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