-----------------------------------------------------------------
//mesh data storage for the game
//-----------------------------------------------------------------
float triangle[9]; // Data to render triangle (3 vertices, each has 3 floats)
float quad[12]; // Data to render quad using triangle strips (4 vertices, each has 3 floats)
float triangleColour[9];
float quadColour[12];
bool SetupD3D11Rendering();
int CreateGLSLEffectResource_PassThru();
int SetupGLSLEffectProgram_PassThru(int RM_Index);
int LoadMesh();
};
}