86 lines
1.9 KiB
C++
86 lines
1.9 KiB
C++
#pragma once
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/* Path to the engine */
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#include "SalmonEngineWindows.h"
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#include "gameMap.h"
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using namespace SE;
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//Application class
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class TMyApplication : public SE::TApplication
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{
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/*
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TLiteModel* lm;
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TSimpleLandClass* TestLand;
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glmat3 LiteModelRotateMatrix;
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glmat3 LiteModelDeltaRotateMatrix;
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cardinal LiteModelUpdateTimer;
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*/
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TGameMap GameMap;
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bool MouseRightButtonPressed;
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//Rotate camera on mouse right button pressed
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bool MouseLeftButtonPressed;
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int MouseX0, MouseY0;
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//Mouse pos caught on right button click
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int view = 0;
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float WaterTimer;
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void DrawSceneWithoutWater();
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void DrawToCubemap();
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void DrawToShadowMap();
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void DrawWaterSurface();
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void DrawCubemap();
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void DrawCubemapDay();
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void DrawFrameFullScreen();
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cardinal cubemapTexture;
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cardinal cubemapTextureDay;
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cardinal cubemapTextureNight;
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VertexDataStruct cubemapVertexDataStruct;
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VertexDataStruct waterVertexDataStruct;
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VertexDataStruct frameVertexDataStruct;
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public:
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//Constructor
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TMyApplication() : MouseRightButtonPressed(false), MouseLeftButtonPressed(false), WaterTimer(0) {
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Width = 1920;
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Height = 1080;
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}
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virtual void InnerInit();
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//What to do on init
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virtual void InnerDeinit();
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//What to do on deinit
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virtual void InnerDraw();
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//What to do on draw
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virtual void InnerUpdate(cardinal timer);
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//What to do on update. timer means how many ms passed since last update
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virtual void UpdateQuick();
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//To process input - this method is called more frequently than Update()
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virtual void OnMouseMove(TMouseState& mouseState);
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//To do on mouse move (with or without pressed buttons)
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virtual void OnMouseDown(TMouseState& mouseState);
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//To do on mouse move (with or without pressed buttons)
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virtual void OnMouseUp(TMouseState& mouseState);
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//To do on mouse move (with or without pressed buttons)
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virtual void OnMouseWheel(short int delta);
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//To do on mouse wheel move
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}; |