Added follow cam
Added "Controlled" mesh classes Added Global Lighting Class Added Gamepad controls Split terrain nodes into Height and Perlin classes Fixed Splitmesh node stuff
This commit is contained in:
@ -1,26 +1,33 @@
|
||||
#include "SubMeshNode.h"
|
||||
|
||||
bool SubMeshNode::Initialise()
|
||||
{
|
||||
_resourceManager = DirectXFramework::GetDXFramework()->GetResourceManager();
|
||||
_renderer = dynamic_pointer_cast<SubMeshRenderer>(_resourceManager->GetRenderer(L"SMR"));
|
||||
{
|
||||
if (_subMesh == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return _renderer->Initialise();
|
||||
return true;
|
||||
}
|
||||
|
||||
void SubMeshNode::Shutdown()
|
||||
{
|
||||
{
|
||||
}
|
||||
|
||||
void SubMeshNode::Render()
|
||||
{
|
||||
_renderer->SetSubMesh(_subMesh);
|
||||
_renderer->SetWorldTransformation(XMLoadFloat4x4(&_combinedWorldTransformation));
|
||||
_renderer->SetCameraPosition(DirectXFramework::GetDXFramework()->GetCamera()->GetRawCameraPosition());
|
||||
_renderer->SetAmbientLight(XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f));
|
||||
_renderer->SetDirectionalLight(XMVectorSet(0.0f, -1.0f, 1.0f, 0.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
_renderer->Render();
|
||||
{
|
||||
}
|
||||
|
||||
bool SubMeshNode::IsTransparent() const
|
||||
{
|
||||
return _transparent;
|
||||
}
|
||||
|
||||
shared_ptr<SubMesh> SubMeshNode::GetSubMesh() const
|
||||
{
|
||||
return _subMesh;
|
||||
}
|
||||
|
||||
XMFLOAT4X4 SubMeshNode::GetCurrentTransform() const
|
||||
{
|
||||
return _combinedWorldTransformation;
|
||||
}
|
||||
|
Reference in New Issue
Block a user