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Copy pathData.h
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86 lines (61 loc) · 3.84 KB
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#pragma once
#include "Headers.h"
#include "Texture.h"
#include "Shader.h"
#include "Model.h"
using namespace std;
struct tripleInt {
int first;
int second;
int third;
};
enum D_TEX { DT_BOX1, DT_SET, DT_WALKTEST, DT_ITEMS, DT_IMGLIGHT, DT_HUDTOP, DT_QUICKTEST, DT_COLORS, DT_WALL01, DT_CHAR, DT_MAINMENU, DT_GROUNDTILESGRASS, DT_SIZE };
static const wstring DT_STR[] = { L"box1", L"set", L"walkTest", L"items", L"imgLight", L"aars", L"quicktest", L"hudItems", L"wall01", L"char", L"mainMenu" , L"groundTilesGrass",};
static const TexProp DT_P[] = { {0,0,0,0}, { 7,6,16,16 }, { 8,8,16,16 }, { 8,8,16,16 }, {1,1,1,1}, {1,1,1,1}, {16,16,24,24}, {10,10,24,24}, {0,0,0,0}, {8,8,16,16}, {1,1,1,1}, {1,1,1,1}, }; //mainMenu
enum D_VS { DV_BASIC, DV_BASICTEXTURE, DV_BASICMATRX, DV_UI, DV_BASICNORMAL, DV_BASICLIGHTING, DV_DEFERREDBASIC, DV_SIZE };
static const wstring DV_STR[] = { L"BasicVS", L"BasicTextureVS", L"BasicMatrixVS", L"UI_VS", L"BasicNormalVS", L"BasicLightingVS", L"DeferredBasicVS",};
static const VertexType DV_VT[] = { VT_P, VT_P, VT_PU, VT_PU, VT_PNU, VT_PNU, VT_PNU, };
enum D_PS { DP_BASIC, DP_BASICTEXTURE, DP_BASICMATRX, DP_UI, DP_BASICNORMAL, DP_BASICLIGHTING, DP_POSTPROCESS, DP_DEFERREDBASIC, DP_SIZE };
static const wstring DP_STR[] = { L"BasicPS", L"BasicTexturePS", L"BasicMatrixPS", L"UI_PS", L"BasicNormalPS", L"BasicLightingPS", L"PostProcessPS", L"DeferredBasicPS", };
enum D_MODELS { DMOD_TRIANGLESELECTOR, DMOD_TITLEMESH, DMOD_TEAMSELECT, DMOD_CIRCLE_SELCT, DMOD_CIRCURRENTSELECT, DMOD_RECTSELECT, DMOD_ROUNDBASEHIGHLIGHT, DMOD_ROUNDBASE, DMOD_SQUAREPIECE, DMOD_AREAC01, D_MOD_SIZE };
static const wstring DMOD_STR[] = { L"triangleSelector", L"titleMesh", L"teamSelect", L"circleSelect", L"cirCurrentSelect", L"rectSelect", L"roundBaseHighlight", L"roundBase", L"squarePiece", L"areaC01" ,};
static const tripleInt DMOD_RESOURCES[] {
{ DT_WALL01, DV_BASICLIGHTING, DP_BASICLIGHTING },
{ DT_MAINMENU, DV_BASICNORMAL, DP_BASICNORMAL },
{ DT_MAINMENU, DV_BASICNORMAL, DP_BASICNORMAL },
{ DT_WALL01, DV_BASICLIGHTING, DP_BASICLIGHTING },
{ DT_WALL01, DV_BASICLIGHTING, DP_BASICLIGHTING },
{ DT_WALL01, DV_BASICLIGHTING, DP_BASICLIGHTING },
{ DT_WALL01, DV_BASICLIGHTING, DP_BASICLIGHTING },
{ DT_WALL01, DV_BASICLIGHTING, DP_BASICLIGHTING },
{ DT_WALL01, DV_BASICLIGHTING, DP_BASICLIGHTING },
{ DT_GROUNDTILESGRASS, DV_BASICLIGHTING, DP_BASICLIGHTING },
};
class Data {
public:
Data ();
void LoadData ();
void Reset ();
Texture* GetTexture (int n);
PixelShader* GetPixelShader (int n);
VertexShader* GetVertexShader (int n);
void SetResources (ResourceIDs& rid);
int m_curTex, m_curPS, m_curVS, m_curTopo, m_curMod;
void DrawModel(int n);
void DrawModelAt(int n, XMFLOAT3 pos);
private:
Texture m_Textures [DT_SIZE];
PixelShader m_PShaders [DV_SIZE];
VertexShader m_VShaders [DP_SIZE];
Model m_Models [D_MOD_SIZE];
};
struct AnimationStruct {
int numFrames;
bool loop;
int frameLoc[8];
};
// Animation States
enum AS_PLAYER { AS_PL_IDLE, AS_PL_WALKLEFT, AS_PL_WALKRIGHT, AS_PL_RUNLEFT, AS_PL_RUNRIGHT, AS_PL_FACINGLEFT, AS_PL_FACINGRIGHT, AS_PL_JUMPINGLEFT, AS_PL_JUMPINGRIGHT, AS_PL_DEATH, AS_DUCKINGLEFT, AS_PL_DUCKINGRIGHT, AS_PL_CLIMBLEFT, AS_PL_CLIMBRIGHT, AS_PL_SIZE };
static const AnimationStruct AS_PL_FRAMES[AS_PL_SIZE] = { { 2, true, 0,1 }, {4, true, 19,20,21,18}, {4, true, 3,4,5,2}, {3, true, 27,28,29}, {3, true, 11,12,13}, {1, false, 18}, {1, false, 2}, {3, false, 24,25,26}, {3, false, 8,9,10}, {5, false, 34,35,40,48,56}, {2,false, 50,51}, {2, false, 42,43}, {2, false, 42,43}, { 2,false, 42,43 }, };
const XMFLOAT4 DCOLOR_black = { 0.0f, 0.0f, 0.0f, 1.0f };
const XMFLOAT4 DCOLOR_white = { 1.0f, 1.0f, 1.0f, 1.0f };