diff --git a/enginecustom/applicationclass.cpp b/enginecustom/applicationclass.cpp index e22e1a9..104c3c9 100644 --- a/enginecustom/applicationclass.cpp +++ b/enginecustom/applicationclass.cpp @@ -634,7 +634,7 @@ bool ApplicationClass::Frame(InputClass* Input) } // Check if the mouse has been pressed. - mouseDown = Input->IsMousePressed(); + leftMouseDown = Input->IsLeftMousePressed(); // Update the mouse strings each frame. result = UpdateMouseStrings(mouseX, mouseY, leftMouseDown); @@ -1188,9 +1188,12 @@ int ApplicationClass::GetScreenHeight() const void ApplicationClass::GenerateTerrain() { char modelFilename[128]; - char textureFilename[128]; + char textureFilename1[128]; char textureFilename2[128]; char textureFilename3[128]; + char textureFilename4[128]; + char textureFilename5[128]; + char textureFilename6[128]; XMMATRIX scaleMatrix; int scaleX, scaleY, scaleZ; @@ -1203,9 +1206,12 @@ void ApplicationClass::GenerateTerrain() // Set the file name of the model. strcpy_s(modelFilename, "plane.txt"); - strcpy_s(textureFilename, "stone01.tga"); - strcpy_s(textureFilename2, "moss01.tga"); - strcpy_s(textureFilename3, "alpha01.tga"); + strcpy_s(textureFilename1, "stone01.tga"); + strcpy_s(textureFilename2, "normal01.tga"); + strcpy_s(textureFilename3, "spec02.tga"); + strcpy_s(textureFilename4, "alpha01.tga"); + strcpy_s(textureFilename5, "light01.tga"); + strcpy_s(textureFilename6, "moss01.tga"); // for loop to generate terrain chunks for a 10x10 grid for (int i = 0; i < 10; i++) @@ -1213,7 +1219,7 @@ void ApplicationClass::GenerateTerrain() for (int j = 0; j < 10; j++) { Object* newTerrain = new Object(); - newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3); + newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6); newTerrain->SetScaleMatrix(scaleMatrix); @@ -1229,9 +1235,12 @@ void ApplicationClass::GenerateTerrain() void ApplicationClass::AddKobject(WCHAR* filepath) { char modelFilename[128]; - char textureFilename[128]; + char textureFilename1[128]; char textureFilename2[128]; char textureFilename3[128]; + char textureFilename4[128]; + char textureFilename5[128]; + char textureFilename6[128]; filesystem::path p(filepath); string filename = p.stem().string(); @@ -1241,12 +1250,17 @@ void ApplicationClass::AddKobject(WCHAR* filepath) // Set the name of the texture file that we will be loading. - strcpy_s(textureFilename, "stone01.tga"); - strcpy_s(textureFilename2, "moss01.tga"); - strcpy_s(textureFilename3, "alpha01.tga"); + strcpy_s(textureFilename1, "stone01.tga"); + strcpy_s(textureFilename2, "normal01.tga"); + strcpy_s(textureFilename3, "spec02.tga"); + strcpy_s(textureFilename4, "alpha01.tga"); + strcpy_s(textureFilename5, "light01.tga"); + strcpy_s(textureFilename6, "moss01.tga"); + Object* newObject = new Object(); - newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3); + newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4, + textureFilename5, textureFilename6); newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f)); newObject->SetName(filename); @@ -1257,21 +1271,28 @@ void ApplicationClass::AddKobject(WCHAR* filepath) void ApplicationClass::AddCube() { char modelFilename[128]; - char textureFilename[128]; + char textureFilename1[128]; char textureFilename2[128]; char textureFilename3[128]; + char textureFilename4[128]; + char textureFilename5[128]; + char textureFilename6[128]; // Set the file name of the model. strcpy_s(modelFilename, "cube.txt"); // Set the name of the texture file that we will be loading. - strcpy_s(textureFilename, "stone01.tga"); - strcpy_s(textureFilename2, "moss01.tga"); - strcpy_s(textureFilename3, "alpha01.tga"); + strcpy_s(textureFilename1, "stone01.tga"); + strcpy_s(textureFilename2, "normal01.tga"); + strcpy_s(textureFilename3, "spec02.tga"); + strcpy_s(textureFilename4, "alpha01.tga"); + strcpy_s(textureFilename5, "light01.tga"); + strcpy_s(textureFilename6, "moss01.tga"); static int cubeCount = 0; float position = cubeCount * 2.0f; Object* newCube = new Object(); - newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2, textureFilename3); + newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename1, textureFilename2, textureFilename3, textureFilename4, + textureFilename5, textureFilename6); newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));