Minor Update - Object Rendering change
+ RenderPass (render object in a vector)
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@@ -38,6 +38,9 @@ public:
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float GetMass() const;
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void SetGrounded(bool);
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bool IsGrounded() const;
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bool IsPhysicsEnabled() const;
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void SetPhysicsEnabled(bool state);
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void UpdateWorldMatrix();
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void UpdateSRMatrix();
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@@ -54,6 +57,20 @@ public:
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bool LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, const std::wstring& filename);
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// Setters and getters for the shader to use
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void SetCelShading(bool state);
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bool GetCelShading() const;
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void SetLightingEnabled(bool state);
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bool GetLightingEnabled() const;
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void SetNormalMappingEnabled(bool state);
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bool GetNormalMappingEnabled() const;
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void SetSpecularMappingEnabled(bool state);
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bool GetSpecularMappingEnabled() const;
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void SetReflectionEnabled(bool state);
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bool GetReflectionEnabled() const;
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void SetRefractionEnabled(bool state);
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bool GetRefractionEnabled() const;
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public :
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bool m_demoSpinning = false;
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XMVECTOR m_previousPosition;
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@@ -70,6 +87,15 @@ private:
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XMVECTOR m_acceleration;
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float m_mass;
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bool m_isGrounded;
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bool m_isPhysicsEnabled;
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std::string m_name;
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// Shader to use for rendering
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bool isCelShading = false;
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bool isLightingEnabled = true;
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bool isNormalMappingEnabled = false;
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bool isSpecularMappingEnabled = false;
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bool isReflectionEnabled = false;
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bool isRefractionEnabled = false;
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};
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