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
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@ -7,15 +7,6 @@ struct Vertex
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XMFLOAT2 TextureCoordinate;
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};
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struct CBUFFER
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{
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XMMATRIX CompleteTransformation;
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XMMATRIX WorldTransformation;
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XMVECTOR LightVector;
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XMFLOAT4 LightColour;
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XMFLOAT4 AmbientColour;
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};
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bool TexturedCubeNode::Initialise()
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{
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_device = DirectXFramework::GetDXFramework()->GetDevice();
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@ -45,11 +36,11 @@ void TexturedCubeNode::Render()
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// Draw the first cube
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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.AmbientColour = 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.LightColour = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
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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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// Update the constant buffer
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_deviceContext->VSSetConstantBuffers(0, 1, _constantBuffer.GetAddressOf());
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@ -170,7 +161,7 @@ void TexturedCubeNode::BuildShaders()
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ComPtr<ID3DBlob> compilationMessages = nullptr;
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//Compile vertex shader
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HRESULT hr = D3DCompileFromFile(L"shader.hlsl",
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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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shaderCompileFlags, 0,
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@ -188,7 +179,7 @@ void TexturedCubeNode::BuildShaders()
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_deviceContext->VSSetShader(_vertexShader.Get(), 0, 0);
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// Compile pixel shader
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hr = D3DCompileFromFile(L"shader.hlsl",
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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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shaderCompileFlags, 0,
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