#include "MeshNode.h" bool MeshNode::Initialise() { _resourceManager = DirectXFramework::GetDXFramework()->GetResourceManager(); _renderer = dynamic_pointer_cast(_resourceManager->GetRenderer(L"PNT")); _mesh = _resourceManager->GetMesh(_modelName); if (_mesh == nullptr) { return false; } return _renderer->Initialise(); } void MeshNode::Shutdown() { _resourceManager->ReleaseMesh(_modelName); } void MeshNode::Render() { _renderer->SetMesh(_mesh); _renderer->SetWorldTransformation(XMLoadFloat4x4(&_combinedWorldTransformation)); _renderer->SetCameraPosition(XMFLOAT4(0.0f, 0.0f, -100.0f, 1.0f)); _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(); }