Minor update - viewport window tweak
This commit is contained in:
parent
151ea9b191
commit
452e84aa16
@ -1,6 +1,7 @@
|
||||
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generated
74
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@ -5,36 +5,28 @@
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<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" afterDir="false" />
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@ -43,35 +35,30 @@
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"node.js.detected.package.tslint": "true",
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<component name="RunManager" selected="C++ Project.enginecustom">
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}</component>
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<component name="RunManager" selected="C/C++ Project.enginecustom">
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<configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
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<configuration_1>
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<configuration_1 setup="1">
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<option name="CONFIGURATION" value="Debug" />
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<option name="PLATFORM" value="x64" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
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<option name="CURRENT_LAUNCH_PROFILE" value="Local" />
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<option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
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<option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
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@ -79,18 +66,19 @@
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<option name="PASS_PARENT_ENVS" value="1" />
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<option name="USE_EXTERNAL_CONSOLE" value="0" />
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||||
<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
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<option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
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<option name="AUTO_SELECT_PRIORITY" value="0" />
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<method v="2">
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<option name="Build" />
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</method>
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</configuration>
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<configuration name="enginecustom" type="CppProject" factoryName="C++ Project">
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<configuration_1>
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<configuration_1 setup="1">
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<option name="CONFIGURATION" value="Debug" />
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<option name="PLATFORM" value="x64" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
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||||
<option name="CURRENT_LAUNCH_PROFILE" value="Local" />
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||||
<option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
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<option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
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@ -98,8 +86,10 @@
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<option name="PASS_PARENT_ENVS" value="1" />
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||||
<option name="USE_EXTERNAL_CONSOLE" value="0" />
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<option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
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</configuration_1>
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<option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
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<option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
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<option name="AUTO_SELECT_PRIORITY" value="0" />
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<method v="2">
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<option name="Build" />
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@ -118,6 +108,8 @@
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<workItem from="1738076088229" duration="80000" />
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</task>
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<servers />
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</component>
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@ -44,8 +44,8 @@ Size=1584,861
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Collapsed=0
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[Window][Render Window]
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Pos=300,27
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Size=878,826
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Pos=8,27
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Size=1170,826
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Collapsed=0
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DockId=0x00000002,0
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@ -66,8 +66,8 @@ Collapsed=0
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DockId=0x0000000C,0
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[Window][Log Window]
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Pos=8,775
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Size=1904,226
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Pos=8,627
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Collapsed=0
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DockId=0x0000000E,0
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@ -120,6 +120,7 @@ public:
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void SetWindowSize(ImVec2 size) { windowSize = size; };
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ImVec2 GetWindowSize() const { return windowSize; };
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float GetAspectRatio() const { return (float)m_screenWidth / (float)m_screenHeight; };
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Physics* GetPhysics() const { return m_Physics; };
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||||
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||||
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@ -2,36 +2,50 @@
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ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
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{
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m_Direct3D = 0;
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m_Camera = 0;
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m_Model = 0;
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m_Bitmap = 0;
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m_Sprite = 0;
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m_Timer = 0;
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||||
m_MouseStrings = 0;
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||||
m_FontShader = 0;
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m_Font = 0;
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m_Fps = 0;
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||||
m_FpsString = 0;
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||||
m_ShaderManager = 0;
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m_RenderCountString = 0;
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m_ModelList = 0;
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m_Position = 0;
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m_DisplayPlane = 0;
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m_BathModel = 0;
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m_WaterModel = 0;
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m_Light = 0;
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m_RefractionTexture = 0;
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m_ReflectionTexture = 0;
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m_Direct3D = nullptr;
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m_Camera = nullptr;
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m_Model = nullptr;
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m_Bitmap = nullptr;
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m_Sprite = nullptr;
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m_Timer = nullptr;
