#include "pch.h"
#include "07. HeightMapDemo.h"
#include "GeometryHelper.h"
#include "Camera.h"
#include "GameObject.h"
#include "CameraScript.h"
#include "Transform.h"
#include "Texture.h"
void HeightMapDemo::Init()
{
_shader = make_shared<Shader>(L"06.Terrain.fx");
// Texture
_heightMap = RESOURCES->Load<Texture>(L"Height", L"../Resources/Textures/Terrain/height.png");
_texture = RESOURCES->Load<Texture>(L"Grass", L"../Resources/Textures/Terrain/grass.jpg");
const int32 width = _heightMap->GetSize().x;
const int32 height = _heightMap->GetSize().y;
const DirectX::ScratchImage& info = _heightMap->GetInfo();
uint8* pixelBuffer = info.GetPixels();
// Object
_geometry = make_shared<Geometry<VertexTextureData>>();
GeometryHelper::CreateGrid(_geometry, width, height);
// CPU
// 좌표를 인위적으로 수정
{
// const를 빼주기 위한 cast
vector<VertexTextureData>& v = const_cast<vector<VertexTextureData>&>(_geometry->GetVertices());
for (int32 z = 0; z < height; z++)
{
for (int32 x = 0; x < width; x++)
{
int32 idx = width * z + x;
uint8 height = pixelBuffer[idx] / 255.f * 25.f;
v[idx].position.y = height; // 높이 보정
}
}
}
_vertexBuffer = make_shared<VertexBuffer>();
_vertexBuffer->Create(_geometry->GetVertices());
_indexBuffer = make_shared<IndexBuffer>();
_indexBuffer->Create(_geometry->GetIndices());
// Camera
_camera = make_shared<GameObject>();
_camera->GetOrAddTransform();
_camera->AddComponent(make_shared<Camera>());
_camera->AddComponent(make_shared<CameraScript>());
_camera->GetTransform()->SetPosition(Vec3(0, 5.f, 0.f));
_camera->GetTransform()->SetRotation(Vec3(25.f, 0, 0.f));
//RESOURCES->Get<Texture>(L"Veigar")->GetComPtr();
}
void HeightMapDemo::Update()
{
_camera->Update();
}
void HeightMapDemo::Render()
{
//
_shader->GetMatrix("world")->SetMatrix((float*)&_world);
_shader->GetMatrix("view")->SetMatrix((float*)&Camera::S_MatView);
_shader->GetMatrix("projection")->SetMatrix((float*)&Camera::S_MatProjection);
_shader->GetSRV("Texture0")->SetResource(_texture->GetComPtr().Get());
enum ADDRESS_VALUE
{
ADDRESS_WRAP = 0,
ADDRESS_MIRROR = 1,
ADDRESS_CLAMP = 2,
ADDRESS_BORDER = 3
};
_shader->GetScalar("Address")->SetInt(ADDRESS_BORDER);
uint32 stride = _vertexBuffer->GetStride();
uint32 offset = _vertexBuffer->GetOffset();
DC->IASetVertexBuffers(0, 1, _vertexBuffer->GetComPtr().GetAddressOf(), &stride, &offset);
DC->IASetIndexBuffer(_indexBuffer->GetComPtr().Get(), DXGI_FORMAT_R32_UINT, 0);
//_shader->Draw(0, 0, 3);
_shader->DrawIndexed(0, 0, _indexBuffer->GetCount(), 0, 0);
}

normalize를 통해 1인 벡터이기에 Cos값에 따라 달라짐cos90은 최소값이 되고, cos0은 최대값이 된다.TransformNormal을 사용normal값도 사용하는 데이터인 VertexTextureNormalData구조체를 사용해서 GeometryHelper에서 코드 수정void GeometryHelper::CreateQuad(shared_ptr<Geometry<VertexTextureNormalData>> geometry)
{
vector<VertexTextureNormalData> vtx;
vtx.resize(4);
vtx[0].position = Vec3(-0.5f, -0.5f, 0.f);
vtx[0].uv = Vec2(0.f, 1.f);
vtx[0].normal = Vec3(0.f, 0.f, -1.f);
