Terrain using plane and chunk OK

This commit is contained in:
CatChow0 2024-04-02 12:50:03 +02:00
parent e43fb7b0d8
commit 989687c9b4
2 changed files with 35 additions and 25 deletions

View File

@ -581,7 +581,21 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
// Create the light position array from the four light positions.
lightPosition[i] = m_Lights[i].GetPosition();
}
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.
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
for (auto cube : m_cubes)
{
@ -623,7 +637,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
chunk->Render(m_Direct3D->GetDeviceContext());
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(0),
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
@ -631,6 +645,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
}
}
// Render the model using the multitexture shader.
//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
// m_Model->GetTexture(0), m_Model->GetTexture(1));
@ -640,20 +656,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
return false;
}
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.
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the light shader.
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
@ -689,21 +692,28 @@ void ApplicationClass::GenerateTerrain()
{
// Set the file name of the model.
char modelFilename[128];
// check if a chunk file already exists
strcpy_s(modelFilename, "plane.txt");
// Set the name of the texture file that we will be loading.
char textureFilename[128];
char textureFilename2[128];
// check if a chunk file already exists
strcpy_s(modelFilename, "plane.txt");
strcpy_s(textureFilename, "stone01.tga");
strcpy_s(textureFilename2, "moss01.tga");
Object* newTerrain = new Object();
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
// for loop to generate terrain chunks for a 10x10 grid
for (int i = -10; i < 10; i++)
{
for (int j = -10; j < 10; j++)
{
Object* newTerrain = new Object();
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2);
m_cubes.push_back(newTerrain);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i * 10.0f, -5.0f, j * 10.0f));
m_terrainChunk.push_back(newTerrain);
}
}
}

View File

@ -3,7 +3,7 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=820,136
Pos=819,137
Size=694,183
[Window][Objects]