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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@ -21,6 +24,133 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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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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<option name="closed" value="true" />
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public:
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public:
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ModelClass();
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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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~ModelClass();
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//bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
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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();
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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 SetScaleMatrix(XMMATRIX scaleMatrix);
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void SetRotateMatrix(XMMATRIX rotateMatrix);
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void SetRotateMatrix(XMMATRIX rotateMatrix);
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void SetTranslateMatrix(XMMATRIX translateMatrix);
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void SetTranslateMatrix(XMMATRIX translateMatrix);
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XMVECTOR GetPosition();
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XMVECTOR GetPosition();
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XMVECTOR GetRotation();
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XMVECTOR GetRotation();
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void Render(ID3D11DeviceContext* deviceContext);
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XMVECTOR GetScale();
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XMVECTOR GetScale();
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void SetVelocity(XMVECTOR);
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void SetVelocity(XMVECTOR);
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||||||
@ -148,10 +150,5 @@ private:
|
|||||||
float m_alpha = 0.0f;
|
float m_alpha = 0.0f;
|
||||||
float m_initialStretch = 0.0f;
|
float m_initialStretch = 0.0f;
|
||||||
float m_springConstant = 10.0f;
|
float m_springConstant = 10.0f;
|
||||||
|
|
||||||
bool m_instancingEnabled;
|
|
||||||
int m_instanceCount;
|
|
||||||
ID3D11Buffer* m_instanceBuffer;
|
|
||||||
std::vector<XMMATRIX> m_instanceTransforms;
|
|
||||||
|
|
||||||
};
|
};
|
||||||
|
@ -1286,7 +1286,7 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
|
|||||||
string filename = p.stem().string();
|
string filename = p.stem().string();
|
||||||
|
|
||||||
size_t convertedChars = 0;
|
size_t convertedChars = 0;
|
||||||
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
|
(void)wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
|
||||||
|
|
||||||
filesystem::current_path(m_WFolder);
|
filesystem::current_path(m_WFolder);
|
||||||
|
|
||||||
@ -1672,7 +1672,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
|||||||
|
|
||||||
int renderCount = 0;
|
int renderCount = 0;
|
||||||
|
|
||||||
ConstructFrustum();
|
//ConstructFrustum();
|
||||||
|
|
||||||
for (const auto& RenderQueue : RenderQueues)
|
for (const auto& RenderQueue : RenderQueues)
|
||||||
{
|
{
|
||||||
@ -1696,8 +1696,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
|||||||
{
|
{
|
||||||
object->UpdatePosition(m_Timer->GetTime());
|
object->UpdatePosition(m_Timer->GetTime());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (!object->IsVisible())
|
if (!object->IsVisible())
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
|
@ -644,23 +644,6 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
|
|||||||
|
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
|
|
||||||
// int input area for the number of cubes
|
|
||||||
static int numCubes = 10;
|
|
||||||
ImGui::InputInt("Number of Cubes", &numCubes);
|
|
||||||
if (numCubes < 1)
|
|
||||||
{
|
|
||||||
numCubes = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::Separator();
|
|
||||||
|
|
||||||
if (ImGui::Button("Generate Big Cube Terrain"))
|
|
||||||
{
|
|
||||||
app->CreateBigCube(numCubes);
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::Separator();
|
|
||||||
|
|
||||||
if (ImGui::Button("Delete All Terrain Cubes"))
|
if (ImGui::Button("Delete All Terrain Cubes"))
|
||||||
{
|
{
|
||||||
app->DeleteTerrain();
|
app->DeleteTerrain();
|
||||||
|
@ -6,16 +6,23 @@ ModelClass::ModelClass()
|
|||||||
m_vertexBuffer = 0;
|
m_vertexBuffer = 0;
|
||||||
m_indexBuffer = 0;
|
m_indexBuffer = 0;
|
||||||
m_model = 0;
|
m_model = 0;
|
||||||
|
m_vertexCount = 0;
|
||||||
|
m_indexCount = 0;
|
||||||
|
m_Textures.diffuse.clear();
|
||||||
|
m_Textures.normal.clear();
|
||||||
|
m_Textures.specular.clear();
|
||||||
|
m_Textures.alpha.clear();
|
||||||
|
m_Textures.diffusePaths.clear();
|
||||||
|
m_Textures.normalPaths.clear();
|
||||||
|
m_Textures.specularPaths.clear();
|
||||||
|
m_Textures.alphaPaths.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ModelClass::ModelClass(const ModelClass& other)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
ModelClass::~ModelClass()
|
ModelClass::~ModelClass()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
// Destructor
|
||||||
|
Shutdown();
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
|
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_isGrounded = false;
|
||||||
m_id = NULL;
|
m_id = NULL;
|
||||||
m_boundingRadius = 1.0f;
|
m_boundingRadius = 1.0f;
|
||||||
m_instancingEnabled = false;
|
|
||||||
m_instanceCount = 0;
|
|
||||||
m_instanceBuffer = nullptr;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Object::~Object()
|
Object::~Object()
|
||||||
{
|
{
|
||||||
// Libérer le buffer d'instances
|
|
||||||
if (m_instanceBuffer)
|
|
||||||
{
|
|
||||||
m_instanceBuffer->Release();
|
|
||||||
m_instanceBuffer = nullptr;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
|
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
|
||||||
@ -100,45 +91,6 @@ XMVECTOR Object::GetRotation()
|
|||||||
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
|
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()
|
XMVECTOR Object::GetScale()
|
||||||
{
|
{
|
||||||
XMFLOAT4X4 matrix;
|
XMFLOAT4X4 matrix;
|
||||||
@ -435,66 +387,4 @@ bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
|
|||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
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