vtx[1].position = Vec3(-0.5f, 0.5f, 0.f);
vtx[1].uv = Vec2(0.f, 0.f);
vtx[1].normal = Vec3(0.f, 0.f, -1.f);
vtx[2].position = Vec3(0.5f, -0.5f, 0.f);
vtx[2].uv = Vec2(1.f, 1.f);
vtx[2].normal = Vec3(0.f, 0.f, -1.f);
vtx[3].position = Vec3(0.5f, 0.5f, 0.f);
vtx[3].uv = Vec2(1.f, 0.f);
vtx[2].normal = Vec3(0.f, 0.f, -1.f);
geometry->SetVertices(vtx);
vector<uint32> idx = { 0, 1, 2, 2, 1, 3 };
geometry->SetIndices(idx);
}
void GeometryHelper::CreateCube(shared_ptr<Geometry<VertexTextureNormalData>> geometry)
{
float w2 = 0.5f;
float h2 = 0.5f;
float d2 = 0.5f;
vector<VertexTextureNormalData> vtx(24);
// 앞면
vtx[0] = VertexTextureNormalData{Vec3(-w2, -h2, -d2), Vec2(0.0f, 1.0f), Vec3(0.0f, 0.0f, -1.0f)};
vtx[1] = VertexTextureNormalData{Vec3(-w2, +h2, -d2), Vec2(0.0f, 0.0f), Vec3(0.0f, 0.0f, -1.0f)};
vtx[2] = VertexTextureNormalData{Vec3(+w2, +h2, -d2), Vec2(1.0f, 0.0f), Vec3(0.0f, 0.0f, -1.0f)};
vtx[3] = VertexTextureNormalData{Vec3(+w2, -h2, -d2), Vec2(1.0f, 1.0f), Vec3(0.0f, 0.0f, -1.0f)};
// 뒷면
vtx[4] = VertexTextureNormalData{Vec3(-w2, -h2, +d2), Vec2(1.0f, 1.0f), Vec3(0.0f, 0.0f, 1.0f)};
vtx[5] = VertexTextureNormalData{Vec3(+w2, -h2, +d2), Vec2(0.0f, 1.0f), Vec3(0.0f, 0.0f, 1.0f)};
vtx[6] = VertexTextureNormalData{Vec3(+w2, +h2, +d2), Vec2(0.0f, 0.0f), Vec3(0.0f, 0.0f, 1.0f)};
vtx[7] = VertexTextureNormalData{Vec3(-w2, +h2, +d2), Vec2(1.0f, 0.0f), Vec3(0.0f, 0.0f, 1.0f)};
// 윗면
vtx[8] = VertexTextureNormalData{Vec3(-w2, +h2, -d2), Vec2(0.0f, 1.0f), Vec3(0.0f, 1.0f, 0.0f)};
vtx[9] = VertexTextureNormalData{Vec3(-w2, +h2, +d2), Vec2(0.0f, 0.0f), Vec3(0.0f, 1.0f, 0.0f)};
vtx[10] = VertexTextureNormalData{Vec3(+w2, +h2, +d2), Vec2(1.0f, 0.0f), Vec3(0.0f, 1.0f, 0.0f)};
vtx[11] = VertexTextureNormalData{Vec3(+w2, +h2, -d2), Vec2(1.0f, 1.0f), Vec3(0.0f, 1.0f, 0.0f)};
// 아랫면
vtx[12] = VertexTextureNormalData{Vec3(-w2, -h2, -d2), Vec2(1.0f, 1.0f), Vec3(0.0f, -1.0f, 0.0f)};
vtx[13] = VertexTextureNormalData{Vec3(+w2, -h2, -d2), Vec2(0.0f, 1.0f), Vec3(0.0f, -1.0f, 0.0f)};
vtx[14] = VertexTextureNormalData{Vec3(+w2, -h2, +d2), Vec2(0.0f, 0.0f), Vec3(0.0f, -1.0f, 0.0f)};
vtx[15] = VertexTextureNormalData{Vec3(-w2, -h2, +d2), Vec2(1.0f, 0.0f), Vec3(0.0f, -1.0f, 0.0f)};
// 왼쪽면
vtx[16] = VertexTextureNormalData{Vec3(-w2, -h2, +d2), Vec2(0.0f, 1.0f), Vec3(-1.0f, 0.0f, 0.0f)};
vtx[17] = VertexTextureNormalData{Vec3(-w2, +h2, +d2), Vec2(0.0f, 0.0f), Vec3(-1.0f, 0.0f, 0.0f)};
vtx[18] = VertexTextureNormalData{Vec3(-w2, +h2, -d2), Vec2(1.0f, 0.0f), Vec3(-1.0f, 0.0f, 0.0f)};
vtx[19] = VertexTextureNormalData{Vec3(-w2, -h2, -d2), Vec2(1.0f, 1.0f), Vec3(-1.0f, 0.0f, 0.0f)};
// 오른쪽면
vtx[20] = VertexTextureNormalData{Vec3(+w2, -h2, -d2), Vec2(0.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f)};
vtx[21] = VertexTextureNormalData{Vec3(+w2, +h2, -d2), Vec2(0.0f, 0.0f), Vec3(1.0f, 0.0f, 0.0f)};
vtx[22] = VertexTextureNormalData{Vec3(+w2, +h2, +d2), Vec2(1.0f, 0.0f), Vec3(1.0f, 0.0f, 0.0f)};
