changes
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@ -184,9 +184,11 @@ void Camera::Update(void)
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cameraTarget = cameraPosition + XMVector3Normalize(cameraForward);
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}
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else
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{
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{
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XMVECTOR offset = XMVectorSet(_followOffset.x, _followOffset.y, _followOffset.z, 1.0f);
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cameraPosition = _nodeFollowed->GetNodePosition() + offset;
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XMMATRIX offsetRotationMatrix = XMMatrixRotationAxis(defaultUp, _cameraYaw); // *XMMatrixRotationAxis(defaultForward, _cameraPitch);
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cameraPosition = _nodeFollowed->GetNodePosition() + XMVector3TransformCoord(offset, offsetRotationMatrix);
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cameraTarget = XMLoadFloat4(&nodePosition) + XMVector3Normalize(cameraForward);
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}
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// Set the camera position
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@ -18,7 +18,7 @@ void Graphics2::CreateSceneGraph()
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// This is where you add nodes to the scene graph
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//shared_ptr<TexturedCubeNode> cube = make_shared<TexturedCubeNode>(L"Body", L"Textures\\woodbox.bmp");
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//cube->SetWorldTransform(XMMatrixScaling(5.0f, 8.0f, 2.5f) * XMMatrixTranslation(0, 23.0f, 0));
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//cube->SetWorldTransform(XMMatrixScaling(5.0f, 8.0f, 2.5f) * XMMatrixTranslation(0, 23.0f, 0)); XMMatrixScaling(50.0f, 800.0f, 50.0f) * XMMatrixTranslation(-65.0f, 350.0f, -65.0f)
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//sceneGraph->Add(cube);
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DirectXFramework::GetDXFramework()->GetGlobalLighting()->SetAmbientLight(XMFLOAT4(0.7f, 0.7f, 0.7f, 1.0f));
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@ -52,7 +52,7 @@ void Graphics2::CreateSceneGraph()
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sceneGraph->Add(boatGraph);
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_currentPlayerObject = plane1Node;
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GetCamera()->SetFollowNode(plane1Node, XMFLOAT3(0.0f, 30.0f, -80.0f), false);
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GetCamera()->SetFollowNode(plane1Node, XMFLOAT3(0.0f, 40.0f, -100.0f), false);
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SetBackgroundColour(XMFLOAT4(0.29f, 0.38f, 0.72f, 1.0f));
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//SetBackgroundColour(XMFLOAT4(SharedMethods::RGBValueToIntensity(0x89), 0, 1, 1));
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@ -185,7 +185,7 @@ void Graphics2::UpdateSceneGraph()
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if (!_initDone && mainTerrain != nullptr)
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{
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GenerateClutter();
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//GenerateClutter();
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}
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GetCurrentControlInputs();
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@ -236,6 +236,7 @@ void Graphics2::UpdateSceneGraph()
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if (_currentPlayerObject != nullptr)
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{
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_currentPlayerObject->SetYaw(-_turnSpeed);
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//_currentPlayerObject->SetTotalRoll(_turnSpeed * 0.5f);
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}
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else
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{
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@ -246,6 +247,7 @@ void Graphics2::UpdateSceneGraph()
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if (_currentPlayerObject != nullptr)
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{
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_currentPlayerObject->SetYaw(_turnSpeed);
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//_currentPlayerObject->SetTotalRoll(-_turnSpeed * 0.5f);
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}
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else
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{
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@ -304,7 +306,14 @@ void Graphics2::UpdateSceneGraph()
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{
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_currentRotation += 1;
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_currentSideRotation += 1;
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_currentPropRotation += 100;
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if (_currentPlayerObject == nullptr || !_boosting)
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{
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_currentPropRotation += 50;
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}
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else
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{
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_currentPropRotation += 100;
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}
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}
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// Check the camera and our terrain boundaries
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@ -38,9 +38,15 @@ void TexturedCubeNode::Render()
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CBUFFER cBuffer;
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cBuffer.completeTransformation = completeTransformation;
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cBuffer.worldTransformation = XMLoadFloat4x4(&_combinedWorldTransformation);
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cBuffer.ambientColor = XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f);
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cBuffer.lightVector = XMVector4Normalize(XMVectorSet(0.0f, 1.0f, 1.0f, 0.0f));
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cBuffer.lightColor = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
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cBuffer.ambientColor = DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetAmbientLight();
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cBuffer.lightVector = DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetDirectionalLightDirection();
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cBuffer.lightColor = DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetDirectionalLightColor();
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cBuffer.diffuseCoefficient = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f);
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cBuffer.specularCoefficient = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
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XMStoreFloat4(&cBuffer.cameraPosition, DirectXFramework::GetDXFramework()->GetCamera()->GetCameraPosition());
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cBuffer.shininess = 5.0f;
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cBuffer.opacity = 1.0f;
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cBuffer.validTexture = 1;
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// Update the constant buffer
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_deviceContext->VSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf());
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@ -163,7 +169,7 @@ void TexturedCubeNode::BuildShaders()
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//Compile vertex shader
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HRESULT hr = D3DCompileFromFile(L"TexturedShaders.hlsl",
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nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
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"VS", "vs_5_0",
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"VShader", "vs_5_0",
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shaderCompileFlags, 0,
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_vertexShaderByteCode.GetAddressOf(),
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compilationMessages.GetAddressOf());
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@ -181,7 +187,7 @@ void TexturedCubeNode::BuildShaders()
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// Compile pixel shader
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hr = D3DCompileFromFile(L"TexturedShaders.hlsl",
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nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE,
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"PS", "ps_5_0",
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"PShader", "ps_5_0",
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shaderCompileFlags, 0,
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_pixelShaderByteCode.GetAddressOf(),
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compilationMessages.GetAddressOf());
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