Terrain cube séparé des autres objects

This commit is contained in:
2024-03-27 13:01:55 +01:00
parent 08b04afe1c
commit 9e7e33494c
4 changed files with 38 additions and 5 deletions

View File

@@ -144,7 +144,7 @@ void ApplicationClass::Shutdown()
m_Direct3D = 0;
}
// Lib<EFBFBD>rez la m<EFBFBD>moire pour chaque cube
// Liberez la memoire pour chaque cube
for (auto cube : m_cubes)
{
cube->Shutdown();
@@ -152,6 +152,14 @@ void ApplicationClass::Shutdown()
}
m_cubes.clear();
// Liberez la memoire pour chaque cube du terrain
for (auto cube : m_terrainCubes)
{
cube->Shutdown();
delete cube;
}
m_terrainCubes.clear();
return;
}
@@ -228,7 +236,7 @@ bool ApplicationClass::Render(float rotation)
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
diffuseColor, lightPosition);
if (!result)
{
@@ -236,6 +244,25 @@ bool ApplicationClass::Render(float rotation)
}
}
// Render terrainCube
for (auto cube : m_terrainCubes)
{
cube->Render(m_Direct3D->GetDeviceContext());
scaleMatrix = cube->GetScaleMatrix();
rotateMatrix = cube->GetRotateMatrix();
translateMatrix = cube->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
result = m_LightShader->Render(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(),
diffuseColor, lightPosition);
if (!result)
{
return false;
}
}
// Present the rendered scene to the screen.
m_Direct3D->EndScene();
@@ -278,9 +305,13 @@ void ApplicationClass::GenerateTerrain()
newCube->SetTranslateMatrix(XMMatrixTranslation(i * 2.0f, -4.0f, j * 2.0f));
m_cubes.push_back(newCube);
m_terrainCubes.push_back(newCube);
}
}
// Combine all the cubes into a single model
// TODO: Uncomment this line when you have implemented the CombineModels function in ModelClass
//m_Model->CombineModels(m_terrainCubes);
}