vtx[23] = VertexTextureNormalData{Vec3(+w2, -h2, +d2), Vec2(1.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f)};
geometry->SetVertices(vtx);
vector<uint32> idx(36);
// 앞면
idx[0] = 0; idx[1] = 1; idx[2] = 2;
idx[3] = 0; idx[4] = 2; idx[5] = 3;
// 뒷면
idx[6] = 4; idx[7] = 5; idx[8] = 6;
idx[9] = 4; idx[10] = 6; idx[11] = 7;
// 윗면
idx[12] = 8; idx[13] = 9; idx[14] = 10;
idx[15] = 8; idx[16] = 10; idx[17] = 11;
// 아랫면
idx[18] = 12; idx[19] = 13; idx[20] = 14;
idx[21] = 12; idx[22] = 14; idx[23] = 15;
// 왼쪽면
idx[24] = 16; idx[25] = 17; idx[26] = 18;
idx[27] = 16; idx[28] = 18; idx[29] = 19;
// 오른쪽면
idx[30] = 20; idx[31] = 21; idx[32] = 22;
idx[33] = 20; idx[34] = 22; idx[35] = 23;
geometry->SetIndices(idx);
}
void GeometryHelper::CreateGrid(shared_ptr<Geometry<VertexTextureNormalData>> geometry, int32 sizeX, int32 sizeZ)
{
vector<VertexTextureNormalData> vtx;
for (int32 z = 0; z < sizeZ + 1; z++)
{
for (int32 x = 0; x < sizeX + 1; x++)
{
VertexTextureNormalData v;
v.position = Vec3(static_cast<float>(x), 0, static_cast<float>(z));
v.uv = Vec2(static_cast<float>(x), static_cast<float>(sizeZ - z));
v.normal = Vec3(0.f, 1.f, 0.f);
vtx.push_back(v);
}
}
geometry->SetVertices(vtx);
vector<uint32> idx;
for (int32 z = 0; z < sizeZ; z++)
{
for (int32 x = 0; x < sizeX; x++)
{
// [0]
// | \
// [2] - [1]
idx.push_back((sizeX + 1) * (z + 1) + (x));
idx.push_back((sizeX + 1) * (z)+(x + 1));
idx.push_back((sizeX + 1) * (z)+(x));
// [1] - [2]
// \ |
// [0]
idx.push_back((sizeX + 1) * (z)+(x + 1));
idx.push_back((sizeX + 1) * (z + 1) + (x));
idx.push_back((sizeX + 1) * (z + 1) + (x + 1));
}
}
geometry->SetIndices(idx);
}
void GeometryHelper::CreateSphere(shared_ptr<Geometry<VertexTextureNormalData>> geometry)
{
float radius = 0.5f; // 구의 반지름
uint32 stackCount = 20; // 가로 분할
uint32 sliceCount = 20; // 세로 분할
vector<VertexTextureNormalData> vtx;
VertexTextureNormalData v;
// 북극
v.position = Vec3(0.0f, radius, 0.0f);
v.uv = Vec2(0.5f, 0.0f);
v.normal = v.position;
v.normal.Normalize();
vtx.push_back(v);
float stackAngle = XM_PI / stackCount;
float sliceAngle = XM_2PI / sliceCount;
float deltaU = 1.f / static_cast<float>(sliceCount);
float deltaV = 1.f / static_cast<float>(stackCount);
// 고리마다 돌면서 정점을 계산한다 (북극/남극 단일점은 고리가 X)
for (uint32 y = 1; y <= stackCount - 1; ++y)
{
float phi = y * stackAngle;
// 고리에 위치한 정점
for (uint32 x = 0; x <= sliceCount; ++x)
{
float theta = x * sliceAngle;
v.position.x = radius * sinf(phi) * cosf(theta);
v.position.y = radius * cosf(phi);
v.position.z = radius * sinf(phi) * sinf(theta);
v.uv = Vec2(deltaU * x, deltaV * y);
v.normal = v.position;
v.normal.Normalize();
vtx.push_back(v);
}
}
// 남극
v.position = Vec3(0.0f, -radius, 0.0f);
v.uv = Vec2(0.5f, 1.0f);
v.normal = v.position;
v.normal.Normalize();
vtx.push_back(v);
geometry->SetVertices(vtx);
vector<uint32> idx(36);
// 북극 인덱스
for (uint32 i = 0; i <= sliceCount; ++i)
{
// [0]
