Minor Update - Texture Are Saved - V10.1.0

This commit is contained in:
2025-05-06 15:29:23 +02:00
parent e681943aa8
commit c442a87883
8 changed files with 311 additions and 65 deletions

View File

@@ -32,11 +32,21 @@ enum class TextureType
struct TextureContainer
{
// Textures
std::vector<ID3D11ShaderResourceView*> diffuse;
std::vector<ID3D11ShaderResourceView*> normal;
std::vector<ID3D11ShaderResourceView*> specular;
std::vector<ID3D11ShaderResourceView*> alpha;
// Textures Paths
std::vector<std::wstring> diffusePaths;
std::vector<std::wstring> normalPaths;
std::vector<std::wstring> specularPaths;
std::vector<std::wstring> alphaPaths;
// Get the vector of textures based on the type
std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
switch (type) {
case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
@@ -47,6 +57,20 @@ struct TextureContainer
}
}
// Get the vector of textures paths based on the type
std::vector<std::wstring> GetPaths(TextureType type) const {
switch (type)
{
case TextureType::Diffuse: return std::vector<std::wstring>(diffusePaths);
case TextureType::Normal: return std::vector<std::wstring>(normalPaths);
case TextureType::Specular: return std::vector<std::wstring>(specularPaths);
case TextureType::Alpha: return std::vector<std::wstring>(alphaPaths);
default: return std::vector<std::wstring>(diffusePaths);
}
}
// Get The texture based on the type and index
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const {
auto& vec = Get(type);
if (index >= 0 && index < vec.size())
@@ -54,31 +78,53 @@ struct TextureContainer
return nullptr;
}
// Get The texture path based on the type and index
std::wstring GetTexturePath(TextureType type, int index) const
{
std::vector<std::wstring> path = GetPaths(type);
if (index >= 0 && index < path.size())
return path[index];
return L"";
}
// Release all textures and textures paths
void ReleaseAll() {
ReleaseVector(diffuse);
ReleaseVector(normal);
ReleaseVector(specular);
ReleaseVector(alpha);
ReleaseVector(diffusePaths);
ReleaseVector(normalPaths);
ReleaseVector(specularPaths);
ReleaseVector(alphaPaths);
}
void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture , int index)
// Assign a texture and its path to the appropriate vector based on the index
void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture , const std::wstring paths, int index)
{
switch (index)
{
case 0:
textContainer.diffuse.push_back(texture);
textContainer.diffusePaths.push_back(paths);
break;
case 1:
textContainer.normal.push_back(texture);
textContainer.normalPaths.push_back(paths);
break;
case 2:
textContainer.specular.push_back(texture);
textContainer.specularPaths.push_back(paths);
break;
case 3:
textContainer.alpha.push_back(texture);
textContainer.alphaPaths.push_back(paths);
break;
default:
textContainer.diffuse.push_back(texture);
textContainer.diffusePaths.push_back(paths);
break;
}
}
@@ -93,6 +139,10 @@ private:
}
vec.clear();
}
void ReleaseVector(std::vector<std::wstring>& vec) {
vec.clear();
}
};
////////////////////////////////////////////////////////////////////////////////
// Class name: ModelClass
@@ -172,6 +222,9 @@ public:
// M<>thodes pour ajouter une nouvelle texture
bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type);
bool AddTexture(ID3D11ShaderResourceView* texture, TextureType type);
void SetTextureContainer (TextureContainer& texturesContainer) { m_Textures = texturesContainer; }
TextureContainer GetTextureContainer() const { return m_Textures; }
private:
bool InitializeBuffers(ID3D11Device*);

View File

@@ -98,7 +98,7 @@ public:
std::string ObjectTypeToString(ObjectType objectType);
void LaunchObject();
void LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,D3DClass* m_Direct3D);
void 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; }
@@ -134,6 +134,7 @@ private:
float m_boundingRadius;
std::wstring m_modelPath;
TextureContainer m_texturesContainer;
float m_alpha = 0.0f;
float m_initialStretch = 0.0f;
float m_springConstant = 10.0f;