Patch Update - Fix Memory Leak From terrain genneration and use Instancing to generate big terrain - V10.1.3

This commit is contained in:
CatChow0 2025-05-06 18:09:28 +02:00
parent 00e6749d01
commit 8bcd3eed48
6 changed files with 105 additions and 82 deletions

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@ -4,7 +4,13 @@
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@ -41,19 +47,7 @@
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@ -208,6 +202,7 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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@ -4,28 +4,28 @@ Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1233,27
Size=343,826
Pos=1697,27
Size=343,1094
Collapsed=0
DockId=0x00000005,0
[Window][Objects]
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DockId=0x00000009,0
[Window][Terrain]
Pos=8,27
Size=250,826
Size=289,547
Collapsed=0
DockId=0x00000007,0
[Window][Terrain]
Pos=8,576
Size=289,545
Collapsed=0
DockId=0x00000008,0
[Window][Light]
Pos=8,27
Size=290,866
Collapsed=0
DockId=0x00000007,1
DockId=0x0000000B,1
[Window][Shader Manager]
Pos=8,27
@ -37,7 +37,7 @@ DockId=0x00000001,2
Pos=8,27
Size=289,826
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,0
[Window][DockSpace Demo]
Size=1584,861
@ -47,11 +47,11 @@ Collapsed=0
Pos=8,27
Size=1559,974
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,0
[Window][DockSpace]
Pos=0,0
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Size=2048,1129
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[Window][Add Object]
@ -66,24 +66,24 @@ Collapsed=0
DockId=0x0000000C,0
[Window][Log Window]
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@ -98,7 +98,8 @@ public:
std::string ObjectTypeToString(ObjectType objectType);
void LaunchObject();
void LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer, D3DClass* m_Direct3D);
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D);
void SetAlpha(float alpha) { m_alpha = alpha; }
float GetAlpha() const { return m_alpha; }
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }

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@ -1192,50 +1192,74 @@ int ApplicationClass::GetScreenHeight() const
void ApplicationClass::GenerateTerrain()
{
Logger::Get().Log("Generating terrain", __FILE__, __LINE__);
Logger::Get().Log("Génération du terrain avec instanciation", __FILE__, __LINE__, Logger::LogLevel::Info);
char modelFilename[128];
TextureContainer TerrainTextures;
XMMATRIX scaleMatrix;
float scaleX, scaleY, scaleZ;
// Nettoyer les objets terrain existants pour éviter les fuites
for (auto* chunk : m_terrainChunk)
{
if (chunk)
{
chunk->Shutdown();
delete chunk;
}
}
m_terrainChunk.clear();
scaleX = 10.0f;
scaleY = 1.0f;
scaleZ = 10.0f;
// Dimensions du terrain
float scaleX = 10.0f;
float scaleY = 1.0f;
float scaleZ = 10.0f;
int gridSizeX = 20;
int gridSizeZ = 20;
scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ);
// Créer un conteneur de textures partagé
TextureContainer textureContainer;
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
// Set the file name of the model.
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
// Précharger les textures une seule fois
ModelClass* sharedModel = new ModelClass();
sharedModel->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureContainer);
// Liste des fichiers de texture
std::vector<std::wstring> terrainTexture = {
L"assets/Texture/Bricks2K.png",
L"assets/Texture/BricksNRM2K.png",
L"assets/Texture/BricksGLOSS2K.png"
};
char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
std::filesystem::path p(modelFilename);
std::string filenameWithoutExtension = p.stem().string();
// for loop to generate terrain chunks for a 10x10 grid
for (int i = 0; i < 20; i++)
{
for (int j = 0; j < 20; j++)
{
Object* newTerrain = new Object();
newTerrain->LoadTexturesFromPath(terrainTexture, TerrainTextures, m_Direct3D); // Load textures from the path
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, TerrainTextures);
newTerrain->SetScaleMatrix(scaleMatrix);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * scaleX , -12.0f, j * scaleZ));
newTerrain->SetName(filenameWithoutExtension);
newTerrain->SetType(ObjectType::Cube);
newTerrain->SetActiveShader(ShaderType::SUNLIGHT);
m_terrainChunk.push_back(newTerrain);
// Générer les tuiles de terrain
for (int i = 0; i < gridSizeX; i++)
{
for (int j = 0; j < gridSizeZ; j++)
{
// Créer un nouvel objet de terrain
Object* terrain = new Object();
}
}
// Initialiser avec le modèle et les textures préchargées
if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
{
Logger::Get().Log("Échec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
delete terrain;
continue;
}
// Définir la position dans la grille
XMFLOAT3 position(i * scaleX, -12.0f, j * scaleZ);
XMFLOAT3 scale(scaleX, scaleY, scaleZ);
terrain->SetPosition(XMLoadFloat3(&position));
terrain->SetScale(XMLoadFloat3(&scale));
// Configurer les propriétés
terrain->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
terrain->SetType(ObjectType::Cube);
terrain->SetActiveShader(ShaderType::SUNLIGHT);
terrain->SetId(m_ObjectId++);
// Ajouter à la liste des chunks de terrain
m_terrainChunk.push_back(terrain);
}
}
Logger::Get().Log("Terrain généré avec " + std::to_string(m_terrainChunk.size()) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
}
void ApplicationClass::AddKobject(std::wstring& filepath)

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@ -354,7 +354,8 @@ void Object::LaunchObject()
OutputDebugStringA(buffer);
}
void Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer, D3DClass* m_Direct3D)
bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D)
{
HRESULT result;
@ -380,10 +381,12 @@ void Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
"\nError: " + std::to_string(result) +
"\nDescription: " + str,
__FILE__, __LINE__, Logger::LogLevel::Error);
return ; // Assurez-vous de retourner false ou de gérer l'erreur de manière appropriée
return false; // Assurez-vous de retourner false ou de gérer l'erreur de manière appropriée
}
texturesContainer.AssignTexture(texturesContainer, texture,texturePath , i);
i++;
}
return true;
}