// | \
// [i+1]-[i+2]
idx.push_back(0);
idx.push_back(i + 2);
idx.push_back(i + 1);
}
// 몸통 인덱스
uint32 ringVertexCount = sliceCount + 1;
for (uint32 y = 0; y < stackCount - 2; ++y)
{
for (uint32 x = 0; x < sliceCount; ++x)
{
// [y, x]-[y, x+1]
// | /
// [y+1, x]
idx.push_back(1 + (y)*ringVertexCount + (x));
idx.push_back(1 + (y)*ringVertexCount + (x + 1));
idx.push_back(1 + (y + 1) * ringVertexCount + (x));
// [y, x+1]
// / |
// [y+1, x]-[y+1, x+1]
idx.push_back(1 + (y + 1) * ringVertexCount + (x));
idx.push_back(1 + (y)*ringVertexCount + (x + 1));
idx.push_back(1 + (y + 1) * ringVertexCount + (x + 1));
}
}
// 남극 인덱스
uint32 bottomIndex = static_cast<uint32>(vtx.size()) - 1;
uint32 lastRingStartIndex = bottomIndex - ringVertexCount;
for (uint32 i = 0; i < sliceCount; ++i)
{
// [last+i]-[last+i+1]
// | /
// [bottom]
idx.push_back(bottomIndex);
idx.push_back(lastRingStartIndex + i);
idx.push_back(lastRingStartIndex + i + 1);
}
geometry->SetIndices(idx);
}
normal값을 사용하는 쉐이더 추가
matrix world;
matrix view;
matrix projection;
Texture2D Texture0;
float3 LightDir;
struct VertexInput
{
float4 position : POSITION;
float2 uv : TEXCOORD;
float3 normal : NORMAL;
};
struct VertexOutput
{
float4 position : SV_POSITION; //SV : System Value
float2 uv : TEXCOORD;
float3 normal : NORMAL;
};
VertexOutput VS(VertexInput input)
{
VertexOutput output;
output.position = mul(input.position, world);
output.position = mul(output.position, view);
output.position = mul(output.position, projection);
output.uv = input.uv;
output.normal = mul(input.normal, (float3x3) world);
return output;
}
// Filter : 확대/ 축소 시 텍스처 픽셀을 어떻게 보간할 것인지 결정
// Address : 텍스처 좌표가 0~1 범위를 벗어날 때 어떻게 처리할 것인지 결정
SamplerState Sampler0;
float4 PS(VertexOutput input) : SV_TARGET
{
float3 normal = normalize(input.normal);
float3 light = -LightDir;
//return float4(1, 1, 1, 1) * dot(light, normal); // 내적 연산
return Texture0.Sample(Sampler0, input.uv) * dot(light, normal);;
}
RasterizerState FillModeWireframe
{
FillMode = Wireframe;
};
technique11 T0
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetPixelShader( CompileShader( ps_5_0, PS() ) );
}
pass P1
{
SetRasterizerState(FillModeWireframe);
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetPixelShader( CompileShader( ps_5_0, PS() ) );
}
}
#include "pch.h"
#include "08. NormalDemo.h"
#include "GeometryHelper.h"
#include "Camera.h"
#include "GameObject.h"
#include "CameraScript.h"
#include "Transform.h"
#include "Texture.h"
void NormalDemo::Init()
{
_shader = make_shared<Shader>(L"07.Normal.fx");
// Object
_geometry = make_shared<Geometry<VertexTextureNormalData>>();
//GeometryHelper::CreateCube(_geometry);
GeometryHelper::CreateSphere(_geometry);
_vertexBuffer = make_shared<VertexBuffer>();
_vertexBuffer->Create(_geometry->GetVertices());
_indexBuffer = make_shared<IndexBuffer>();
_indexBuffer->Create(_geometry->GetIndices());
// Camera
_camera = make_shared<GameObject>();
