コード例 #1
0
	cWidgetCheckBox::cWidgetCheckBox(cGuiSet *apSet, cGuiSkin *apSkin) : iWidget(eWidgetType_CheckBox,apSet, apSkin)
	{
        mbChecked = false;
		mbPressed = false;

		LoadGraphics();
	}
コード例 #2
0
ファイル: resource.c プロジェクト: AlexanderDev/CastleCatch
/**
**		  Load resources(sprites and sound) from files
**
**		@param filename         Name of file which carry name of file - images or sound
**      @note
**                          Class function = 0.
**                          Times perfomes = once.
*/
global void LoadResource(char *filename)
{
        int type_resource=0;/*GRAPHICAL , SOUND*/
        ResourceObj object= {}; /*box for object*/
        Texture_Obj texture_obj= {}; /*box for texture*/
        char str[150]="";
        Open_file(filename,&(resources.file));
        while (!getstr(resources.file.pfile,str)) { /*read one string*/
                /*places here for auto clean*/
                char file_res[50]="";/*Name of file resources*/

                if(sscanf(str,"%d:%d:%d:%d:%d:%d:%s",
                                &object.id_resource,
                                &type_resource,
                                &texture_obj.texcord.x,
                                &texture_obj.texcord.y,
                                &object.sprite.width,
                                &object.sprite.height,
                                file_res)!=0) {
                        if(type_resource==GRAPHICAL) {
                                if(*file_res) { /*not use share image*/
                                        LoadGraphics(file_res,video.video_render,&texture_obj);/*load image*/
                                        object.share=OFF;/*self loaded*/
                                } else {
                                        object.share=ON;/*share file*/
                                }
                        }
                        object.sprite.texture_obj=texture_obj;
                        CreateResourceCell(&object);
                }
        }
}
コード例 #3
0
int main(){

	Init();

	LoadGraphics();

	Loop();

	ShutDown();

	return 0;
}
コード例 #4
0
ファイル: graphics.cpp プロジェクト: paulsapps/OpenGTA2
OGLTexture Graphics_Manager::GetOGLTextureByID(TexID ID) {
	GraphicsID graphicsID = GetGraphicsEntryByID(ID);
	if (graphicsID == BAD_ID) {
		//logWrite("ERROR: Texture ID %d failed lookup",ID);
		return 0;
	}
	if (!graphicsEntries[graphicsID]->TextureAtlas->dataLoaded) {
		logWrite("!!!! TRYING TO RENDER ATLAS WITHOUT DATA !!!!");
		LoadGraphics(graphicsID);
		return 0;
	} else {
		return graphicsEntries[graphicsID]->TextureAtlas->TextureOGLID;	
	}
}
コード例 #5
0
ファイル: Rat.cpp プロジェクト: Doku0911/MonstrerMsm
void C_Rat::Initialize(float2 _position, float2 _thickness)
{
	IsAttackMode = false;

	C_Character::Initialize(_position, _thickness);

	Parameter.HP = MaxHP = 100;
	Parameter.ATK = 25;
	Parameter.DEF = 0;

	if (DeadGraphic == -1)
	{
		LoadGraphics();
	}
	NowAnimeNumber = 0;
}
コード例 #6
0
ファイル: gamemain.cpp プロジェクト: Taka03/Nolfeus
//================================================
//コンティニュー画面
//================================================
void DrawContinue()
{
	g_Score = 0;
	g_gamecounter = 0;
	
	model.Initialize();
	camera.Initialize();
	
	player.Initialize();
	
	menu.Initialize();
	//pause.Initialize();
	//tuto_menu.Initialize();
	
	window.Initialize();
	
	for(int i = 0;i < ENEMY_NUM;i++)
	{
		enemy[i].Initialize();
	}
	
	boss.Initialize();
	
	/*初期座標等セット*/
	player.SetPosition(200, 400);
	
	//--------------------------------
	//テクスチャ読み込み
	//--------------------------------
	LoadGraphics();
	
