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- #include "RenderWindow.h"
- #include "Renderer.h"
- #include "ResourceManager.h"
- #include "Box2D/Box2D.h"
- #include "BaseModelEntity.h"
- #include <iostream>
- #include <string>
- #include <Windows.h>
- #include <math.h>
- // Entry point
- // TODO: CGame
- // TODO: CWorld
- // TODO: CCamera
- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow )
- {
- // Set up a render window
- CRenderWindow* wnd = new CRenderWindow();
- wnd->SetWidth( 1600 );
- wnd->SetHeight( 1000 );
- wnd->UpdateWindowState();
- // Set up the renderer
- CRenderer* renderer = CRenderer::Get();
- _ASSERTE( SUCCEEDED( renderer->Initialize( wnd->GetHandle() ) ) );
- ResourceID mesh = CResourceManager::Get()->LoadResource( RES_MESH, "triangle.mesh" );
- ResourceID texture = CResourceManager::Get()->LoadResource( RES_TEXTURE, "seafloor.dds" );
- // Create a single entity
- CBaseModelEntity* entities[10];
- for( int i = 0; i < 10; i++ )
- {
- entities[i] = new CBaseModelEntity( mesh, texture );
- entities[i]->SetPosition( (float)i - 5.0f, (float)i - 5.0f );
- }
- // Set up the message pump
- MSG msg;
- ZeroMemory( &msg, sizeof( MSG ) );
- float x = 0.0f;
- while( msg.message != WM_QUIT )
- {
- // Handle Windows messages
- if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
- {
- TranslateMessage( &msg );
- DispatchMessage( &msg );
- }
- else
- {
- renderer->Clear();
- // Update game here
- for( int i = 0; i < 10; i++ )
- {
- entities[i]->SetRotation( x + i );
- renderer->RenderEntity( entities[i] );
- }
- x += 0.001f;
- renderer->Present();
- }
- }
- return 0;
- }
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