_camera->GetOrAddTransform();
_camera->AddComponent(make_shared<Camera>());
_camera->AddComponent(make_shared<CameraScript>());
_camera->GetTransform()->SetPosition(Vec3(0, 0.f, -2.f));
//_camera->GetTransform()->SetRotation(Vec3(25.f, 0, 0.f));
// Texture
_texture = RESOURCES->Load<Texture>(L"Veigar", L"../Resources/Textures/veigar.jpg");
//RESOURCES->Get<Texture>(L"Veigar")->GetComPtr();
}
void NormalDemo::Update()
{
_camera->Update();
}
void NormalDemo::Render()
{
//
_shader->GetMatrix("world")->SetMatrix((float*)&_world);
_shader->GetMatrix("view")->SetMatrix((float*)&Camera::S_MatView);
_shader->GetMatrix("projection")->SetMatrix((float*)&Camera::S_MatProjection);
_shader->GetSRV("Texture0")->SetResource(_texture->GetComPtr().Get());
_shader->GetVector("LightDir")->SetFloatVector((float*)&_lightDir);
uint32 stride = _vertexBuffer->GetStride();
uint32 offset = _vertexBuffer->GetOffset();
DC->IASetVertexBuffers(0, 1, _vertexBuffer->GetComPtr().GetAddressOf(), &stride, &offset);
DC->IASetIndexBuffer(_indexBuffer->GetComPtr().Get(), DXGI_FORMAT_R32_UINT, 0);
//_shader->Draw(0, 0, 3);
_shader->DrawIndexed(0, 0, _indexBuffer->GetCount(), 0, 0);
}


geometry, vetexBuffer, indexBuffer, world Matrix를 묶어서 Mesh 리소스 만들기CreateBuffer()를 통해 버퍼를 초기화하고, 정보를 GPU에 전달#pragma once
#include "ResourceBase.h"
#include "Geometry.h"
class Mesh : public ResourceBase
{
using Super = ResourceBase;
public:
Mesh();
virtual ~Mesh();
void CreateQuad();
void CreateCube();
void CreateGrid(int32 sizeX, int32 sizeZ);
void CreateSphere();
shared_ptr<VertexBuffer> GetVertexBuffer() { return _vertexBuffer; }
shared_ptr<IndexBuffer> GetIndexBuffer() { return _indexBuffer; }
private:
void CreateBuffers();
private:
// Mesh
shared_ptr<Geometry<VertexTextureNormalData>> _geometry;
shared_ptr<VertexBuffer> _vertexBuffer;
shared_ptr<IndexBuffer> _indexBuffer;
};
#include "pch.h"
#include "Mesh.h"
#include "GeometryHelper.h"
Mesh::Mesh() : Super(ResourceType::Mesh)
{
}
Mesh::~Mesh()
{
}
void Mesh::CreateQuad()
{
_geometry = make_shared<Geometry<VertexTextureNormalData>>();
GeometryHelper::CreateQuad(_geometry);
CreateBuffers();
}
void Mesh::CreateCube()
{
_geometry = make_shared<Geometry<VertexTextureNormalData>>();
GeometryHelper::CreateCube(_geometry);
CreateBuffers();
}
void Mesh::CreateGrid(int32 sizeX, int32 sizeZ)
{
_geometry = make_shared<Geometry<VertexTextureNormalData>>();
GeometryHelper::CreateGrid(_geometry, sizeX, sizeZ);
CreateBuffers();
}
void Mesh::CreateSphere()
{
_geometry = make_shared<Geometry<VertexTextureNormalData>>();
GeometryHelper::CreateSphere(_geometry);
CreateBuffers();
}
void Mesh::CreateBuffers()
{
_vertexBuffer = make_shared<VertexBuffer>();
_vertexBuffer->Create(_geometry->GetVertices());
_indexBuffer = make_shared<IndexBuffer>();
_indexBuffer->Create(_geometry->GetIndices());
}
Demo에서 가지고 있었던 mesh, texture, shader를 가지고 있는 MeshRenderer 생성#pragma once
