DX sprites and stuff I guess
This commit is contained in:
@@ -225,7 +225,7 @@ public:
|
||||
transform->Sticky = false;
|
||||
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
|
||||
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
|
||||
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
|
||||
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 1.f);
|
||||
m_World->CommitEntity(t_halfPipe);
|
||||
}
|
||||
{
|
||||
@@ -236,7 +236,7 @@ public:
|
||||
transform->Sticky = false;
|
||||
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
|
||||
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
|
||||
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
|
||||
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 1.f);
|
||||
m_World->CommitEntity(t_halfPipe);
|
||||
}
|
||||
|
||||
|
||||
@@ -56,14 +56,23 @@ private:
|
||||
Matrix ViewMatrix;
|
||||
Matrix ProjectionMatrix;
|
||||
Matrix InverseTransposeViewModel;
|
||||
Vector3 LightPosition;
|
||||
Vector4 Color;
|
||||
Vector4 LightPositions[10];
|
||||
Vector4 LightColors[10];
|
||||
float LightRadii[10];
|
||||
unsigned int NumLights;
|
||||
float paddingBitch;
|
||||
} constantBufferStruct;
|
||||
|
||||
ShaderProgram* shaderProgram = nullptr;
|
||||
ID3D11Buffer* constantBuffer = nullptr;
|
||||
|
||||
Model* m_UnitQuad = nullptr;
|
||||
Texture* m_WhiteSphereTexture = nullptr;
|
||||
|
||||
static DirectX::SimpleMath::Matrix GLMtoDXModelView(glm::mat4 m);
|
||||
static DirectX::SimpleMath::Matrix GLMtoDXProjection(glm::mat4 m);
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user