#pragma once
#define DXAPP_KEY TEXT(\"Software\\\\DirectX AppWizard Apps\\\\Shadow\")
// Struct to store the current input state
struct UserInput
{
// TODO: change as needed
BOOL bRotateUp;
BOOL bRotateDown;
BOOL bRotateLeft;
BOOL bRotateRight;
};
class CMyD3DApplication : public CD3DApplication
{
BOOL m_bLoadingApp; // TRUE, if the app is loading
CD3DFont* m_pFont; // Font for drawing text
ID3DXMesh* m_pMeshOcc; // D3DX mesh
D3DMATERIAL9 m_matOcc;
LPDIRECT3DTEXTURE9 m_ptexOcc;
ID3DXMesh* m_pMeshFloor; // D3DX mesh
D3DMATERIAL9 m_matFloor;
LPDIRECT3DTEXTURE9 m_ptexFloor;
D3DXVECTOR4 m_vLightPos; // 그림자를 만들 광원
D3DXPLANE m_planeFloor; // 그림자가 그려질 평면의 방정식
D3DXMATRIXA16 m_matWorld;
UserInput m_UserInput; // Struct for storing user input
FLOAT m_fWorldRotX; // World rotation state X-axis
FLOAT m_fWorldRotY; // World rotation state Y-axis
BOOL m_bWireframe;
BOOL m_bShadow;
protected:
virtual HRESULT OneTimeSceneInit();
virtual HRESULT InitDeviceObjects();
virtual HRESULT RestoreDeviceObjects();
virtual HRESULT InvalidateDeviceObjects();
virtual HRESULT DeleteDeviceObjects();
virtual HRESULT Render();
virtual HRESULT FrameMove();
virtual HRESULT FinalCleanup();
virtual HRESULT ConfirmDevice( D3DCAPS9*, DWORD, D3DFORMAT );
HRESULT RenderText();
void UpdateInput( UserInput* pUserInput );
void DrawFloor();
void DrawOcc();
void DrawShadow();
void DrawStencil();
public:
LRESULT MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
CMyD3DApplication();
virtual ~CMyD3DApplication();
};
이슬픔을 알랑가모르갓어요`~ 나의 구두여~~ 너만은 떠나지마오~~
무슨 메세지라도 뜨는건 없나요
.
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