#include "Component.h"
class Mesh;
class Shader;
class MeshRenderer : public Component
{
using Super = Component;
public:
MeshRenderer();
virtual ~MeshRenderer();
virtual void Update() override;
void SetMesh(shared_ptr<Mesh> mesh) { _mesh = mesh; }
void SetTexture(shared_ptr<Texture> texture) { _texture = texture; }
void SetShader(shared_ptr<Shader> shader) { _shader = shader; }
private:
shared_ptr<Mesh> _mesh;
shared_ptr<Texture> _texture;
shared_ptr<Shader> _shader;
};
#include "pch.h"
#include "MeshRenderer.h"
#include "Camera.h"
#include "Game.h"
#include "Mesh.h"
#include "Shader.h"
MeshRenderer::MeshRenderer() : Super(ComponentType::MeshRenderer)
{
}
MeshRenderer::~MeshRenderer()
{
}
void MeshRenderer::Update()
{
if (_mesh == nullptr || _texture == nullptr || _shader == nullptr)
return;
auto world = GetTransform()->GetWorldMatrix();
_shader->GetMatrix("World")->SetMatrix((float*)&world);
_shader->GetMatrix("View")->SetMatrix((float*)&Camera::S_MatView);
_shader->GetMatrix("Projection")->SetMatrix((float*)&Camera::S_MatProjection);
_shader->GetSRV("Texture0")->SetResource(_texture->GetComPtr().Get());
// TEMP
Vec3 lightDir = {0.f, 0.f, 1.f};
_shader->GetVector("LightDir")->SetFloatVector((float*)&lightDir);
uint32 stride = _mesh->GetVertexBuffer()->GetStride();
uint32 offset = _mesh->GetVertexBuffer()->GetOffset();
DC->IASetVertexBuffers(0, 1, _mesh->GetVertexBuffer()->GetComPtr().GetAddressOf(), &stride, &offset);
DC->IASetIndexBuffer(_mesh->GetIndexBuffer()->GetComPtr().Get(), DXGI_FORMAT_R32_UINT, 0);
_shader->DrawIndexed(0, 0, _mesh->GetIndexBuffer()->GetCount(), 0, 0);
}
mesh, shader, texture를 하나의 GameObject 변수로 변경Init()에서 obj에 shader,mesh,texture 생성#pragma once
#include "IExecute.h"
#include "Geometry.h"
class GameObject;
class MeshDemo : public IExecute
{
public:
void Init() override;
void Update() override;
void Render() override;
// Object
shared_ptr<GameObject> _obj;
// Camera
shared_ptr<GameObject> _camera;
};
#include "pch.h"
#include "09. MeshDemo.h"
#include "GeometryHelper.h"
#include "Camera.h"
#include "GameObject.h"
#include "CameraScript.h"
#include "MeshRenderer.h"
#include "Mesh.h"
void MeshDemo::Init()
{
// Camera
_camera = make_shared<GameObject>();
_camera->GetOrAddTransform();
_camera->AddComponent(make_shared<Camera>());
_camera->AddComponent(make_shared<CameraScript>());
// Object
_obj = make_shared<GameObject>();
_obj->GetOrAddTransform();
_obj->AddComponent(make_shared<MeshRenderer>());
{
auto shader = make_shared<Shader>(L"07.Normal.fx");
_obj->GetMeshRenderer()->SetShader(shader);
}
{
RESOURCES->Init();
auto mesh = RESOURCES->Get<Mesh>(L"Sphere");
_obj->GetMeshRenderer()->SetMesh(mesh);
}
{
auto texture = RESOURCES->Load<Texture>(L"Veigar", L"../Resources/Textures/veigar.jpg");
_obj->GetMeshRenderer()->SetTexture(texture);
}
}
void MeshDemo::Update()
{
_camera->Update();
_obj->Update();
}
void MeshDemo::Render()
{
}
