hummm
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enginecustom/Bricks2K.png
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enginecustom/Bricks2K.png
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@ -1069,8 +1069,6 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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positionZ = lightPosition[0].z;
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XMFLOAT3 TrueLightPosition = XMFLOAT3(positionX, positionY, positionZ);
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Logger::Get().Log("PositionX: " + std::to_string(positionX) + ", PositionY: " + std::to_string(positionY) + ", PositionZ: " + std::to_string(positionZ), __FILE__, __LINE__, Logger::LogLevel::Debug);
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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translateMatrix = XMMatrixTranslation(x, y, z); // Build the translation matrix.
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@ -1180,8 +1178,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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chunk->Render(m_Direct3D->GetDeviceContext());
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if (!m_enableCelShading) {
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(),
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diffuseColor, lightPosition, ambientColor);
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture());
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if (!result)
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{
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@ -1210,8 +1207,8 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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m_BathModel->Render(m_Direct3D->GetDeviceContext());
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// Render the bath model using the light shader.
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_BathModel->GetTexture(0));
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result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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m_BathModel->GetTexture(0), diffuseColor, lightPosition, ambientColor);
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if (!result)
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{
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return false;
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@ -1598,23 +1595,31 @@ void ApplicationClass::GenerateTerrain()
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// Liste des fichiers de texture
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std::vector<std::wstring> terrainTexture = {
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L"moss01.tga",
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L"normal01.tga",
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L"spec02.tga",
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L"alpha01.tga",
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L"light01.tga"
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L"Bricks2K.png",
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};
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textures.clear();
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for (const auto& textureFilename : terrainTexture)
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{
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ID3D11ShaderResourceView* texture = nullptr;
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result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
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HRESULT result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
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if (FAILED(result))
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{
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Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
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return ;
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// Utiliser _com_error pour obtenir des informations détaillées sur l'erreur
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_com_error err(result);
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LPCTSTR errMsg = err.ErrorMessage();
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//convertie errMessage en std::wstring
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std::wstring ws(errMsg);
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std::string str(ws.begin(), ws.end());
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Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()) +
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"\nError: " + std::to_string(result) +
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"\nDescription: " + str,
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__FILE__, __LINE__, Logger::LogLevel::Error);
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return ; // Assurez-vous de retourner false ou de gérer l'erreur de manière appropriée
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}
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textures.push_back(texture);
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}
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@ -31,6 +31,7 @@
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#include "physics.h"
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#include <WICTextureLoader.h>
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#include <comdef.h> // Pour _com_error
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/////////////
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@ -225,6 +225,7 @@
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</ItemGroup>
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<ItemGroup>
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<CopyFileToFolders Include="alpha01.tga" />
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<Image Include="C:\Users\Bacon\Downloads\BricksDragfacedRunning008\Bricks2K.png" />
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<Image Include="dirt01.tga" />
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<CopyFileToFolders Include="font01.tga" />
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<Image Include="KhaoticIcon.ico" />
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@ -370,6 +370,9 @@
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<Image Include="KhaoticIcon.ico">
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<Filter>Assets</Filter>
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</Image>
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<Image Include="C:\Users\Bacon\Downloads\BricksDragfacedRunning008\Bricks2K.png">
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<Filter>Assets</Filter>
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</Image>
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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