	//--------------------------------
	//音読み込み
	//--------------------------------
	//LoadSounds();
	
	//--------------------------------
	//カメラ生成
	//--------------------------------
	camera.Create();
	
	g_GameMode = SCENE_MAIN;
	
}
コード例 #7
0
ファイル: PaletteWindow.cpp プロジェクト: GuMiner/agow
void PaletteWindow::ThreadStart()
{
    LoadGraphics();

    // 24 depth bits, 8 stencil bits, 8x AA, major version 4.
    sf::ContextSettings contextSettings = sf::ContextSettings(24, 8, 8, 4, 0);

    sf::Uint32 style = sf::Style::Titlebar;
    sf::RenderWindow window(sf::VideoMode(size, size * 3), "Palette", style, contextSettings);
    window.setFramerateLimit(60);

    // Start the main loop
    isAlive = true;
    while (isAlive)
    {
        HandleEvents(window);
        Render(window);

        // Display what we rendered.
        window.display();
    }
}
コード例 #8
0
ファイル: WidgetTextBox.cpp プロジェクト: ArchyInf/HPL1Engine
	cWidgetTextBox::cWidgetTextBox(cGuiSet *apSet, cGuiSkin *apSkin) : iWidget(eWidgetType_TextBox,apSet, apSkin)
	{
		LoadGraphics();

		mlMarkerCharPos = -1;
		mlSelectedTextEnd = -1;

		mlFirstVisibleChar =0;
		mlVisibleCharSize =0;

		mfTextMaxSize =0;
		mfMaxTextSizeNeg =0;

		mlMaxCharacters = -1;

		mlVisibleCharSize =0;

		mbPressed = false;

		mbCanEdit = true;

		mpPointerGfx = mpSkin->GetGfx(eGuiSkinGfx_PointerText);
	}
コード例 #9
0
ファイル: Widget.cpp プロジェクト: ArchyInf/HPL1Engine
	void iWidget::Init()
	{
		OnInit();
		LoadGraphics();
	}
コード例 #10
0
void HSWDisplay::RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture)
{
    if(RenderEnabled && eyeTexture)
    {        
        // We need to render to the eyeTexture with the texture viewport.
        // Setup rendering to the texture.
        ovrGLTexture* eyeTextureGL = const_cast<ovrGLTexture*>(reinterpret_cast<const ovrGLTexture*>(eyeTexture));
        OVR_ASSERT(eyeTextureGL->Texture.Header.API == ovrRenderAPI_OpenGL);

        // We init a temporary Context, Bind our own context, then Bind the temporary context below before exiting.
        // It's more exensive to have a temp context copy made here instead of having it as a saved member variable,
        // but we can't have a saved member variable because the app might delete the saved member behind our back
        // or associate it with another thread, which would cause our bind of it before exiting to be a bad operation.
        Context currentGLContext; // To do: Change this to use the AutoContext class that was recently created.
        currentGLContext.InitFromCurrent();
        if(GLContext.GetIncarnation() == 0) // If not yet initialized...
            GLContext.CreateShared(currentGLContext);
        GLContext.Bind();
        #if defined(OVR_OS_MAC) // To consider: merge the following into the Bind function.
            GLContext.SetSurface(currentGLContext);
        #endif

        // Load the graphics if not loaded already.
        if (!pTexture)
            LoadGraphics();

        // Calculate ortho projection.
        GetOrthoProjection(RenderState, OrthoProjection);

        // Set the rendering to be to the eye texture.
        glBindFramebuffer(GL_FRAMEBUFFER, FrameBuffer);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, eyeTextureGL->OGL.TexId, 0);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); // We aren't using depth, as we currently want this to overwrite everything.
        GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        OVR_ASSERT(status == GL_FRAMEBUFFER_COMPLETE); OVR_UNUSED(status);

