From 00339aa6c27d3b7b55a061dfa5bdca81327bcb2f Mon Sep 17 00:00:00 2001 From: CatChow0 Date: Fri, 10 Oct 2025 00:32:19 +0200 Subject: [PATCH] Patch - Improves code and UI for better engine stability - V14.5.30 Addresses minor issues across the engine to improve stability and UI. - Updates ImGui window size for better rendering - Adds macro for boolean returns (R_TRUE and R_FALSE) - Adds missing includes and removes unused code - Updates shader code to use the new macros and improve readability --- enginecustom/imgui.ini | 2 +- .../src/inc/system/application_class.h | 2 - enginecustom/src/inc/system/ecs/component.h | 2 +- .../system/ecs/components/audio_component.h | 12 +- .../ecs/components/identity_component.h | 4 +- .../ecs/components/lua_script_component.h | 8 +- .../ecs/components/model_path_component.h | 4 +- .../system/ecs/components/physics_component.h | 4 +- .../system/ecs/components/render_component.h | 44 +-- .../system/ecs/components/shader_component.h | 48 +-- .../ecs/components/transform_component.h | 4 +- .../inc/system/ecs/systems/render_system.h | 2 +- enginecustom/src/inc/system/frustum.h | 11 +- enginecustom/src/inc/system/frustumclass.h | 1 + enginecustom/src/inc/system/input_class.h | 6 - enginecustom/src/inc/system/macro.h | 168 ++++++++- enginecustom/src/inc/system/shadow_map.h | 1 + .../src/src/shader/alpha_map_shader_class.cpp | 32 +- .../src/src/shader/celshade_class.cpp | 37 +- .../src/src/shader/color_shader_class.cpp | 30 +- .../src/src/shader/depth_shader_class.cpp | 32 +- .../src/src/shader/font_shader_class.cpp | 36 +- .../src/src/shader/light_map_shader_class.cpp | 32 +- .../src/src/shader/light_shader_class.cpp | 44 +-- enginecustom/src/src/shader/master_shader.cpp | 2 +- .../src/shader/multi_texture_shader_class.cpp | 32 +- .../src/shader/normal_map_shader_class.cpp | 36 +- .../src/shader/reflection_shader_class.cpp | 36 +- .../src/shader/refraction_shader_class.cpp | 40 +-- .../src/src/shader/shader_manager_class.cpp | 92 ++--- .../src/src/shader/skybox_shader_class.cpp | 37 +- .../src/src/shader/spec_map_shader_class.cpp | 40 +-- .../src/src/shader/sunlight_shader_class.cpp | 37 +- .../src/src/shader/texture_shader_class.cpp | 32 +- .../src/src/shader/translate_shader_class.cpp | 36 +- .../src/shader/transparent_shader_class.cpp | 36 +- .../src/src/shader/water_shader_class.cpp | 40 +-- .../src/src/system/application_class.cpp | 206 ++++++------ enginecustom/src/src/system/bitmap_class.cpp | 26 +- enginecustom/src/src/system/d_3d_class.cpp | 40 +-- .../src/src/system/display_plane_class.cpp | 10 +- enginecustom/src/src/system/font_class.cpp | 14 +- enginecustom/src/src/system/frustum.cpp | 25 +- enginecustom/src/src/system/frustumclass.cpp | 16 +- enginecustom/src/src/system/imguiManager.cpp | 318 +++++++++--------- enginecustom/src/src/system/input_class.cpp | 140 ++------ enginecustom/src/src/system/model_class.cpp | 58 ++-- enginecustom/src/src/system/object.cpp | 9 +- enginecustom/src/src/system/physics.cpp | 4 +- .../src/src/system/render_texture_class.cpp | 12 +- enginecustom/src/src/system/scene_manager.cpp | 28 +- enginecustom/src/src/system/shadow_map.cpp | 8 +- enginecustom/src/src/system/sprite_class.cpp | 28 +- enginecustom/src/src/system/stats.cpp | 6 +- enginecustom/src/src/system/system_class.cpp | 28 +- enginecustom/src/src/system/text_class.cpp | 18 +- enginecustom/src/src/system/texture_class.cpp | 22 +- enginecustom/src/src/system/timer_class.cpp | 4 +- x64/Debug/config.txt | 2 +- x64/Release/config.txt | 2 +- 60 files changed, 1064 insertions(+), 1022 deletions(-) diff --git a/enginecustom/imgui.ini b/enginecustom/imgui.ini index 91d71b1..8c40d03 100644 --- a/enginecustom/imgui.ini +++ b/enginecustom/imgui.ini @@ -16,7 +16,7 @@ DockId=0x00000006,0 [Window][render Stats] Pos=0,630 -Size=1265,231 +Size=1584,231 Collapsed=0 DockId=0x00000009,0 diff --git