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  1. void ModelClass::UpdateObjectTransformations(const std::string ID, XMFLOAT3 pos, XMFLOAT3 rotation, XMFLOAT3 scale)
  2. {
  3.     for (int i = 0; i < ObjectDatas.size(); i++)
  4.     {
  5.  
  6.         if (ObjectDatas[i].ID == ID)
  7.         {
  8.             if (ObjectDatas[i].pos.x != pos.x || ObjectDatas[i].pos.y != pos.y || ObjectDatas[i].pos.z != pos.z)
  9.             {
  10.                 ObjectDatas[i].pos = pos;
  11.             }
  12.  
  13.             if (ObjectDatas[i].rotation.x != rotation.x || ObjectDatas[i].rotation.y != rotation.y || ObjectDatas[i].rotation.z != rotation.z)
  14.             {
  15.                 ObjectDatas[i].rotation = rotation;
  16.             }
  17.             if (ObjectDatas[i].scale.x != scale.x || ObjectDatas[i].scale.y != scale.y || ObjectDatas[i].scale.z != scale.z)
  18.             {
  19.                 ObjectDatas[i].scale = scale;
  20.             }
  21.         }
  22.     }
  23. }
  24. void ModelClass::UpdateObjectResources(const std::string ID, char* ObjectDataLocation, LPCWSTR texturelocation)
  25. {
  26.     ID3D11ShaderResourceView *m_texture;
  27.     for (int i = 0; i < ObjectDatas.size(); i++)
  28.     {
  29.  
  30.         if (ObjectDatas[i].ID == ID)
  31.         {
  32.  
  33.                 if (ObjectDatas[i].ObjectDataLocation != ObjectDataLocation)
  34.                 {
  35.                     ObjectDatas[i].ObjectDataLocation = ObjectDataLocation;
  36.                 }
  37.                 if (ObjectDatas[i].texturelocation != texturelocation)
  38.                 {
  39.                     D3DX11CreateShaderResourceViewFromFile(m_graphicsClass->m_D3D->GetDevice(), texturelocation, NULL, NULL, &m_texture, NULL);
  40.                     ObjectDatas[ArrayCount].texture = m_texture;
  41.  
  42.                     m_texture = NULL;
  43.                 }
  44.  
  45.         }
  46.     }
  47. }
  48. void ModelClass::UpdateObjectSettings(const std::string ID, bool Render, int PixelShaderNumber, int VertexShaderNumber, bool InsideTexturing)
  49. {
  50.     for (int i = 0; i < ObjectDatas.size(); i++)
  51.     {
  52.  
  53.         if (ObjectDatas[i].ID == ID)
  54.         {
  55.             if (ObjectDatas[i].Render != Render)
  56.             {
  57.                 ObjectDatas[i].Render = Render;
  58.             }
  59.             if (ObjectDatas[i].InsideTexturing != InsideTexturing)
  60.             {
  61.                 ObjectDatas[i].InsideTexturing = InsideTexturing;
  62.             }
  63.             if (ObjectDatas[i].PixelShaderNumber != PixelShaderNumber)
  64.             {
  65.                 ObjectDatas[i].PixelShaderNumber = PixelShaderNumber;
  66.             }
  67.             if (ObjectDatas[i].VertexShaderNumber != VertexShaderNumber)
  68.             {
  69.                 ObjectDatas[i].VertexShaderNumber = VertexShaderNumber;
  70.             }
  71.         }
  72.     }
  73.  
  74. }
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