void ColoredCubeApp::drawScene()
{
	D3DApp::drawScene();

	// Restore default states, input layout and primitive topology 
	// because mFont->DrawText changes them.  Note that we can 
	// restore the default states by passing null.
	md3dDevice->OMSetDepthStencilState(0, 0);
	float blendFactors[] = {0.0f, 0.0f, 0.0f, 0.0f};
	md3dDevice->OMSetBlendState(0, blendFactors, 0xffffffff);
    md3dDevice->IASetInputLayout(mVertexLayout);
	
	D3DXVECTOR3 pos(0.0f,45.0f,-50.0f);
	// set lighting shader variables
	mfxEyePosVar->SetRawValue(&pos, 0, sizeof(Vector3));
	mfxLightVar->SetRawValue(&lights[0], 0, sizeof(Light));
	mfxLightType->SetInt(lightType);

	// set some variables for the shader
	// set the point to the shader technique
	D3D10_TECHNIQUE_DESC techDesc;
	mTech->GetDesc(&techDesc);


	//setting the color flip variable in the shader

	//draw the floor
	floor.draw(mView, mProj, mfxWVPVar, mfxWorldVar, mTech);

	////// New Stuff added by Steve //////
	mWVP = player.getWorldMatrix()  *mView*mProj;
	mfxWVPVar->SetMatrix((float*)&mWVP);
	mfxWorldVar->SetMatrix((float*)&player.getWorldMatrix());
	player.setMTech(mTech);
	player.draw();

	for (int i = 0; i < numberOfObstacles; i++) {
		mWVP = obstacles[i].getWorldMatrix() * mView * mProj;
		mfxWVPVar->SetMatrix((float*)&mWVP);
		mfxWorldVar->SetMatrix((float*)&obstacles[i].getWorldMatrix());
		obstacles[i].setMTech(mTech);
		obstacles[i].draw();
	}

	//Spectrum HUD
	for(int i = 0; i < 6; i++) {
		D3DXMATRIX a;
		D3DXMatrixRotationY(&a, 1.573f);
		mWVP = a * spectrum[i].getWorldMatrix() * mView * mProj;
		mfxWVPVar->SetMatrix((float*)&mWVP);
		mfxWorldVar->SetMatrix((float*)&spectrum[i].getWorldMatrix());
		spectrum[i].setMTech(mTech);
		spectrum[i].draw();
	}
	mWVP = cursor.getWorldMatrix() * mView * mProj;
	mfxWVPVar->SetMatrix((float*)&mWVP);
	mfxWorldVar->SetMatrix((float*)&cursor.getWorldMatrix());
	cursor.setMTech(mTech);
	cursor.draw();


	
	//////////////////////////////////////

	/////Text Drawing Section
	// We specify DT_NOCLIP, so we do not care about width/height of the rect.
	RECT R = {5, 5, 0, 0};
	RECT R1 = {0, 0, 800, 600};
	RECT R2 = {0, 540, 800, 600};

	std::wostringstream outs;  
	
	outs.precision(6);
	string Hud = score.getString();

	/*outs << score.getString() << L"\n";
	outs << L"Blobs Available: " << ammo << L"\n";
	outs << L"Gallons Left: " << lives;
	std::wstring text = outs.str();
	mFont->DrawText(0, text.c_str(), -1, &R, DT_NOCLIP, BLACK);*/
	timesNew.draw(Hud, Vector2(5, 5));
	if (gameOver)
	{
		mFont->DrawText(0, L"Game Over!", -1, &R1, DT_CENTER | DT_VCENTER, BLACK);
	}
	float gameTime = mTimer.getGameTime();
	if (gameTime < 3.0f)
	{
		mFont->DrawText(0, L"Move your Box LEFT and RIGHT with A & D to avoid hitting the obstacles", -1, &R2, DT_CENTER | DT_VCENTER, BLACK);
	}
	else if (gameTime < 6.0f)
	{
		mFont->DrawText(0, L"Change the color of your Box by pressing the J and L keys.", -1, &R2, DT_CENTER | DT_VCENTER, BLACK);
	}
	else if (gameTime < 9.0f)
	{
		mFont->DrawText(0, L"The closer the color of your cube is to the floor, the higher the score multiplier!", -1, &R2, DT_CENTER | DT_VCENTER, BLACK);
	}
	if (activeMessage)
	{
		mFont->DrawText(0, message.c_str(), -1, &R2, DT_CENTER | DT_VCENTER, BLACK);
	}
	

	mSwapChain->Present(0, 0);
}