        // Set up the viewport
        const GLint   x = (GLint)eyeTextureGL->Texture.Header.RenderViewport.Pos.x;
        const GLint   y = (GLint)eyeTextureGL->Texture.Header.RenderViewport.Pos.y; // Note that GL uses bottom-up coordinates.
        const GLsizei w = (GLsizei)eyeTextureGL->Texture.Header.RenderViewport.Size.w;
        const GLsizei h = (GLsizei)eyeTextureGL->Texture.Header.RenderViewport.Size.h;
        glViewport(x, y, w, h);

        // Set fixed-function render states.
        //glDepthRange(0.0,  1.0); // This is the default
        glDepthMask(GL_FALSE);
        glDisable(GL_DEPTH_TEST);
        glFrontFace(GL_CW);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        // Enable the buffer and shaders we use.
        ShaderFill fill(pShaderSet);
        if (pTexture)
            fill.SetTexture(0, pTexture);

        // Set shader uniforms.
        const float scale  = HSWDISPLAY_SCALE * ((RenderState.OurHMDInfo.HmdType == HmdType_DK1) ? 0.70f : 1.f);
        pShaderSet->SetUniform2f("Scale", scale, scale / 2.f); // X and Y scale. Y is a fixed proportion to X in order to give a certain aspect ratio.
        pShaderSet->SetUniform2f("PositionOffset", OrthoProjection[eye].GetTranslation().x, 0.0f);

        // Set vertex attributes
        if (GLVersionInfo.SupportsVAO)
        {
            OVR_ASSERT(VAO != 0);
            glBindVertexArray(VAO);
        }

        if(!VAOInitialized) // This executes for the case that VAO isn't supported.
        {
            glBindBuffer(GL_ARRAY_BUFFER, pVB->GLBuffer); // This must be called before glVertexAttribPointer is called below.

            const GLuint shaderProgram = pShaderSet->Prog;
            GLint attributeLocationArray[3];

            attributeLocationArray[0] = glGetAttribLocation(shaderProgram, "Position");
            glVertexAttribPointer(attributeLocationArray[0], sizeof(Vector3f)/sizeof(float), GL_FLOAT,         false, sizeof(HASWVertex), reinterpret_cast<char*>(offsetof(HASWVertex, Pos)));

            attributeLocationArray[1] = glGetAttribLocation(shaderProgram, "Color");
            glVertexAttribPointer(attributeLocationArray[1], sizeof(Color)/sizeof(uint8_t),  GL_UNSIGNED_BYTE,  true, sizeof(HASWVertex), reinterpret_cast<char*>(offsetof(HASWVertex, C)));  // True because we want it to convert [0,255] to [0,1] for us.

            attributeLocationArray[2] = glGetAttribLocation(shaderProgram, "TexCoord");
            glVertexAttribPointer(attributeLocationArray[2], sizeof(float[2])/sizeof(float), GL_FLOAT,         false, sizeof(HASWVertex), reinterpret_cast<char*>(offsetof(HASWVertex, U)));

            for (size_t i = 0; i < OVR_ARRAY_COUNT(attributeLocationArray); i++)
                glEnableVertexAttribArray((GLuint)i);
        }

        fill.Set(Prim_TriangleStrip);

        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

        if (GLVersionInfo.SupportsVAO)
        {
            VAOInitialized = true;
            glBindVertexArray(0);
        }
        
        currentGLContext.Bind();
    }
}
コード例 #11
0
ファイル: C4Def.cpp プロジェクト: farad91/openclonk
bool C4Def::Load(C4Group &hGroup,
	StdMeshSkeletonLoader &loader,
	DWORD dwLoadWhat,
	const char *szLanguage,
	C4SoundSystem *pSoundSystem,
	C4DefGraphicsPtrBackup *gfx_backup
	)
{
	bool AddFileMonitoring = false;
	if (Game.pFileMonitor && !SEqual(hGroup.GetFullName().getData(),Filename) && !hGroup.IsPacked())
		AddFileMonitoring = true;

	// Store filename
	SCopy(hGroup.GetFullName().getData(),Filename);

