Add Instanced Rendering / 2 more scenes
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95
project/src/Scenes/InstancedScene.cpp
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95
project/src/Scenes/InstancedScene.cpp
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//
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// Created by Bram on 28/12/2024.
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//
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#include "InstancedScene.h"
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#include "../Utils.h"
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#include "../Effects/Effect.h"
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void InstancedScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr) {
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m_DeviceContextPtr = DeviceContextPtr;
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std::vector<VertexIn> vertices{};
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std::vector<uint32_t> indices{};
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if (!Utils::ParseOBJNew("resources/cube.obj", vertices, indices, false)) {
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std::cout << "Model failed to load" << std::endl;
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assert(true && "Model failed to load");
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}
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std::shared_ptr<Material> cubeMaterial = std::make_shared<Material>();
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cubeMaterial->diffuseTexturePtr = Texture::LoadFromFile("resources/grass_block.png", DevicePtr);
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std::vector<InstancedData> instanceData;
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for (int x = 0; x < 100; ++x) {
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for (int y = 0; y < 100; ++y) {
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InstancedData data;
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float scale = 2;
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//Generate sine wave based on x and y
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float YOffset = sin(x * 0.5f + SDL_GetTicks() * 0.001f) + cos(y * 0.5f + SDL_GetTicks() * 0.001f);
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//Add random but predictable randomness
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YOffset += (x * 0.1f + y * 0.1f) * 0.1f;
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data.worldMatrix = Matrix::CreateTranslation(x * scale, YOffset, y * scale);
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data.worldMatrix *= Matrix::CreateScale(0.5f, 0.5f, 0.5f);
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data.color = Vector4(float(x) / 255.f, float(y) / 255.f, 1.f, 1.0f);
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instanceData.push_back(data);
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}
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}
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auto *effect = new Effect(DevicePtr, L"resources/InstancedSimpleDiffuse.fx");
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effect->NextSamplingState();
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effect->NextSamplingState(); //Dirty hack
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m_instancedMeshes.push_back(new InstancedMesh(DevicePtr, vertices, indices, cubeMaterial, effect, instanceData));
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}
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void InstancedScene::Cleanup() {
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for (auto mesh: m_instancedMeshes) {
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delete mesh;
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}
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m_instancedMeshes.clear();
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for (auto mesh: m_meshes) {
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delete mesh;
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}
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m_meshes.clear();
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}
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std::vector<Mesh *> &InstancedScene::GetMeshes() {
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return m_meshes;
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}
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std::vector<std::shared_ptr<Material>> &InstancedScene::GetMaterials() {
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return m_materials;
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}
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void InstancedScene::Render(ID3D11DeviceContext *devicePtr, ID3D11RenderTargetView *renderTargetViewPtr,
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ID3D11DepthStencilView *depthStencilViewPtr, const Camera &camera) {
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Matrix viewProjMatrix = camera.GetViewProjectionMatrix();
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for (auto mesh: m_instancedMeshes) {
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Matrix modelMatrix = mesh->GetWorldMatrix();
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Matrix worldViewProjMatrix = modelMatrix * viewProjMatrix;
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mesh->Render(devicePtr, worldViewProjMatrix);
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}
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}
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void InstancedScene::Update() {
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if (SDL_GetTicks() % 3 == 0) {
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std::vector<InstancedData> instanceData;
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for (int x = 0; x < 100; ++x) {
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for (int y = 0; y < 100; ++y) {
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InstancedData data;
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float scale = 2;
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//Generate sine wave based on x and y and the SDL_GetTicks
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float YOffset = sin(x * 0.5f + SDL_GetTicks() * 0.001f) + cos(y * 0.5f + SDL_GetTicks() * 0.001f);
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YOffset += (x * 0.1f + y * 0.1f) * 0.1f;
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data.worldMatrix = Matrix::CreateTranslation(x * scale, YOffset, y * scale);
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data.worldMatrix *= Matrix::CreateScale(0.5f, 0.5f, 0.5f);
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data.color = Vector4(float(x) / 255.f, float(y) / 255.f, 1.f, 1.0f);
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instanceData.push_back(data);
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}
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}
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m_instancedMeshes[0]->UpdateInstanceData(m_DeviceContextPtr, instanceData);
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}
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}
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