Patch Update - BigCube Is Back - V10.4.2

This commit is contained in:
2025-05-13 21:50:05 +02:00
parent dbc7003569
commit e5ee8fdad3
6 changed files with 49 additions and 43 deletions

View File

@@ -16,8 +16,8 @@ Collapsed=0
DockId=0x00000007,0
[Window][Terrain]
Pos=0,328
Size=281,306
Pos=0,19
Size=281,615
Collapsed=0
DockId=0x00000008,0
@@ -73,7 +73,7 @@ DockId=0x00000006,0
[Window][Render Stats]
Pos=0,636
Size=639,225
Size=1279,225
Collapsed=0
DockId=0x00000004,0

View File

@@ -68,6 +68,8 @@ private:
bool showLogWindow;
bool showStatsWindow;
int m_SideCount = 0;
static const int FRAME_HISTORY_COUNT = 3600; // 1min secondes <20> 60 FPS
float m_frameTimeHistory[FRAME_HISTORY_COUNT] = {};
int m_frameTimeHistoryIndex = 0;

View File

@@ -232,7 +232,7 @@ public:
TextureContainer GetTextureContainer() const { return m_Textures; }
bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
protected:
int m_vertexCount, m_indexCount;
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
@@ -241,7 +241,6 @@ private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, vector<string> filename);
void ReleaseTextures();
bool LoadModel(char*);

View File

@@ -641,6 +641,24 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
{
app->GenerateTerrain();
}
ImGui::Separator();
// Input for the number of cubes on each side
ImGui::Text("Number of cubes on each side: ");
ImGui::SameLine();
ImGui::InputInt("##SideCount", &m_SideCount);
if (m_SideCount < 1)
{
m_SideCount = 1;
}
ImGui::Separator();
if (ImGui::Button("Generate BigCube Terrain"))
{
app->CreateBigCube(m_SideCount);
}
ImGui::Separator();

View File

@@ -176,23 +176,10 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
void ModelClass::ShutdownBuffers()
{
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
if (m_indexBuffer) { m_indexBuffer->Release(); m_indexBuffer = nullptr; }
if (m_vertexBuffer) { m_vertexBuffer->Release(); m_vertexBuffer = nullptr; }
}
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;