	// Verbose log filename
	if (Config.Graphics.VerboseObjectLoading>=3)
		Log(hGroup.GetFullName().getData());

	if (AddFileMonitoring) Game.pFileMonitor->AddDirectory(Filename);

	// Pre-read all images and shader stuff because they ar eaccessed in unpredictable order during loading
	hGroup.PreCacheEntries(C4CFN_ShaderFiles);
	hGroup.PreCacheEntries(C4CFN_ImageFiles);

	LoadMeshMaterials(hGroup, gfx_backup);
	bool fSuccess = LoadParticleDef(hGroup);

	// Read DefCore
	if (fSuccess) fSuccess = LoadDefCore(hGroup);

	// Skip def: don't even read sounds!
	if (fSuccess && Game.C4S.Definitions.SkipDefs.GetIDCount(id, 1)) return false;

	// Read sounds, even if not a valid def (for pure ocd sound folders)
	if (dwLoadWhat & C4D_Load_Sounds) LoadSounds(hGroup, pSoundSystem);

	// cancel if not a valid definition
	if (!fSuccess) return false;

	// Read and parse SolidMask bitmap
	if (!LoadSolidMask(hGroup)) return false;

	// Read surface bitmap, meshes, skeletons
	if ((dwLoadWhat & C4D_Load_Bitmap) && !LoadGraphics(hGroup, loader)) return false;

	// Read string table
	C4Language::LoadComponentHost(&StringTable, hGroup, C4CFN_ScriptStringTbl, szLanguage);

	// Register ID with script engine
	::ScriptEngine.RegisterGlobalConstant(id.ToString(), C4VPropList(this));
	ParentKeyName = ::Strings.RegString(id.ToString());

	// Read script
	if (dwLoadWhat & C4D_Load_Script) LoadScript(hGroup, szLanguage);

	// Read clonknames
	if (dwLoadWhat & C4D_Load_ClonkNames) LoadClonkNames(hGroup, pClonkNames, szLanguage);

	// Read clonkranks
	if (dwLoadWhat & C4D_Load_RankNames) LoadRankNames(hGroup, szLanguage);

	// Read rankfaces
	if (dwLoadWhat & C4D_Load_RankFaces) LoadRankFaces(hGroup);

	// Temporary flag
	if (dwLoadWhat & C4D_Load_Temporary) Temporary=true;

	return true;
}
コード例 #12
0
void HSWDisplay::RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture)
{
    if(RenderEnabled && eyeTexture)
    {
        // Note: The D3D9 implementation below is entirely fixed-function and isn't yet using shaders.
        // For the time being this is sufficient, but future designs will likely necessitate moving
        // to a system that uses programmable shaders.

        // We need to render to the eyeTexture with the texture viewport.
        // Setup rendering to the texture.
        ovrD3D9Texture* eyeTextureD3D9 = const_cast<ovrD3D9Texture*>(reinterpret_cast<const ovrD3D9Texture*>(eyeTexture));
        OVR_ASSERT(eyeTextureD3D9->Texture.Header.API == ovrRenderAPI_D3D9);


        // Save previous state.
        // To do: Merge this saved state with that done by DistortionRenderer::GraphicsState::Save(), and put them in a shared location.
        DWORD fvfSaved;
        RenderParams.Device->GetFVF(&fvfSaved);

        Ptr<IDirect3DVertexBuffer9> pVBDSaved;
        UINT vbOffsetSaved;
        UINT vbStrideSaved;
        RenderParams.Device->GetStreamSource(0, &pVBDSaved.GetRawRef(), &vbOffsetSaved, &vbStrideSaved);

        Ptr<IDirect3DBaseTexture9> pTexture0Saved;
        RenderParams.Device->GetTexture(0, &pTexture0Saved.GetRawRef());
        Ptr<IDirect3DBaseTexture9> pTexture1Saved;
        RenderParams.Device->GetTexture(1, &pTexture1Saved.GetRawRef());

