C RÉPARER ENFIN !!!!

La swapChain est correctement resize lors d'un changement de taille de fenetre.
This commit is contained in:
CatChow0 2024-03-26 12:25:18 +01:00
parent ed325934ee
commit a2dd35513e
10 changed files with 43 additions and 132 deletions

View File

@ -105,8 +105,7 @@ void CameraClass::Render()
return;
}
void CameraClass::GetViewMatrix(XMMATRIX& viewMatrix)
XMMATRIX CameraClass::GetViewMatrix()
{
viewMatrix = m_viewMatrix;
return;
return m_viewMatrix;
}

View File

@ -29,7 +29,7 @@ public:
XMFLOAT3 GetRotation();
void Render();
void GetViewMatrix(XMMATRIX&);
XMMATRIX GetViewMatrix();
private:
float m_positionX, m_positionY, m_positionZ;

View File

@ -163,7 +163,7 @@ bool ApplicationClass::Frame()
bool ApplicationClass::Render(float rotation)
{
XMMATRIX worldMatrix, viewMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
XMMATRIX worldMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
bool result;
@ -175,8 +175,6 @@ bool ApplicationClass::Render(float rotation)
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Direct3D->GetWorldMatrix(worldMatrix);
m_Camera->GetViewMatrix(viewMatrix);
m_Direct3D->GetProjectionMatrix(projectionMatrix);
for (auto cube : m_cubes)
{
@ -188,7 +186,7 @@ bool ApplicationClass::Render(float rotation)
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(),
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, m_Camera->GetViewMatrix(), m_Direct3D->GetProjectionMatrix(), cube->GetTexture(),
m_Light->GetDirection(), m_Light->GetDiffuseColor());
if (!result)
{
@ -234,9 +232,4 @@ void ApplicationClass::AddCube()
newCube->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
m_cubes.push_back(newCube);
}
void ApplicationClass::SelectedObject(int mouseX, int mouseY)
{
// TODO: Implement this function
}
}

View File

@ -45,8 +45,6 @@ public:
void AddCube();
int GetCubeCount() const { return m_cubes.size(); };
void SelectedObject(int mouseX, int mouseY);
private:
bool Render(float);

View File

@ -293,6 +293,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if (FAILED(result))
{
MessageBox(hwnd, L"Could not create the depth stencil view.", L"Error", MB_OK);
return false;
}
@ -423,6 +424,8 @@ void D3DClass::BeginScene(float red, float green, float blue, float alpha)
// Clear the back buffer.
m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
// Clear the depth buffer.
m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
@ -460,10 +463,9 @@ ID3D11DeviceContext* D3DClass::GetDeviceContext()
}
void D3DClass::GetProjectionMatrix(XMMATRIX& projectionMatrix)
XMMATRIX D3DClass::GetProjectionMatrix()
{
projectionMatrix = m_projectionMatrix;
return;
return m_projectionMatrix;
}
@ -530,88 +532,9 @@ void D3DClass::ReleaseResources()
}
}
bool D3DClass::RecreateResources()
// Reset the resources for the swap chain
void D3DClass::ResetResources(int newWidth, int newHeight)
{
HRESULT result;
ID3D11Texture2D* backBufferPtr;
D3D11_TEXTURE2D_DESC depthBufferDesc;
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
// Recréez la vue de rendu.
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if (FAILED(result))
{
return false;
}
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
if (FAILED(result))
{
return false;
}
backBufferPtr->Release();
backBufferPtr = 0;
// Recréez le tampon de profondeur et la vue de profondeur.
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
depthBufferDesc.Width = m_viewport.Width;
depthBufferDesc.Height = m_viewport.Height;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if (FAILED(result))
{
return false;
}
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if (FAILED(result))
{
return false;
}
// Liez la vue de rendu et le tampon de profondeur à la pipeline de rendu de sortie.
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
return true;
}
IDXGISwapChain* D3DClass::GetSwapChain()
{
return m_swapChain;
}
void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
{
HRESULT result;
// Release existing DirectX resources
m_renderTargetView->Release();
m_depthStencilBuffer->Release();
// Resize the swap chain
m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(m_swapChain))
{
MessageBox(NULL, L"Failed to resize swap chain buffers", L"Error", MB_OK);
return;
}
// Recreate the render target view
ID3D11Texture2D* backBuffer;
m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView);
@ -638,13 +561,38 @@ void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
// Other depthStencilDesc settings...
m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
// Set the new render target and depth/stencil views for rendering
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
}
IDXGISwapChain* D3DClass::GetSwapChain()
{
return m_swapChain;
}
void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
{
HRESULT result;
// Release existing DirectX resources
ReleaseResources();
m_deviceContext->Flush();
// Resize the swap chain
result = m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(result))
{
MessageBox(NULL, L"Failed to resize the swap chain.", L"Error", MB_OK);
return;
}
// Reset the resources
ResetResources(newWidth, newHeight);
// Update the viewport
m_viewport.Width = static_cast<float>(newWidth);
m_viewport.Height = static_cast<float>(newHeight);

View File

@ -44,7 +44,7 @@ public:
IDXGISwapChain* GetSwapChain();
void ResizeSwapChain(int, int);
void GetProjectionMatrix(XMMATRIX&);
XMMATRIX GetProjectionMatrix();
void GetWorldMatrix(XMMATRIX&);
void GetOrthoMatrix(XMMATRIX&);
@ -54,7 +54,7 @@ public:
void ResetViewport();
void ReleaseResources();
bool RecreateResources();
void ResetResources(int newWidth, int newHeight);
private:
bool m_vsync_enabled;

View File

@ -3,6 +3,6 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=43,18
Pos=54,81
Size=694,367

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@ -75,29 +75,3 @@ void imguiManager::WidgetAddObject(ApplicationClass* app)
ImGui::Text("Number of cubes: %d", app->GetCubeCount());
}
}
void imguiManager::WidgetSelectedObject(ApplicationClass* app)
{
Object* selectedObject = app->SelectedObject();
if (selectedObject)
{
if (ImGui::CollapsingHeader("Selected Object"))
{
XMFLOAT3 position, rotation, scale;
// Get the current position, rotation, and scale of the object
XMStoreFloat3(&position, selectedObject->GetTranslateMatrix().r[3]);
XMStoreFloat3(&rotation, selectedObject->GetRotateMatrix().r[3]);
XMStoreFloat3(&scale, selectedObject->GetScaleMatrix().r[3]);
// Create ImGui controls to modify these values
ImGui::InputFloat3("Position", &position.x);
ImGui::InputFloat3("Rotation", &rotation.x);
ImGui::InputFloat3("Scale", &scale.x);
// Update the object's matrices with the new values
selectedObject->SetTranslateMatrix(XMMatrixTranslationFromVector(XMLoadFloat3(&position)));
selectedObject->SetRotateMatrix(XMMatrixRotationRollPitchYawFromVector(XMLoadFloat3(&rotation)));
selectedObject->SetScaleMatrix(XMMatrixScalingFromVector(XMLoadFloat3(&scale)));
}
}
}

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@ -25,7 +25,6 @@ public:
void WidgetButton();
void WidgetFPS();
void WidgetAddObject(ApplicationClass* app);
void WidgetSelectedObject(ApplicationClass* app);
private:
ImGuiIO* io;

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@ -61,4 +61,4 @@ XMMATRIX Object::GetSRMatrix()
XMMATRIX Object::GetWorldMatrix()
{
return m_worldMatrix;
}
}