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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.
*/
#pragma once
#include "Mesh.h"
#include <vector>
#include <DirectXMath.h>
using namespace DirectX;
class Scene
{
public:
struct Node
{
std::shared_ptr<Mesh> mesh;
XMMATRIX matWorld;
uint32_t layer;
};
enum class ESceneType
{
kShaderBall = 0,
kCustom
};
using Nodes = std::vector<Node>;
bool InitializeDefault();
const Nodes& GetNodes() const { return mNodes; }
private:
Nodes mNodes;
};
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