a/enginecustom/src/inc/system/application_class.h b/enginecustom/src/inc/system/application_class.h index 82a8e95..97dd7d8 100644 --- a/enginecustom/src/inc/system/application_class.h +++ b/enginecustom/src/inc/system/application_class.h @@ -63,8 +63,6 @@ // GLOBALS // ///////////// constexpr bool full_screen = false; -// constexpr float screen_depth = 1000.0f; -// constexpr float screen_near = 0.3f; static std::map> g_model_cache; diff --git a/enginecustom/src/inc/system/ecs/component.h b/enginecustom/src/inc/system/ecs/component.h index f52504a..f0d7263 100644 --- a/enginecustom/src/inc/system/ecs/component.h +++ b/enginecustom/src/inc/system/ecs/component.h @@ -55,7 +55,7 @@ public: * @param data The string data to deserialize from. * @return True if deserialization was successful, otherwise false. */ - virtual bool Deserialize(const std::string& data) { return false;} + virtual bool Deserialize(const std::string& data) { R_FALSE} /** * Virtual function to render ImGui controls for the component. diff --git a/enginecustom/src/inc/system/ecs/components/audio_component.h b/enginecustom/src/inc/system/ecs/components/audio_component.h index d253546..e87e2a2 100644 --- a/enginecustom/src/inc/system/ecs/components/audio_component.h +++ b/enginecustom/src/inc/system/ecs/components/audio_component.h @@ -77,7 +77,7 @@ public: bool Load(const std::string& path) { if (!m_system) { Initialize(); - if (!m_system) return false; + if (!m_system) R_FALSE } LOG_INFO("Loading audio file: " + path); @@ -87,7 +87,7 @@ public: if (!std::filesystem::exists(path)) { m_lastError = "Fichier non trouvé: " + path; LOG_ERROR(m_lastError); - return false; + R_FALSE } if (m_sound) { @@ -110,10 +110,10 @@ public: m_lastError = "Échec du chargement du son: " + std::to_string(result) + " (chemin: " + absolutePath.string() + ")"; LOG_ERROR(m_lastError); - return false; + R_FALSE } - return true; + R_TRUE } /** @@ -495,7 +495,7 @@ public: std::stringstream ss(data); std::string type; std::getline(ss, type, ':'); - if (type != "AudioComponent") return false; + if (type != "AudioComponent") R_FALSE std::string s_volume, s_pan, s_pitch, s_looping, s_muted, s_paused, s_priority, s_spatialized, s_use_velocity; @@ -525,7 +525,7 @@ public: Load(m_soundPath); } - return true; + R_TRUE } private: diff --git a/enginecustom/src/inc/system/ecs/components/identity_component.h b/enginecustom/src/inc/system/ecs/components/identity_component.h index 8a23354..dd014af 100644 --- a/enginecustom/src/inc/system/ecs/components/identity_component.h +++ b/enginecustom/src/inc/system/ecs/components/identity_component.h @@ -119,7 +119,7 @@ public: std::string type; std::getline(ss, type, ':'); - if (type != "IdentityComponent") return false; + if (type != "IdentityComponent") R_FALSE std::string token, name, objectTypeStr; int id; @@ -131,7 +131,7 @@ public: SetId(id); SetName(name); SetType(StringToObjectType(objectTypeStr)); - return true; + R_TRUE } void OnImGuiRender() override { diff --git a/enginecustom/src/inc/system/ecs/components/lua_script_component.h b/enginecustom/src/inc/system/ecs/components/lua_script_component.h index ed71709..f0d83e6 100644 --- a/enginecustom/src/inc/system/ecs/components/lua_script_component.h +++ b/enginecustom/src/inc/system/ecs/components/lua_script_component.h @@ -65,7 +65,7 @@ private: bool CreateScriptFile() { if (strlen(scriptNameBuffer) == 0) - return false; + R_FALSE scriptName = scriptNameBuffer; if (scriptName.length() < 4 || scriptName.substr(scriptName.length() - 4) != ".lua") { @@ -81,19 +81,19 @@ private: std::filesystem::create_directories(scriptFolder, ec); if (ec) { // Log erreur - return false; + R_FALSE } std::string fullPath = scriptFolder + scriptName; // Créer un fichier script vide ou template simple std::ofstream ofs(fullPath); - if (!ofs) return false; + if (!ofs) R_FALSE ofs << "-- Script Lua vide pour