Added the camera class
Added the DDS Texture Loading for future use Added the gamepad class for future use Added first child method to the scenegraph Added RGB to intensity and lerp methods to the shared methods class Added the terrain node class with normals Fixed issue with submeshnode not passing the world transform to the actual meshes
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@ -7,7 +7,7 @@
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DirectXFramework * _dxFramework = nullptr;
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DirectXFramework::DirectXFramework() : DirectXFramework(800, 600)
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{
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{
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}
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DirectXFramework::DirectXFramework(unsigned int width, unsigned int height) : Framework(width, height)
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@ -19,12 +19,6 @@ DirectXFramework::DirectXFramework(unsigned int width, unsigned int height) : Fr
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_backgroundColour[1] = 0.0f;
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_backgroundColour[2] = 0.0f;
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_backgroundColour[3] = 0.0f;
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// Initialise vectors used to create camera. We will move these
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// to a separate Camera class later
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_eyePosition = XMFLOAT4(0.0f, 20.0f, -90.0f, 0.0f);
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_focalPointPosition = XMFLOAT4(0.0f, 20.0f, 0.0f, 0.0f);
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_upVector = XMFLOAT4(0.0f, 1.0f, 0.0f, 0.0f);
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}
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DirectXFramework * DirectXFramework::GetDXFramework()
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@ -32,11 +26,6 @@ DirectXFramework * DirectXFramework::GetDXFramework()
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return _dxFramework;
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}
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XMMATRIX DirectXFramework::GetViewTransformation()
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{
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return XMLoadFloat4x4(&_viewTransformation);
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}
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XMMATRIX DirectXFramework::GetProjectionTransformation()
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{
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return XMLoadFloat4x4(&_projectionTransformation);
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@ -73,12 +62,13 @@ bool DirectXFramework::Initialise()
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}
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OnResize(SIZE_RESTORED);
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// Create camera and projection matrices (we will look at how the
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// camera matrix is created from vectors later)
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XMStoreFloat4x4(&_projectionTransformation, XMMatrixPerspectiveFovLH(XM_PIDIV4, (float)GetWindowWidth() / GetWindowHeight(), 1.0f, 10000.0f));
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// Create camera and projection matrices
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XMStoreFloat4x4(&_projectionTransformation, XMMatrixPerspectiveFovLH(XM_PIDIV4, (float)GetWindowWidth() / GetWindowHeight(), 1.0f, 1000.0f));
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_resourceManager = make_shared<ResourceManager>();
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_sceneGraph = make_shared<SceneGraph>();
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_camera = make_shared<Camera>();
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CreateSceneGraph();
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return _sceneGraph->Initialise();
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}
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@ -93,6 +83,8 @@ void DirectXFramework::Update()
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{
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// Do any updates to the scene graph nodes
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UpdateSceneGraph();
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_camera->Update();
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// Now apply any updates that have been made to world transformations
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// to all the nodes
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_sceneGraph->Update(XMMatrixIdentity());
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@ -112,7 +104,7 @@ void DirectXFramework::Render()
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void DirectXFramework::OnResize(WPARAM wParam)
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{
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// Update view and projection matrices to allow for the window size change
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XMStoreFloat4x4(&_viewTransformation, XMMatrixLookAtLH(XMLoadFloat4(&_eyePosition), XMLoadFloat4(&_focalPointPosition), XMLoadFloat4(&_upVector)));
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//XMStoreFloat4x4(&_viewTransformation, XMMatrixLookAtLH(XMLoadFloat4(&_eyePosition), XMLoadFloat4(&_focalPointPosition), XMLoadFloat4(&_upVector)));
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XMStoreFloat4x4(&_projectionTransformation, XMMatrixPerspectiveFovLH(XM_PIDIV4, (float)GetWindowWidth() / GetWindowHeight(), 1.0f, 10000.0f));
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// This will free any existing render and depth views (which
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