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
This commit is contained in:
iDunnoDev
2022-04-18 22:33:15 +01:00
committed by iDunnoDev
parent 65255f1321
commit 7a57c73ac3
47 changed files with 4323 additions and 91 deletions

View File

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