ECS\n\nfunction on_update(dt)\n -- Code ici\nend\n"; ofs.close(); - return true; + R_TRUE } }; diff --git a/enginecustom/src/inc/system/ecs/components/model_path_component.h b/enginecustom/src/inc/system/ecs/components/model_path_component.h index 4300001..9548f15 100644 --- a/enginecustom/src/inc/system/ecs/components/model_path_component.h +++ b/enginecustom/src/inc/system/ecs/components/model_path_component.h @@ -46,13 +46,13 @@ public: std::string type; std::getline(ss, type, ':'); - if (type != "ModelPathComponent") return false; + if (type != "ModelPathComponent") R_FALSE std::string modelPath; std::getline(ss, modelPath); SetPath(std::wstring(modelPath.begin(), modelPath.end())); - return true; + R_TRUE } void OnImGuiRender() override { diff --git a/enginecustom/src/inc/system/ecs/components/physics_component.h b/enginecustom/src/inc/system/ecs/components/physics_component.h index 5da9f50..2ddf773 100644 --- a/enginecustom/src/inc/system/ecs/components/physics_component.h +++ b/enginecustom/src/inc/system/ecs/components/physics_component.h @@ -213,7 +213,7 @@ public: std::string type; std::getline(ss, type, ':'); - if (type != "PhysicsComponent") return false; + if (type != "PhysicsComponent") R_FALSE std::string token; float mass, boundingRadius; @@ -230,7 +230,7 @@ public: SetPhysicsEnabled(physicsEnabled); SetGravityEnabled(gravityEnabled); SetGrounded(isGrounded); - return true; + R_TRUE } void OnImGuiRender() override { diff --git a/enginecustom/src/inc/system/ecs/components/render_component.h b/enginecustom/src/inc/system/ecs/components/render_component.h index bc3cdc1..4bd2cc2 100644 --- a/enginecustom/src/inc/system/ecs/components/render_component.h +++ b/enginecustom/src/inc/system/ecs/components/render_component.h @@ -48,9 +48,9 @@ public: * @return True if initialization was successful, false otherwise. */ bool InitializeWithModel(std::shared_ptr model) { - if (!model) return false; + if (!model) R_FALSE m_model = model; - return true; + R_TRUE } /** @@ -73,14 +73,14 @@ public: // Créer un nouveau modèle auto new_model = std::make_shared(); if (!new_model->Initialize(device, deviceContext, const_cast(modelFilename), textureContainer)) { - return false; + R_FALSE } g_model_cache[filename] = new_model; m_model = new_model; } m_modelFilePath = modelFilename; - return true; + R_TRUE } /** @@ -101,13 +101,13 @@ public: ID3D11ShaderResourceView* texture = nullptr; result = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture); if (FAILED(result)) { - return false; + R_FALSE } texturesContainer.AssignTexture(texturesContainer, texture, texturePath, i); i++; } - return true; + R_TRUE } /** @@ -245,12 +245,12 @@ public: std::string type; if (!std::getline(ss, type, ':') || type != "RenderComponent") - return false; + R_FALSE std::string token; if (!std::getline(ss, token, ':') || token != "HasModel") - return false; + R_FALSE int diffuse_count = 0, normal_count = 0, specular_count = 0, alpha_count = 0; @@ -258,14 +258,14 @@ public: auto read_count = [&](int& count) -> bool { if (!std::getline(ss, token, ':')) - return false; + R_FALSE try { count = std::stoi(token); } catch (...) { - return false; + R_FALSE } - return true; + R_TRUE }; auto clean_token = [](std::string& str) { @@ -278,7 +278,7 @@ public: auto read_paths = [&](int count, std::vector& paths) -> bool { for (int i = 0; i < count; ++i) { if (!std::getline(ss, token, ':')) - return false; + R_FALSE clean_token(token); @@ -287,20 +287,20 @@ public: LOG_INFO("Loaded path: " + std::string(token.begin(), token.end())); } } - return true; + R_TRUE }; - if (!read_count(diffuse_count)) return false; - if (!read_paths(diffuse_count, paths_diffuse)) return false; + if (!read_count(diffuse_count)) R_FALSE + if (!read_paths(diffuse_count, paths_diffuse)) R_FALSE - if (!read_count(normal_count)) return false; - if (!read_paths(normal_count, paths_normal)) return