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3DMoveEngineDemo.cpp
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#include "IUserCallback.h"
#include "IEngine.h"
#include "IScene.h"
#include "IDisplayedObject.h"
#include "IMaterial.h"
#include <vector>
#ifdef _DEBUG
#pragma comment(lib, "3DMoveEngined.lib")
#else
#pragma comment(lib, "3DMoveEngine.lib")
#endif
struct SomeUserCallback : public IUserCallback {
float* test;
IScene* sc;
virtual void Update(float dt)
{
IDisplayedObject* obj = sc->GetObjectByName("Storojka");
IMaterial* mat = obj->GetObjectMaterial();
float offset = 500.0f * dt;
float v[] = { 0.0f, 250.0f * dt, 0.0f };
mat->SetShaderConstantValue("test", v, 3);
}
virtual void Setup(IScene* scene)
{
sc = scene;
std::vector<IDisplayedObject *> objects;
scene->GetObjects(objects);
IDisplayedObject* obj = scene->GetObjectByName("Storojka");
IMaterial* mat = obj->GetObjectMaterial();
float v[] = { 10.0f, 30.0f, 40.0f };
mat->SetShaderConstantValue("test", v, 3);
}
SomeUserCallback() : test(NULL), sc(NULL)
{
}
};
int __stdcall WinMain(HINSTANCE hThisInst, HINSTANCE hPrevInstance, char* lpCmdLine, int nWinMode)
{
IEngine* engine = IEngine::GetEngine();
SomeUserCallback someUserCallback;
engine->Run(0, 0, 0, false, &someUserCallback);
}