Start new terrain
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@@ -153,12 +153,12 @@ void ApplicationClass::Shutdown()
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m_cubes.clear();
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// Liberez la memoire pour chaque cube du terrain
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for (auto cube : m_terrainCubes)
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for (auto cube : m_terrainChunk)
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{
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cube->Shutdown();
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delete cube;
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}
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m_terrainCubes.clear();
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m_terrainChunk.clear();
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return;
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}
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@@ -236,7 +236,7 @@ bool ApplicationClass::Render(float rotation)
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
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result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), cube->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, cube->GetTexture(),
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diffuseColor, lightPosition);
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if (!result)
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{
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@@ -244,14 +244,15 @@ bool ApplicationClass::Render(float rotation)
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}
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}
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// Render terrainCube after all the cubes have been combined
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for (auto cube : m_terrainCubes)
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// Render terrain
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for (auto chunk : m_terrainChunk)
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{
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cube->Render(m_Direct3D->GetDeviceContext());
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chunk->Render(m_Direct3D->GetDeviceContext());
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scaleMatrix = chunk->GetScaleMatrix();
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rotateMatrix = chunk->GetRotateMatrix();
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translateMatrix = chunk->GetTranslateMatrix();
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scaleMatrix = cube->GetScaleMatrix();
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rotateMatrix = cube->GetRotateMatrix();
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translateMatrix = cube->GetTranslateMatrix();
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srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
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worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
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@@ -264,7 +265,6 @@ bool ApplicationClass::Render(float rotation)
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}
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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@@ -288,33 +288,28 @@ int ApplicationClass::GetScreenHeight() const
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void ApplicationClass::GenerateTerrain()
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{
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char modelFilename[128];
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char textureFilename[128];
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// Set the file name of the model.
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strcpy_s(modelFilename, "cube.txt");
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char modelFilename[128];
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// check if a chunk file already exists
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strcpy_s(modelFilename, "chunk.txt");
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// Set the name of the texture file that we will be loading.
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char textureFilename[128];
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strcpy_s(textureFilename, "stone01.tga");
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// Create cube objects to fill a 10x10 grid of cubes
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for (int i = -10; i < 10; i++)
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{
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for (int j = -10; j < 10; j++)
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{
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Object* newCube = new Object();
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newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
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Object* newTerrain = new Object();
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newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureFilename);
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newCube->SetTranslateMatrix(XMMatrixTranslation(i * 2.0f, -4.0f, j * 2.0f));
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newTerrain->SetTranslateMatrix(XMMatrixTranslation(0.0f, -1.0f, 0.0f));
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newTerrain->SetRotateMatrix(XMMatrixRotationY(180.0f));
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m_terrainCubes.push_back(newCube);
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}
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}
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m_cubes.push_back(newTerrain);
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}
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void ApplicationClass::AddCube()
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{
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char modelFilename[128];
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@@ -347,10 +342,10 @@ void ApplicationClass::DeleteCube(int index)
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void ApplicationClass::DeleteTerrain()
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{
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for (auto cube : m_terrainCubes)
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for (auto cube : m_terrainChunk)
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{
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cube->Shutdown();
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delete cube;
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}
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m_terrainCubes.clear();
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m_terrainChunk.clear();
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}
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