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/*
* Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#include "Scene.h"
bool Scene::InitializeDefault()
{
std::shared_ptr<Mesh> actorMesh = Mesh::LoadFromFile("..\\Media\\Meshes\\shaderBall.obj");
std::shared_ptr<Mesh> cubeMesh = Mesh::LoadFromFile("..\\Media\\Meshes\\cube.obj");
//
// Layer 1 = Foreground meshes
//
Node node;
node.mesh = actorMesh;
node.layer = 1;
for (uint32_t i = 0; i < 4; ++i)
{
node.matWorld = XMMatrixTranslation((i % 2) * 16.0f - 8.0f, (i / 2) * 16.0f - 8.0f, 0.0f);
mNodes.push_back(node);
}
//
// Layer 0 = Background meshes
//
node.mesh = cubeMesh;
node.matWorld = XMMatrixIdentity();
node.layer = 0;
mNodes.push_back(node);
return true;
}
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