#include "Main.h"
enum MenuEntryType
{
MenuEntryFile,
MenuEntryFileQuit,
};
void Controller::FreeMemory()
{
ReleaseAssets();
}
void Controller::InitMenu()
{
_menu.Init(_state->window);
Menu &FileMenu = _menu.MenuBar().AddSubMenu(_state->window, MenuEntryFile, "File");
FileMenu.AddString(_state->window, MenuEntryFileQuit, "Quit\tCtrl+Q");
}
void Controller::ProcessEvents()
{
_menu.DispatchKeyboardShortcuts(_state->input);
while(_state->input.EventPresent())
{
InputEvent CurEvent = _state->input.PopEvent();
if(CurEvent.Type == InputEventMenu)
{
switch(CurEvent.Id)
{
case MenuEntryFileQuit:
PostQuitMessage(0);
break;
}
}
}
}
void Controller::ResetCamera()
{
_camera.Reset(Vec3f(4.0f, 3.0f, 2.0f), Vec3f::eZ, Vec3f::Origin);
}
void Controller::ReleaseAssets()
{
for(UINT assetIndex = 0; assetIndex < _assetList.Length(); assetIndex++)
{
_assetList[assetIndex]->ReleaseMemory();
}
_scene.GetShadowMap().FreeMemory();
}
void Controller::ResetAssets()
{
for(UINT assetIndex = 0; assetIndex < _assetList.Length(); assetIndex++)
{
_assetList[assetIndex]->Reset(*_state->graphics);
}
ReloadTextures();
}
void Controller::ReSize()
{
_MC.Perspective = Matrix4::PerspectiveFov(
60.0f * Math::PIf / 180.0f,
_state->window.AspectRatio(),
0.01f,
200.0f);
}
void Controller::Init(AppState &state)
{
_state = &state;
}
void Controller::Init3D()
{
InitAssets();
ResetCamera();
_scene.Init(_state->graphics->CastD3D9());
_scene.GetShadowMap().Init(_state->graphics->CastD3D9(), 512);
}
void Controller::InitAssets()
{
_assets.sphere.SetGD(*_state->graphics);
_assets.sphere.CreateSphere(1.0f, 3);
_assets.sphere.SimplifyToFaces(200);
_assets.sphere.GCNormals();
_assets.font.Init(*_state->graphics, "Verdana", 20, FW_BOLD);
_assets.psBase.Init(*_state->graphics, "Assets\\TextureColor.ps");
_assets.vsBase.Init(*_state->graphics, "Assets\\TextureColor.vs");
_assets.white.Init(*_state->graphics);
_assetList.PushEnd(&_assets.font);
_assetList.PushEnd(&_assets.psBase);
_assetList.PushEnd(&_assets.vsBase);
_assetList.PushEnd(&_assets.white);
ReloadTextures();
}
void Controller::ReloadTextures()
{
Bitmap white(2, 2);
white.Clear(RGBColor::White);
_assets.white.Load(white);
_scene.GetShadowMap().Init(_state->graphics->CastD3D9(), 512);
}
void Controller::UpdateCamera()
{
_camera.KeyboardWASD (_state->input, _state->timer.SPF() * 5.0f);
_camera.KeyboardNumpad(_state->input, _state->timer.SPF());
_camera.Update();
_MC.View = _camera.Matrix();
}
void Controller::ProcessKeyboardInput()
{
if(_state->input.KeyCheckOnce(KEY_F))
{
_state->graphics->ToggleWireframe();
}
}
void Controller::Status(const String &s, RGBColor c)
{
_assets.font.DrawString(s, Vec2i(2, _consoleY), c);
_consoleY += 20;
}
void Controller::StatusText()
{
_consoleY = 2;
Status(String("fps: ") + String(_state->timer.FPS()), RGBColor::Red);
}
void Controller::Render()
{
_assets.vsBase.Set();
_assets.psBase.Set();
_assets.white.Set(0);
Matrix4 viewProj = _camera.Matrix() * _projection;
_assets.psBase.SetVec4("Color", Vec4f(1.0f, 1.0f, 1.0f, 1.0f));
_assets.vsBase.SetMatrix("WorldViewProj", viewProj);
_assets.vsBase.SetMatrix("World", Matrix4::Identity());
_scene.RenderFrame(_state->graphics->CastD3D9(), _MC);
_scene.UpdateScene(*_state);
_assets.sphere.Render();
}
void Controller::Frame()
{
ProcessKeyboardInput();
ProcessEvents();
UpdateCamera();
Render();
StatusText();
}