#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->SetAmbientLight(DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetAmbientLight()); _renderer->SetDirectionalLight(DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetDirectionalLightDirection(), DirectXFramework::GetDXFramework()->GetGlobalLighting()->GetDirectionalLightColor()); _renderer->Render(); }