Patch Update - Remove The """Instancing""" due to unwanted behavior - V10.4.1
This commit is contained in:
parent
c5bfa2e621
commit
dbc7003569
170
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
170
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
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@ -6,7 +6,10 @@
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<change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" afterDir="false" />
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@ -21,6 +24,133 @@
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="cidr-memory-view://23" root0="FORCE_HIGHLIGHTING" />
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<setting file="file://C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/um/d3d11.h" root0="SKIP_HIGHLIGHTING" />
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<setting file="file://$PROJECT_DIR$/enginecustom/include/Inc/VertexTypes.h" root0="SKIP_HIGHLIGHTING" />
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@ -39,25 +169,25 @@
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="showLibraryContents" value="true" />
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</component>
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<component name="PropertiesComponent">{
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"keyToString": {
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"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
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"C++ Project.enginecustom.executor": "Run",
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"C/C++ Project.enginecustom.executor": "Run",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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"RunOnceActivity.git.unshallow": "true",
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"SHARE_PROJECT_CONFIGURATION_FILES": "true",
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"git-widget-placeholder": "main",
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"ignore.virus.scanning.warn.message": "true",
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"node.js.detected.package.eslint": "true",
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"node.js.detected.package.tslint": "true",
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"node.js.selected.package.eslint": "(autodetect)",
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"node.js.selected.package.tslint": "(autodetect)",
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"nodejs_package_manager_path": "npm",
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"settings.editor.selected.configurable": "preferences.build.unityPlugin",
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"vue.rearranger.settings.migration": "true"
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<component name="PropertiesComponent"><![CDATA[{
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"keyToString": {
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"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
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"C++ Project.enginecustom.executor": "Run",
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"C/C++ Project.enginecustom.executor": "Debug",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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"RunOnceActivity.git.unshallow": "true",
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"SHARE_PROJECT_CONFIGURATION_FILES": "true",
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"git-widget-placeholder": "main",
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"ignore.virus.scanning.warn.message": "true",
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"node.js.detected.package.eslint": "true",
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"node.js.detected.package.tslint": "true",
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"node.js.selected.package.eslint": "(autodetect)",
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"node.js.selected.package.tslint": "(autodetect)",
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"nodejs_package_manager_path": "npm",
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"settings.editor.selected.configurable": "preferences.build.unityPlugin",
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"vue.rearranger.settings.migration": "true"
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}
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}</component>
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}]]></component>
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<component name="RunManager" selected="C/C++ Project.enginecustom">
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<configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
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<configuration_1 setup="1">
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@ -183,7 +313,7 @@
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<workItem from="1746719840054" duration="991000" />
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<workItem from="1746795732153" duration="33000" />
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<workItem from="1746795828588" duration="592000" />
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<workItem from="1747049871967" duration="2341000" />
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<workItem from="1747049871967" duration="8976000" />
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</task>
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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<option name="closed" value="true" />
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@ -201,7 +201,8 @@ protected:
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public:
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ModelClass();
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ModelClass(const ModelClass&);
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ModelClass(const ModelClass&) = delete;
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ModelClass& operator=(const ModelClass&) = delete;
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~ModelClass();
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//bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
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Object();
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~Object();
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Object(const Object&) = delete;
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Object& operator=(const Object&) = delete;
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void SetScaleMatrix(XMMATRIX scaleMatrix);
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void SetRotateMatrix(XMMATRIX rotateMatrix);
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void SetTranslateMatrix(XMMATRIX translateMatrix);
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XMVECTOR GetPosition();
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XMVECTOR GetRotation();
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void Render(ID3D11DeviceContext* deviceContext);
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XMVECTOR GetScale();
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void SetVelocity(XMVECTOR);
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@ -148,10 +150,5 @@ private:
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float m_alpha = 0.0f;
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float m_initialStretch = 0.0f;
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float m_springConstant = 10.0f;
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bool m_instancingEnabled;
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int m_instanceCount;
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ID3D11Buffer* m_instanceBuffer;
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std::vector<XMMATRIX> m_instanceTransforms;
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};
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@ -1286,7 +1286,7 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
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string filename = p.stem().string();
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size_t convertedChars = 0;
