int LinMain(int argc, char** argv) { initialise(); testmodel1 = new Obj3D(); testmodel1->initialise("cube"); testmodel1->spawnAt(-10,10,-10); testmodel2 = new Obj3D(); testmodel2->initialise("cube"); testmodel2->spawnAt(10,10,-10); testmodel3 = new Obj3D(); testmodel3->initialise("cube"); testmodel3->spawnAt(10,10,10); testmodel4 = new Obj3D(); testmodel4->initialise("cube"); testmodel4->spawnAt(-10,10,10); testmodel5 = new Obj3D(); testmodel5->initialise("cube"); testmodel5->spawnAt(-10,-10,-10); testmodel6 = new Obj3D(); testmodel6->initialise("cube"); testmodel6->spawnAt(10,-10,-10); testmodel7 = new Obj3D(); testmodel7->initialise("cube"); testmodel7->spawnAt(10,-10,10); testmodel8 = new Obj3D(); testmodel8->initialise("cube"); testmodel8->spawnAt(-10,-10,10); sphere = new Obj3D(); sphere->initialise("sphere"); sphere->spawnAt(0,0,0); suzanne = new Obj3D(); suzanne->initialise("suzanne"); suzanne->spawnAt(0,10,0); floor_obj = new Obj3D(); floor_obj->initialise("floor"); floor_obj->spawnAt(0,-15,0); do { Rendering(); } while(glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 ); glfwTerminate(); return 0; }
//-------------------------------------------------------------------------------- bool CRenderedWindowController::SetModel( nsMammut::CModel* pModelItem ) { _WINQ_FCONTEXT( "CRenderedWindowController::SetModel" ); CBaseWindowController::SetModel( pModelItem ); NonClient().SetModel( pModelItem ); NCRendering().SetModel( pModelItem ); Rendering().SetModel( pModelItem ); Iconized().SetModel( pModelItem ); Text().SetModel( pModelItem ); Cursor().SetModel( pModelItem ); return true; }
//-------------------------------------------------------------------------------- bool CRenderedWindowController::ProcessMessage( COSWindow& Window, Cmp_long_ptr& lResult, unsigned int uMsg, Cmp_uint_ptr wParam, Cmp_long_ptr lParam ) { bool bProcessed = ProcessHook( Window, lResult, uMsg, wParam, lParam ); //Pass the message through filters until it's processed bProcessed = CBaseWindowController::ProcessMessage( Window, lResult, uMsg, wParam, lParam ) || NonClient().ProcessMessage( Window, lResult, uMsg, wParam, lParam ) || NCRendering().ProcessMessage( Window, lResult, uMsg, wParam, lParam ) || Rendering().ProcessMessage( Window, lResult, uMsg, wParam, lParam ) || Iconized().ProcessMessage( Window, lResult, uMsg, wParam, lParam ) || Text().ProcessMessage( Window, lResult, uMsg, wParam, lParam ) || Cursor().ProcessMessage( Window, lResult, uMsg, wParam, lParam ) || CRenderedWindowController::HandleMessage( Window, lResult, uMsg, wParam, lParam ); return bProcessed; }
//---------------------------------------------------------------------------------- // //---------------------------------------------------------------------------------- int main() { g_manager = ::Effekseer::Manager::Create( 2000 ); #if __CULLING_TEST g_manager->CreateCullingWorld(200, 200, 200, 4); #endif #if _WIN32 InitGraphics(g_window_width, g_window_height); InitSound(); #else InitGraphics( g_window_width, g_window_height); InitSound(); #endif Init(); while(DoEvent()) { Loop(); g_manager->Update(); Rendering(); } g_manager->Destroy(); for (size_t i = 0; i < g_effects.size(); i++) { ES_SAFE_RELEASE(g_effects[i]); } TermSound(); TermGraphics(); return 0; }