false; + if (!read_count(normal_count)) R_FALSE + if (!read_paths(normal_count, paths_normal)) R_FALSE - if (!read_count(specular_count)) return false; - if (!read_paths(specular_count, paths_specular)) return false; + if (!read_count(specular_count)) R_FALSE + if (!read_paths(specular_count, paths_specular)) R_FALSE - if (!read_count(alpha_count)) return false; - if (!read_paths(alpha_count, paths_alpha)) return false; + if (!read_count(alpha_count)) R_FALSE + if (!read_paths(alpha_count, paths_alpha)) R_FALSE // Libérer textures existantes for (auto& tex : texture_container_buffer.diffuse) if (tex) { tex->Release(); tex = nullptr; } @@ -318,7 +318,7 @@ public: texture_container_buffer.specularPaths = std::move(paths_specular); texture_container_buffer.alphaPaths = std::move(paths_alpha); - return true; + R_TRUE } /** diff --git a/enginecustom/src/inc/system/ecs/components/shader_component.h b/enginecustom/src/inc/system/ecs/components/shader_component.h index 3cd6ef3..6f5816b 100644 --- a/enginecustom/src/inc/system/ecs/components/shader_component.h +++ b/enginecustom/src/inc/system/ecs/components/shader_component.h @@ -53,17 +53,17 @@ public: * @return The ShaderType enum corresponding to the provided string. */ static ShaderType StringToShaderType(const std::string& str) { - if (str == "ALPHA_MAPPING") return ShaderType::ALPHA_MAPPING; - if (str == "CEL_SHADING") return ShaderType::CEL_SHADING; - if (str == "NORMAL_MAPPING") return ShaderType::NORMAL_MAPPING; - if (str == "SPECULAR_MAPPING") return ShaderType::SPECULAR_MAPPING; - if (str == "TEXTURE") return ShaderType::TEXTURE; - if (str == "LIGHTING") return ShaderType::LIGHTING; - if (str == "SUNLIGHT") return ShaderType::SUNLIGHT; - if (str == "SKYBOX") return ShaderType::SKYBOX; - if (str == "REFLECTION") return ShaderType::REFLECTION; - if (str == "REFRACTION") return ShaderType::REFRACTION; - return ShaderType::TEXTURE; + if (str == "ALPHA_MAPPING") return SHD_ALPHA; + if (str == "CEL_SHADING") return SHD_CEL; + if (str == "NORMAL_MAPPING") return SHD_NORM; + if (str == "SPECULAR_MAPPING") return SHD_SPEC; + if (str == "TEXTURE") return SHD_TEX; + if (str == "LIGHTING") return SHD_LIGHT; + if (str == "SUNLIGHT") return SHD_SUN; + if (str == "SKYBOX") return SHD_SKYBOX; + if (str == "REFLECTION") return SHD_REFL; + if (str == "REFRACTION") return SHD_REFR; + return SHD_TEX; } /** @@ -74,17 +74,17 @@ public: */ static std::string ShaderTypeToString(ShaderType type) { switch (type) { - case ShaderType::ALPHA_MAPPING: return "ALPHA_MAPPING"; - case ShaderType::CEL_SHADING: return "CEL_SHADING"; - case ShaderType::NORMAL_MAPPING: return "NORMAL_MAPPING"; - case ShaderType::SPECULAR_MAPPING: return "SPECULAR_MAPPING"; - case ShaderType::TEXTURE: return "TEXTURE"; - case ShaderType::LIGHTING: return "LIGHTING"; - case ShaderType::SUNLIGHT: return "SUNLIGHT"; - case ShaderType::SKYBOX: return "SKYBOX"; - case ShaderType::REFLECTION: return "REFLECTION"; - case ShaderType::REFRACTION: return "REFRACTION"; - default: return "TEXTURE"; + case SHD_ALPHA: return "ALPHA_MAPPING"; + case SHD_CEL: return "CEL_SHADING"; + case SHD_NORM: return "NORMAL_MAPPING"; + case SHD_SPEC: return "SPECULAR_MAPPING"; + case SHD_TEX: return "TEXTURE"; + case SHD_LIGHT: return "LIGHTING"; + case SHD_SUN: return "SUNLIGHT"; + case SHD_SKYBOX: return "SKYBOX"; + case SHD_REFL: return "REFLECTION"; + case SHD_REFR: return "REFRACTION"; + default: return "TEXTURE"; } } @@ -101,13 +101,13 @@ public: std::string type; std::getline(ss, type, ':'); - if (type != "ShaderComponent") return false; + if (type != "ShaderComponent") R_FALSE std::string shaderTypeStr; std::getline(ss, shaderTypeStr); SetActiveShader(StringToShaderType(shaderTypeStr)); - return true; + R_TRUE } void OnImGuiRender() override { diff --git a/enginecustom/src/inc/system/ecs/components/transform_component.h