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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@ -4,6 +4,7 @@
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#include "DirectXCore.h"
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#include "ResourceManager.h"
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#include "SceneGraph.h"
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#include "Camera.h"
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class DirectXFramework : public Framework
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{
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@ -28,11 +29,12 @@ public:
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inline shared_ptr<ResourceManager> GetResourceManager() { return _resourceManager; }
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XMMATRIX GetViewTransformation();
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XMMATRIX GetProjectionTransformation();
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void SetBackgroundColour(XMFLOAT4 backgroundColour);
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inline shared_ptr<Camera> GetCamera() { return _camera; }
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private:
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ComPtr<ID3D11Device> _device;
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ComPtr<ID3D11DeviceContext> _deviceContext;
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@ -48,13 +50,6 @@ private:
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// to be aligned on 16-byte boundaries and the compiler cannot
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// guarantee this for class variables
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// For now, we are storing our camera vectors and matrix here.
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// We will move it to a separate Camera class later
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XMFLOAT4 _eyePosition;
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XMFLOAT4 _focalPointPosition;
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XMFLOAT4 _upVector;
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XMFLOAT4X4 _viewTransformation;
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XMFLOAT4X4 _projectionTransformation;
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SceneGraphPointer _sceneGraph;
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@ -64,5 +59,6 @@ private:
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bool GetDeviceAndSwapChain();
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shared_ptr<ResourceManager> _resourceManager;
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shared_ptr<Camera> _camera;
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};
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