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m_MouseStrings = nullptr;
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m_FontShader = nullptr;
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m_Font = nullptr;
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m_Fps = nullptr;
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m_FpsString = nullptr;
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m_ShaderManager = nullptr;
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m_RenderCountString = nullptr;
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m_ModelList = nullptr;
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m_Position = nullptr;
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m_DisplayPlane = nullptr;
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m_BathModel = nullptr;
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m_WaterModel = nullptr;
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m_Light = nullptr;
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m_RefractionTexture = nullptr;
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m_ReflectionTexture = nullptr;
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m_SceneTexture = nullptr;
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m_Physics = 0;
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m_Physics = nullptr;
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m_cubes.clear();
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m_terrainChunk.clear();
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m_object.clear();
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m_RenderQueues.clear();
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m_Skybox.clear();
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m_Lights.clear();
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m_SunLight = 0;
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m_SunLight = nullptr;
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m_swapChain = nullptr;
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m_GroundModel = nullptr;
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m_WallModel = nullptr;
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m_hwnd = nullptr;
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m_baseViewMatrix = XMMatrixIdentity();
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m_RenderTexture = nullptr;
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m_screenWidth = 0;
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m_screenHeight = 0;
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m_numLights = 0;
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m_waterHeight = 0.0f;
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m_waterTranslation = 0.0f;
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TrueLightPosition = XMFLOAT3(0.0f, 0.0f, 0.0f);
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m_LightModel = nullptr;
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m_renderCount = 0;
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}
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ApplicationClass::~ApplicationClass()
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@ -82,7 +96,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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return false;
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}
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result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
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result = m_Direct3D->Initialize(m_screenWidth, m_screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
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if (!result)
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{
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Logger::Get().Log("Could not initialize Direct3D", __FILE__, __LINE__, Logger::LogLevel::Error);
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@ -728,14 +742,7 @@ bool ApplicationClass::Frame(InputClass* Input)
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// Set the frame time for calculating the updated position.
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m_Position->SetFrameTime(m_Timer->GetTime());
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// Check if the left or right arrow key has been pressed, if so rotate the camera accordingly.
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//keyDown = Input->IsLeftArrowPressed();
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//m_Position->TurnLeft(keyDown);
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//keyDown = Input->IsRightArrowPressed();
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//m_Position->TurnRight(keyDown);
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m_Position->TurnMouse(deltaX, deltaY, 0.1f, rightMouseDown);
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m_Position->TurnMouse((float)deltaX, (float)deltaY, 0.1f, rightMouseDown);
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// Get the current view point rotation.
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m_Position->GetRotation(rotationY, rotationX);
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@ -853,9 +860,6 @@ bool ApplicationClass::RenderRefractionToTexture()
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// Generate the view matrix based on the camera's position.
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m_Camera->Render();
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// Get the world, view, and projection matrices from the camera and d3d objects.
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||||
worldMatrix = m_Direct3D->GetWorldMatrix();
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m_Camera->GetViewMatrix(viewMatrix);
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projectionMatrix = m_Direct3D->GetProjectionMatrix();
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@ -894,11 +898,8 @@ bool ApplicationClass::RenderRefractionToTexture()
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||||
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bool ApplicationClass::RenderReflectionToTexture()
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{
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||||
XMMATRIX worldMatrix, reflectionViewMatrix, projectionMatrix;
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XMFLOAT4 diffuseColor[4], getDirection[4], ambientColor[4];
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bool result;
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||||
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XMMATRIX reflectionViewMatrix;
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// Set the render target to be the reflection render to texture and clear it.
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m_ReflectionTexture->SetRenderTarget(m_Direct3D->GetDeviceContext());
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m_ReflectionTexture->ClearRenderTarget(m_Direct3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f);
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||||
@ -908,12 +909,7 @@ bool ApplicationClass::RenderReflectionToTexture()
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||||
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||||
// Get the camera reflection view matrix instead of the normal view matrix.
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m_Camera->GetReflectionViewMatrix(reflectionViewMatrix);
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||||
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||||
// Get the world and projection matrices from the d3d object.
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||||
worldMatrix = m_Direct3D->GetWorldMatrix();
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||||
projectionMatrix = m_Direct3D->GetProjectionMatrix();
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||||
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||||
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||||
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||||
// Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original.
|
||||
m_Direct3D->SetBackBufferRenderTarget();
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||||
m_Direct3D->ResetViewport();
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||||
@ -932,9 +928,7 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
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||||
|
||||
// Set the position of the camera for viewing the cube.
