Minor Update - Object Rendering change

+ RenderPass (render object in a vector)
This commit is contained in:
2025-01-11 13:53:35 +01:00
parent bce659e55d
commit 915c0cdd7f
9 changed files with 220 additions and 155 deletions

View File

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