        D3DMATRIX worldMatrixSaved, viewMatrixSaved, projectionMatrixSaved, texture0MatrixSaved;
        RenderParams.Device->GetTransform(D3DTS_WORLD, &worldMatrixSaved);
        RenderParams.Device->GetTransform(D3DTS_VIEW, &viewMatrixSaved);
        RenderParams.Device->GetTransform(D3DTS_PROJECTION, &projectionMatrixSaved);
        RenderParams.Device->GetTransform(D3DTS_TEXTURE0, &texture0MatrixSaved);

        Ptr<IDirect3DVertexShader9> pVertexShaderSaved;
        RenderParams.Device->GetVertexShader(&pVertexShaderSaved.GetRawRef());

        Ptr<IDirect3DPixelShader9> pPixelShaderSaved;
        RenderParams.Device->GetPixelShader(&pPixelShaderSaved.GetRawRef());

        D3DVIEWPORT9 viewportSaved;
        RenderParams.Device->GetViewport(&viewportSaved);

        Ptr<IDirect3DSurface9> pRenderTargetSaved;
        RenderParams.Device->GetRenderTarget(0, &pRenderTargetSaved.GetRawRef());


        // Load the graphics if not loaded already.
        if(!pTexture)
            LoadGraphics();

        // Calculate ortho projection.
        GetOrthoProjection(RenderState, OrthoProjection);

        HRESULT hResult = RenderParams.Device->BeginScene();
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] BeginScene failed. %d (%x)", hResult, hResult)); }

        Ptr<IDirect3DSurface9> pDestSurface;
        hResult = eyeTextureD3D9->D3D9.pTexture->GetSurfaceLevel(0, &pDestSurface.GetRawRef());
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] GetSurfaceLevel failed. %d (%x)", hResult, hResult)); }

        hResult = RenderParams.Device->SetRenderTarget(0, pDestSurface);
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetRenderTarget failed. %d (%x)", hResult, hResult)); }

        D3DVIEWPORT9 D3DViewport;
        D3DViewport.X        = eyeTextureD3D9->Texture.Header.RenderViewport.Pos.x;
        D3DViewport.Y        = eyeTextureD3D9->Texture.Header.RenderViewport.Pos.y;    
        D3DViewport.Width    = eyeTextureD3D9->Texture.Header.RenderViewport.Size.w;
        D3DViewport.Height   = eyeTextureD3D9->Texture.Header.RenderViewport.Size.h;
        D3DViewport.MinZ     = 0;
        D3DViewport.MaxZ     = 1;
        hResult = RenderParams.Device->SetViewport(&D3DViewport);
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetViewport failed. %d (%x)", hResult, hResult)); }

        hResult = RenderParams.Device->SetTexture(0, pTexture);
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetTexture failed. %d (%x)", hResult, hResult)); }

        RenderParams.Device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
        RenderParams.Device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
        RenderParams.Device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);

        RenderParams.Device->SetVertexShader(NULL);
        RenderParams.Device->SetPixelShader(NULL);

        hResult = RenderParams.Device->SetStreamSource(0, pVB, 0, sizeof(HASWVertex));
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetStreamSource failed. %d (%x)", hResult, hResult)); }

        RenderParams.Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
        RenderParams.Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
		RenderParams.Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
        RenderParams.Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
		RenderParams.Device->SetRenderState(D3DRS_LIGHTING, FALSE);
        RenderParams.Device->SetRenderState(D3DRS_ZENABLE, FALSE);
        RenderParams.Device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
        RenderParams.Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
        RenderParams.Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
        RenderParams.Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

        const float scale  = HSWDISPLAY_SCALE * ((RenderState.OurHMDInfo.HmdType == HmdType_DK1) ? 0.70f : 1.f);
        Matrix4f identityMatrix = Matrix4f::Identity();
        Vector3f translation = OrthoProjection[eye].GetTranslation();
        Matrix4f orthoStereoMatrix(
            scale, 0, 0, 0,
            0, scale / 2, 0, 0,
            0, 0, HSWDISPLAY_DISTANCE, 0,
            translation.x, translation.y, translation.z, 1
            );
        RenderParams.Device->SetTransform(D3DTS_WORLD,      reinterpret_cast<const D3DMATRIX*>(&identityMatrix));
        RenderParams.Device->SetTransform(D3DTS_VIEW,       reinterpret_cast<const D3DMATRIX*>(&identityMatrix));
        RenderParams.Device->SetTransform(D3DTS_PROJECTION, reinterpret_cast<const D3DMATRIX*>(&orthoStereoMatrix));
        RenderParams.Device->SetTransform(D3DTS_TEXTURE0,   reinterpret_cast<const D3DMATRIX*>(&identityMatrix));

