Files
directx-plane-game/Graphics2/Graphics2.h
iDunnoDev 616f68bf8b Added Comments
Added ability to hold shift and skip the terrain generation when loading
Added ability for the perlin terrain to save a raw image of the terrain to use as a cache
2022-06-13 16:41:25 +01:00

53 lines
1.1 KiB
C++

#pragma once
#include "DirectXFramework.h"
#include "SharedMethods.h"
#include "GamePadController.h"
#include "TexturedCubeNode.h"
#include "MeshNode.h"
#include "SplitMeshNode.h"
#include "ControlledMeshNode.h"
#include "ControlledSplitMeshNode.h"
#include "HeightMapTerrainNode.h"
#include "PerlinTerrainNode.h"
#include "SkyNode.h"
#include <ctime>
#include <set>
class Graphics2 : public DirectXFramework
{
public:
void CreateSceneGraph();
void UpdateSceneGraph();
private:
bool _initDone = false;
bool _boosting = false;
float _boostMultiplier = 1;
float _boostMin = 1;
float _boostStep = 0.5f;
float _boostMax = 5.0f;
float _flySpeed = 0.0f;
float _turnSpeed = 0.0f;
int _invertPitch = 0;
float _currentRotation = 0.0f;
float _currentSideRotation = 0.0f;
float _currentPropRotation = 0.0f;
GamePadController _currentController;
// Changed from a vector to a set because sets only allow for unique values and thats all i want
set<ControlInputs> _currentInputs;
shared_ptr<ObjectNode> _currentPlayerObject;
bool _noClutter = false;
void GetCurrentControlInputs();
void ResetCurrentControlInputs();
void GenerateClutter();
};