Working DirectX textures

This commit is contained in:
2015-10-13 17:33:12 +02:00
parent a782e6b40a
commit e195e69408
18 changed files with 215 additions and 3856 deletions
+11 -17
View File
@@ -23,8 +23,6 @@
#include <forward_list>
#include "Core/Util/Rectangle.h"
#include "Rendering/Texture.h"
#include "Rendering/Model.h"
namespace dd
{
@@ -52,20 +50,18 @@ protected:
struct ModelJob : RenderJob
{
unsigned int ShaderID;
unsigned int TextureID;
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess;
float Shininess = 0.f;
glm::vec4 Color;
const dd::Model* Model;
unsigned int StartIndex;
unsigned int EndIndex;
const dd::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
void CalculateHash() override
{
@@ -75,15 +71,13 @@ struct ModelJob : RenderJob
struct SpriteJob : RenderJob
{
unsigned int ShaderID;
unsigned int TextureID;
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
const Texture* DiffuseTexture = nullptr;
const Texture* NormalTexture = nullptr;
const Texture* SpecularTexture = nullptr;
glm::vec4 Color;
void CalculateHash() override