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wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
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(void)wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
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filesystem::current_path(m_WFolder);
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@ -1672,7 +1672,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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int renderCount = 0;
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ConstructFrustum();
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//ConstructFrustum();
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for (const auto& RenderQueue : RenderQueues)
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{
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@ -1696,8 +1696,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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{
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object->UpdatePosition(m_Timer->GetTime());
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}
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if (!object->IsVisible())
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{
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continue;
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@ -644,23 +644,6 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
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ImGui::Separator();
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// int input area for the number of cubes
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static int numCubes = 10;
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ImGui::InputInt("Number of Cubes", &numCubes);
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if (numCubes < 1)
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{
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numCubes = 1;
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}
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ImGui::Separator();
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if (ImGui::Button("Generate Big Cube Terrain"))
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{
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app->CreateBigCube(numCubes);
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}
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ImGui::Separator();
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if (ImGui::Button("Delete All Terrain Cubes"))
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{
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app->DeleteTerrain();
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@ -6,16 +6,23 @@ ModelClass::ModelClass()
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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m_model = 0;
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m_vertexCount = 0;
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m_indexCount = 0;
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m_Textures.diffuse.clear();
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m_Textures.normal.clear();
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m_Textures.specular.clear();
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m_Textures.alpha.clear();
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m_Textures.diffusePaths.clear();
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m_Textures.normalPaths.clear();
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m_Textures.specularPaths.clear();
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m_Textures.alphaPaths.clear();
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||||
}
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||||
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||||
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ModelClass::ModelClass(const ModelClass& other)
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||||
{
|
||||
}
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||||
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||||
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||||
ModelClass::~ModelClass()
|
||||
{
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||||
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||||
// Destructor
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Shutdown();
|
||||
}
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
|
||||
|
@ -18,19 +18,10 @@ Object::Object()// Initialize the reference here
|
||||
m_isGrounded = false;
|
||||
m_id = NULL;
|
||||
m_boundingRadius = 1.0f;
|
||||
m_instancingEnabled = false;
|
||||
m_instanceCount = 0;
|
||||
m_instanceBuffer = nullptr;
|
||||
}
|
||||
|
||||
Object::~Object()
|
||||
{
|
||||
// Libérer le buffer d'instances
|
||||
if (m_instanceBuffer)
|
||||
{
|
||||
m_instanceBuffer->Release();
|
||||
m_instanceBuffer = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
|
||||
@ -100,45 +91,6 @@ XMVECTOR Object::GetRotation()
|
||||
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
|
||||
}
|
||||
|
||||
void Object::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int strides[2];
|
||||
unsigned int offsets[2];
|
||||
ID3D11Buffer* bufferPointers[2];
|
||||
|
||||
// Configurer les vertex et index buffers
|
||||
strides[0] = sizeof(VertexType);
|
||||
offsets[0] = 0;
|
||||
bufferPointers[0] = m_vertexBuffer;
|
||||
|
||||
// Si l'instanciation est activée
|
||||
if (m_instancingEnabled && m_instanceBuffer)
|
||||
{
|
||||
// Configurer le buffer d'instances
|
||||
strides[1] = sizeof(XMMATRIX);
|
||||
offsets[1] = 0;
|
||||
bufferPointers[1] = m_instanceBuffer;
|
||||
|
||||
// Définir les deux buffers (vertex et instance) sur le pipeline
|
||||
deviceContext->IASetVertexBuffers(0, 2, bufferPointers, strides, offsets);
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
// Dessiner les instances
|
||||
deviceContext->DrawIndexedInstanced(m_indexCount, m_instanceCount, 0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Rendu normal sans instanciation
|
||||
deviceContext->IASetVertexBuffers(0, 1, bufferPointers, strides, offsets);
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
// Dessiner l'objet normalement
|
||||
deviceContext->DrawIndexed(m_indexCount, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
XMVECTOR Object::GetScale()
|
||||
{
|
||||
XMFLOAT4X4 matrix;
|
||||
@ -435,66 +387,4 @@ bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Object::SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms)
|
||||
{
|
||||
// Stocker les matrices de transformation
|
||||
m_instanceTransforms = instanceTransforms;
|
||||
m_instanceCount = static_cast<int>(instanceTransforms.size());
|
||||
|
||||
// Libérer le buffer d'instances existant si nécessaire
|
||||
if (m_instanceBuffer)
|
||||
{
|
||||
m_instanceBuffer->Release();
|
||||
m_instanceBuffer = nullptr;
|
||||
}
|
||||
|
||||
// Créer le buffer d'instances
|
||||
D3D11_BUFFER_DESC instanceBufferDesc;
|
||||
ZeroMemory(&instanceBufferDesc, sizeof(instanceBufferDesc));
|
||||
instanceBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
instanceBufferDesc.ByteWidth = sizeof(XMMATRIX) * m_instanceCount;
|
||||
instanceBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
instanceBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
instanceBufferDesc.MiscFlags = 0;
|
||||
instanceBufferDesc.StructureByteStride = 0;
|
||||
|
||||
D3D11_SUBRESOURCE_DATA instanceData;
|
||||
ZeroMemory(&instanceData, sizeof(instanceData));
|
||||
instanceData.pSysMem = instanceTransforms.data();
|
||||
|
||||
HRESULT result = device->CreateBuffer(&instanceBufferDesc, &instanceData, &m_instanceBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Object::EnableInstancing(bool enabled)
|
||||
{
|
||||
m_instancingEnabled = enabled;
|
||||
}
|
||||
|
||||
void Object::SetInstanceCount(int count)
|
||||
{
|
||||
m_instanceCount = count;
|
||||
}
|
||||
|
||||
// Ajoutez également ces méthodes pour accéder aux données d'instanciation
|
||||
bool Object::IsInstancingEnabled() const
|
||||
{
|
||||
return m_instancingEnabled;
|
||||
}
|
||||
|
||||
int Object::GetInstanceCount() const
|
||||
{
|
||||
return m_instanceCount;
|
||||
}
|
||||
|
||||
ID3D11Buffer* Object::GetInstanceBuffer() const
|
||||
{
|
||||
return m_instanceBuffer;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user