Plane render ok

This commit is contained in:
CatChow0 2024-03-29 17:31:18 +01:00
parent 2c493bc979
commit b73f86ff45
3 changed files with 62 additions and 60 deletions

View File

@ -173,7 +173,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
}
// Set the file name of the model.
strcpy_s(modelFilename, "cube.txt");
strcpy_s(modelFilename, "plane.txt");
// Set the file name of the textures.
strcpy_s(textureFilename1, "stone01.tga");
@ -344,6 +344,22 @@ void ApplicationClass::Shutdown()
m_Model = 0;
}
// Liberez la memoire pour chaque cube
for (auto cube : m_cubes)
{
cube->Shutdown();
delete cube;
}
m_cubes.clear();
// Liberez la memoire pour chaque cube du terrain
for (auto cube : m_terrainChunk)
{
cube->Shutdown();
delete cube;
}
m_terrainChunk.clear();
// Release the multitexture shader object.
if (m_MultiTextureShader)
{
@ -365,40 +381,23 @@ void ApplicationClass::Shutdown()
delete m_TextureShader;
m_TextureShader = 0;
}
// Liberez la memoire pour chaque cube
for (auto cube : m_cubes)
{
cube->Shutdown();
delete cube;
}
m_cubes.clear();
// Liberez la memoire pour chaque cube du terrain
for (auto cube : m_terrainChunk)
{
cube->Shutdown();
delete cube;
}
m_terrainChunk.clear();
// Release the camera object.
if (m_Camera)
{
delete m_Camera;
m_Camera = 0;
}
// Release the camera object.
if (m_Camera)
{
delete m_Camera;
m_Camera = 0;
}
// Release the D3D object.
if (m_Direct3D)
{
m_Direct3D->Shutdown();
delete m_Direct3D;
m_Direct3D = 0;
}
// Release the D3D object.
if (m_Direct3D)
{
m_Direct3D->Shutdown();
delete m_Direct3D;
m_Direct3D = 0;
}
return;
return;
}
}
@ -560,13 +559,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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);
// Render the model using the multitexture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
@ -588,17 +581,7 @@ 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();
}
// 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)
{
return false;
}
for (auto cube : m_cubes)
{
@ -618,8 +601,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(0),
diffuseColor, lightPosition);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
diffuseColor, lightPosition);
if (!result)
{
return false;
@ -647,8 +630,29 @@ 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));
//result = m_MultiTextureShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
// m_Model->GetTexture(0), m_Model->GetTexture(1));
if (!result)
{
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)
{
return false;
@ -695,8 +699,7 @@ void ApplicationClass::GenerateTerrain()
Object* newTerrain = new Object();
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename, textureFilename2);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(0.0f, -1.0f, 0.0f));
newTerrain->SetRotateMatrix(XMMatrixRotationY(180.0f));
newTerrain->SetTranslateMatrix(XMMatrixTranslation(0.0f, 0.0f, 0.0f));
m_cubes.push_back(newTerrain);

View File

@ -273,10 +273,10 @@
<Text Include="cube.txt">
<Filter>Assets</Filter>
</Text>
<Text Include="plane.txt">
<Text Include="sphere.txt">
<Filter>Assets</Filter>
</Text>
<Text Include="sphere.txt">
<Text Include="plane.txt">
<Filter>Assets</Filter>
</Text>
</ItemGroup>

View File

@ -3,9 +3,8 @@ Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=2,63
Pos=14,56
Size=694,183
Collapsed=1
[Window][Objects]
Pos=10,29
@ -13,7 +12,7 @@ Size=492,353
Collapsed=1
[Window][Terrain]
Pos=913,27
Pos=892,20
Size=418,94
Collapsed=1