Merge branch 'main' into ImGui-V2

This commit is contained in:
2024-04-08 14:49:51 +02:00
6 changed files with 70 additions and 47 deletions

View File

@@ -622,7 +622,7 @@ void ApplicationClass::Shutdown()
bool ApplicationClass::Frame(InputClass* Input)
{
int mouseX, mouseY, currentMouseX, currentMouseY;
bool result, mouseDown, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE;
bool result, leftMouseDown, rightMouseDown, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE;
float rotationY, rotationX, positionX, positionY, positionZ;
float frameTime;
@@ -649,6 +649,10 @@ bool ApplicationClass::Frame(InputClass* Input)
// Get the location of the mouse from the input object,
Input->GetMouseLocation(mouseX, mouseY);
// Check if the mouse has been pressed.
leftMouseDown = Input->IsLeftMousePressed();
rightMouseDown = Input->IsRightMousePressed();
currentMouseX = mouseX;
float deltaX = currentMouseX - lastMouseX; // Calculez le d<>placement de la souris
@@ -669,7 +673,7 @@ bool ApplicationClass::Frame(InputClass* Input)
keyDown = Input->IsRightArrowPressed();
m_Position->TurnRight(keyDown);
m_Position->TurnMouse(deltaX, deltaY);
m_Position->TurnMouse(deltaX, deltaY, rightMouseDown);
// Get the current view point rotation.
m_Position->GetRotation(rotationY, rotationX);
@@ -725,11 +729,8 @@ bool ApplicationClass::Frame(InputClass* Input)
return false;
}
// Check if the mouse has been pressed.
mouseDown = Input->IsMousePressed();
// Update the mouse strings each frame.
result = UpdateMouseStrings(mouseX, mouseY, mouseDown);
result = UpdateMouseStrings(mouseX, mouseY, leftMouseDown);
if (!result)
{
return false;
@@ -1035,7 +1036,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
for (auto cube : m_cubes)
{
@@ -1082,7 +1083,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
diffuseColor, lightPosition);
if (!result)
{
{
return false;
}
}
@@ -1101,7 +1102,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
chunk->Render(m_Direct3D->GetDeviceContext());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
diffuseColor, lightPosition);
if (!result)
{
return false;