Terrain cube séparé des autres objects
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08b04afe1c
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@ -144,7 +144,7 @@ void ApplicationClass::Shutdown()
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m_Direct3D = 0;
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}
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// Lib<EFBFBD>rez la m<>moire pour chaque cube
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// Liberez la memoire pour chaque cube
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for (auto cube : m_cubes)
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{
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cube->Shutdown();
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@ -152,6 +152,14 @@ void ApplicationClass::Shutdown()
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}
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m_cubes.clear();
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// Liberez la memoire pour chaque cube du terrain
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for (auto cube : m_terrainCubes)
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{
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cube->Shutdown();
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delete cube;
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}
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m_terrainCubes.clear();
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return;
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}
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@ -228,7 +236,7 @@ bool ApplicationClass::Render(float rotation)
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
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diffuseColor, lightPosition);
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if (!result)
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{
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@ -236,6 +244,25 @@ bool ApplicationClass::Render(float rotation)
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}
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}
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// Render terrainCube
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for (auto cube : m_terrainCubes)
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{
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cube->Render(m_Direct3D->GetDeviceContext());
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scaleMatrix = cube->GetScaleMatrix();
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rotateMatrix = cube->GetRotateMatrix();
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translateMatrix = cube->GetTranslateMatrix();
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
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diffuseColor, lightPosition);
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if (!result)
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{
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return false;
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}
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}
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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@ -278,9 +305,13 @@ void ApplicationClass::GenerateTerrain()
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newCube->SetTranslateMatrix(XMMatrixTranslation(i * 2.0f, -4.0f, j * 2.0f));
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m_cubes.push_back(newCube);
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m_terrainCubes.push_back(newCube);
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}
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}
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// Combine all the cubes into a single model
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// TODO: Uncomment this line when you have implemented the CombineModels function in ModelClass
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//m_Model->CombineModels(m_terrainCubes);
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}
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@ -61,6 +61,7 @@ private:
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LightClass* m_Light;
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float speed = 0.1f;
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std::vector<Object*> m_cubes;
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std::vector<Object*> m_terrainCubes;
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Object* m_SelectedObject;
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LightClass* m_Lights;
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int m_numLights;
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@ -3,10 +3,10 @@ Pos=60,60
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Size=400,400
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[Window][Khaotic Engine]
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Pos=765,20
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Pos=1196,6
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Size=694,366
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[Window][Objects]
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Pos=69,21
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Pos=11,7
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Size=492,353
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@ -8,6 +8,7 @@
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#include <d3d11.h>
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#include <directxmath.h>
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#include <fstream>
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#include <vector>
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using namespace DirectX;
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using namespace std;
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