bug bug bug mais integrer
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@@ -29,6 +29,7 @@ ApplicationClass::ApplicationClass()
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m_Position = 0;
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m_Frustum = 0;
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m_DisplayPlane = 0;
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m_TranslateShader = 0;
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}
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@@ -262,6 +263,16 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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// Create and initialize the translate shader object.
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m_TranslateShader = new TranslateShaderClass;
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result = m_TranslateShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the translate shader object.", L"Error", MB_OK);
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return false;
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}
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// Create and initialize the light shader object.
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m_LightShader = new LightShaderClass;
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@@ -395,6 +406,14 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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// Release the translate shader object.
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if (m_TranslateShader)
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{
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m_TranslateShader->Shutdown();
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delete m_TranslateShader;
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m_TranslateShader = 0;
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}
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// Release the frustum class object.
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if (m_Frustum)
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{
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@@ -597,6 +616,7 @@ bool ApplicationClass::Frame(InputClass* Input)
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int mouseX, mouseY, currentMouseX, currentMouseY;
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bool result, mouseDown, keyDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE;
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float rotationY, rotationX, positionX, positionY, positionZ;
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static float textureTranslation = 0.0f;
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float frameTime;
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@@ -705,6 +725,12 @@ bool ApplicationClass::Frame(InputClass* Input)
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return false;
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}
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result = RenderTextureTranslation(textureTranslation);
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if (!result)
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{
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return false;
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}
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// Check if the mouse has been pressed.
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mouseDown = Input->IsMousePressed();
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@@ -718,6 +744,43 @@ bool ApplicationClass::Frame(InputClass* Input)
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// Update the sprite object using the frame time.
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m_Sprite->Update(frameTime);
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// Increment the texture translation.
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textureTranslation += 0.01f;
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if (textureTranslation > 1.0f)
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{
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textureTranslation -= 1.0f;
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}
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return true;
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}
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bool ApplicationClass::RenderTextureTranslation(float textureTranslation)
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{
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix;
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bool result;
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// Clear the buffers to begin the scene.
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m_Direct3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
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// Get the world, view, and projection matrices from the camera and d3d objects.
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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// Render the model using the translate shader.
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m_Model->Render(m_Direct3D->GetDeviceContext());
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result = m_TranslateShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_Model->GetTexture(0), textureTranslation);
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if (!result)
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{
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return false;
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}
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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return true;
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}
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