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72 lines (56 loc) · 1.53 KB
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#ifndef _GRAPHICSCLASS_H_
#define _GRAPHICSCLASS_H_
#define NUM_OF_LIGHTS 4
#include "d3dclass.h"
#include "cameraclass.h"
#include "modelclass.h"
#include "textureshaderclass.h"
#include "bitmapclass.h"
#include "lightshaderclass.h"
#include "pointlightclass.h"
#include "phonglightclass.h"
#include "textclass.h"
#include <sstream>
#include <vector>
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = false;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.1f;
class GraphicsClass
{
public:
GraphicsClass();
GraphicsClass(const GraphicsClass&);
~GraphicsClass();
bool Initialize(int, int, HWND);
void Shutdown();
bool Frame(InputClass*, double, int fps, int cpupercentage);
//void GraphicKeyInput(InputClass*);
CameraClass* GetCamera();
private:
bool Render(float);
bool RenderTitleScreen();
private:
D3DClass* m_D3D;
CameraClass* m_Camera;
BitmapClass* m_Bitmap;
BitmapClass* m_TitleBitMap;
bool m_TitleScreenActive = true;
std::vector<ModelClass*> m_Model;
TextureShaderClass* m_TextureShader;
XMFLOAT4 m_BackgroundColor;
int modelNum;
ModelClass* m_Bilboard;
std::wstring bilboardFile;
std::wstring bilboardTextrue;
std::vector<wstring> modelFiles;
std::vector<wstring> textureFiles;
float m_CupRotationAngle = 0.0f;
LightShaderClass* m_LightShader;
PointLightClass* m_PointLight[NUM_OF_LIGHTS];
PhongLightClass* m_PhongLight;
TextClass* m_Text;
int m_screenWidth;
int m_screenHeight;
};
#endif