        hResult = RenderParams.Device->SetFVF(HASWVertexD3D9Format);
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] SetFVF failed. %d (%x)", hResult, hResult)); }

        hResult = RenderParams.Device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] DrawPrimitive failed. %d (%x)", hResult, hResult)); }

        hResult = RenderParams.Device->EndScene();
        if(FAILED(hResult))
            { HSWDISPLAY_LOG(("[HSWDisplay D3D9] EndScene failed. %d (%x)", hResult, hResult)); }


        // Restore previous state.
        RenderParams.Device->SetRenderTarget(0, pRenderTargetSaved);
        RenderParams.Device->SetViewport(&viewportSaved);
        RenderParams.Device->SetPixelShader(pPixelShaderSaved);
        RenderParams.Device->SetVertexShader(pVertexShaderSaved);
        RenderParams.Device->SetTransform(D3DTS_TEXTURE0, &texture0MatrixSaved);
        RenderParams.Device->SetTransform(D3DTS_PROJECTION, &projectionMatrixSaved);
        RenderParams.Device->SetTransform(D3DTS_VIEW, &viewMatrixSaved);
        RenderParams.Device->SetTransform(D3DTS_WORLD, &worldMatrixSaved);
        RenderParams.Device->SetTexture(0, pTexture0Saved);
        RenderParams.Device->SetTexture(1, pTexture1Saved);
        RenderParams.Device->SetStreamSource(0, pVBDSaved, vbOffsetSaved, vbStrideSaved);
        RenderParams.Device->SetFVF(fvfSaved);
    }
}
コード例 #13
0
ファイル: gamemain.cpp プロジェクト: Taka03/Nolfeus
//================================================
//初期化
//================================================
void Initialize(void)
{
	g_Score = 0;
	g_gamecounter = 0;
	
	model.Initialize();
	camera.Initialize();
	tcamera.Initialize();
	
	player.Initialize();
	
	menu.Initialize();
	//pause.Initialize();
	//tuto_menu.Initialize();
	
	window.Initialize();
	
	for(int i = 0;i < ENEMY_NUM;i++)
	{
		enemy[i].Initialize();
	}
	
	boss.Initialize();
	
	/*初期座標等セット*/
	player.SetPosition(200, 400);
	
	//--------------------------------
	//音読み込み
	//--------------------------------
	
	//--------------------------------
	//テクスチャ読み込み
	//--------------------------------
	LoadGraphics();
	
	//--------------------------------
	//カメラ生成
	//--------------------------------
	camera.Create();
	tcamera.Create();
	
	//--------------------------------
	//ライトの設定
	//--------------------------------
	SetLight();
	
	//--------------------------------
	//モデル生成
	//--------------------------------
	model.LoadData("field\\field_5_3.x", COLORKEY_DISABLE);
	
	//--------------------------------
	//フォント生成
	//--------------------------------
	window.CreateFontSprite();
	window.CreateFont();
	
	score.CreateFont();
	
	menu.CreateFontSprite();
	//pause.CreateFontSprite();
	//tuto_menu.CreateFontSprite();
	//mode.CreateFontSprite();
	menu.CreateFont();
	
	//--------------------------------
	//プリミティブ生成
	//--------------------------------
	lPrim = LunaPrimitive::Create(512, PRIM_VERTEX_UV0, false);

	/*モデルデータ変形*/
	//model.Translation();
	
	g_GameMode = SCENE_TITLE;
	
}