Minor update - Add Render Queues

This commit is contained in:
2025-01-11 22:18:19 +01:00
parent 915c0cdd7f
commit ab0355ed97
8 changed files with 115 additions and 144 deletions

View File

@@ -57,19 +57,18 @@ 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;
enum ShaderType
{
CEL_SHADING,
LIGHTING,
NORMAL_MAPPING,
SPECULAR_MAPPING,
REFLECTION,
REFRACTION
};
ShaderType GetActiveShader() const { return m_activeShader; };
void SetActiveShader(ShaderType activeShader) { m_activeShader = activeShader; };
public :
bool m_demoSpinning = false;
@@ -91,11 +90,5 @@ private:
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;
ShaderType m_activeShader = LIGHTING;
};