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||||
m_Camera->Render();
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||||
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||||
// Get the matrices.
|
||||
worldMatrix = m_Direct3D->GetWorldMatrix();
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||||
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||||
m_Camera->GetViewMatrix(viewMatrix);
|
||||
m_RenderTexture->GetProjectionMatrix(projectionMatrix);
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||||
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||||
@ -961,10 +955,9 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
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||||
bool ApplicationClass::Render(float rotation, float x, float y, float z, float textureTranslation)
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||||
{
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||||
XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix, reflectionMatrix;
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||||
float positionX, positionY, positionZ, radius;
|
||||
XMFLOAT4 diffuseColor[4], lightPosition[4], getDirection[4], ambientColor[4];
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||||
int modelCount, renderCount, i;
|
||||
bool result, renderModel;
|
||||
XMFLOAT4 diffuseColor[4], lightPosition[4], ambientColor[4];
|
||||
int i;
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||||
bool result;
|
||||
float blendAmount;
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||||
|
||||
// Set the blending amount to 10%.
|
||||
@ -996,21 +989,15 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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||||
}
|
||||
|
||||
// Redimensionner la texture de rendu si nécessaire
|
||||
if (m_SceneTexture->GetTextureWidth() != windowSize.x || m_SceneTexture->GetTextureHeight() != windowSize.y)
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||||
if ((float)m_SceneTexture->GetTextureWidth() != windowSize.x || (float)m_SceneTexture->GetTextureHeight() != windowSize.y)
|
||||
{
|
||||
m_SceneTexture->Shutdown();
|
||||
m_SceneTexture->Initialize(m_Direct3D->GetDevice(), windowSize.x, windowSize.y, SCREEN_DEPTH, SCREEN_NEAR, 1);
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||||
m_SceneTexture->Initialize(m_Direct3D->GetDevice(), (int)windowSize.x, (int)windowSize.y, SCREEN_DEPTH, SCREEN_NEAR, 1);
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||||
}
|
||||
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m_SceneTexture->SetRenderTarget(m_Direct3D->GetDeviceContext());
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||||
m_SceneTexture->ClearRenderTarget(m_Direct3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f);
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||||
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||||
//Add the 3 first value of the first light position to the TrueLightPosition XMFLOAT3
|
||||
positionX = lightPosition[0].x;
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||||
positionY = lightPosition[0].y;
|
||||
positionZ = lightPosition[0].z;
|
||||
XMFLOAT3 TrueLightPosition = XMFLOAT3(positionX, positionY, positionZ);
|
||||
|
||||
scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
|
||||
rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
|
||||
translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
|
||||
@ -1394,7 +1381,6 @@ void ApplicationClass::GenerateTerrain()
|
||||
Logger::Get().Log("Generating terrain", __FILE__, __LINE__);
|
||||
|
||||
char modelFilename[128];
|
||||
bool result;
|
||||
|
||||
XMMATRIX scaleMatrix;
|
||||
float scaleX, scaleY, scaleZ;
|
||||
|
@ -626,6 +626,19 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
|
||||
ImGui::Begin("Render Window");
|
||||
|
||||
windowSize = ImGui::GetContentRegionAvail();
|
||||
|
||||
// Get the aspect ratio of the scene in app
|
||||
float aspectRatio = app->GetAspectRatio();
|
||||
// calculate the size of the window
|
||||
if (windowSize.x / windowSize.y > aspectRatio)
|
||||
{
|
||||
windowSize.x = windowSize.y * aspectRatio;
|
||||
}
|
||||
else
|
||||
{
|
||||
windowSize.y = windowSize.x / aspectRatio;
|
||||
}
|
||||
|
||||
app->SetWindowSize(windowSize);
|
||||
|
||||
// Assurez-vous que la texture est valide
|
||||
|
Loading…
x
Reference in New Issue
Block a user