2eme cube test + lock vertical camera
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2224c87468
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fd0ae3aa25
@ -780,6 +780,25 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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return false;
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}
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scaleMatrix = XMMatrixScaling(1.0f, 1.0f, 1.0f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(40); // Build the rotation matrix.
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translateMatrix = XMMatrixTranslation(0, 5.0f, -10.0f); // Build the translation matrix.
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// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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// Render the model using the multitexture shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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//Normal Mapping
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result = m_NormalMapShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), m_Model->GetTexture(1), m_Light->GetDirection(), m_Light->GetDiffuseColor());
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if (!result)
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{
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return false;
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}
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// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
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m_Direct3D->TurnZBufferOn();
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m_Direct3D->DisableAlphaBlending();
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@ -236,10 +236,10 @@ void InputClass::ProcessInput()
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//// Ensure the mouse location doesn't exceed the screen width or height.
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//if (m_mouseX < 0) { m_mouseX = 0; }
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//if (m_mouseY < 0) { m_mouseY = 0; }
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if (m_mouseY < -m_screenHeight) { m_mouseY = -m_screenHeight; }
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//if (m_mouseX > m_screenWidth) { m_mouseX = m_screenWidth; }
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//if (m_mouseY > m_screenHeight) { m_mouseY = m_screenHeight; }
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if (m_mouseY > m_screenHeight) { m_mouseY = m_screenHeight; }
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return;
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}
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