b/enginecustom/src/inc/system/ecs/components/transform_component.h index 953bc95..23ae2ee 100644 --- a/enginecustom/src/inc/system/ecs/components/transform_component.h +++ b/enginecustom/src/inc/system/ecs/components/transform_component.h @@ -186,7 +186,7 @@ public: std::string type; std::getline(ss, type, ':'); - if (type != "TransformComponent") return false; + if (type != "TransformComponent") R_FALSE std::string token; XMFLOAT3 position, rotation, scale; @@ -206,7 +206,7 @@ public: SetPosition(XMLoadFloat3(&position)); SetRotation(XMLoadFloat3(&rotation)); SetScale(XMLoadFloat3(&scale)); - return true; + R_TRUE } /** diff --git a/enginecustom/src/inc/system/ecs/systems/render_system.h b/enginecustom/src/inc/system/ecs/systems/render_system.h index 02608d4..d8896d1 100644 --- a/enginecustom/src/inc/system/ecs/systems/render_system.h +++ b/enginecustom/src/inc/system/ecs/systems/render_system.h @@ -53,7 +53,7 @@ public: auto shader = entity->GetComponent(); if (!transform || !render || !shader || !render->GetModel()) - return false; + R_FALSE // Calculer la matrice monde XMMATRIX scaleMatrix = transform->GetScaleMatrix(); diff --git a/enginecustom/src/inc/system/frustum.h b/enginecustom/src/inc/system/frustum.h index 6004b34..685edc4 100644 --- a/enginecustom/src/inc/system/frustum.h +++ b/enginecustom/src/inc/system/frustum.h @@ -1,4 +1,5 @@ #include +#include "macro.h" using namespace DirectX; class frustum @@ -13,12 +14,14 @@ public: void ConstructFrustum(float screenDepth, XMMATRIX projectionMatrix, XMMATRIX viewMatrix); /** * Check if a point is inside the frustum. - * @param x X coordinate of the point. - * @param y Y coordinate of the point. - * @param z Z coordinate of the point. + * @param x_center X coordinate of the point. + * @param y_center Y coordinate of the point. + * @param z_center Z coordinate of the point. + * @param radius Radius of the point (for bounding sphere). + * @param tolerance Tolerance value for the check. * @return True if the point is inside the frustum, otherwise false. */ - bool CheckCube(float xCenter, float yCenter, float zCenter, float radius, float tolerance); + bool CheckCube(float x_center, float y_center, float z_center, float radius, float tolerance); private: XMVECTOR m_planes[6]; diff --git a/enginecustom/src/inc/system/frustumclass.h b/enginecustom/src/inc/system/frustumclass.h index 9e1cce8..f500b45 100644 --- a/enginecustom/src/inc/system/frustumclass.h +++ b/enginecustom/src/inc/system/frustumclass.h @@ -6,6 +6,7 @@ // INCLUDES // ////////////// #include +#include "macro.h" using namespace DirectX; diff --git a/enginecustom/src/inc/system/input_class.h b/enginecustom/src/inc/system/input_class.h index 312266e..1777d28 100644 --- a/enginecustom/src/inc/system/input_class.h +++ b/enginecustom/src/inc/system/input_class.h @@ -45,12 +45,6 @@ public: bool IsScrollDown() const; bool IsUpArrowPressed() const; bool IsDownArrowPressed() const; - bool IsAPressed() const; - bool IsDPressed() const; - bool IsWPressed() const; - bool IsSPressed() const; - bool IsQPressed() const; - bool IsEPressed()const; bool IsKeyDown(unsigned int) const; bool is_key_pressed(const unsigned int); diff --git a/enginecustom/src/inc/system/macro.h b/enginecustom/src/inc/system/macro.h index 9e73f45..986bd4d 100644 --- a/enginecustom/src/inc/system/macro.h +++ b/enginecustom/src/inc/system/macro.h @@ -1,12 +1,162 @@ #pragma once -// Include // +#include "imgui.h" #include "Logger.h" +#include +#include +// --------------------- // +// --- Global Macros --- // +// --------------------- // +#define R_FALSE return false; +#define R_TRUE return true; -// Macros // -#define LOG(msg, level) Logger::Get().Log(msg, __FILE__, __LINE__, level) -#define LOG_INFO(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Info) -#define LOG_WARNING(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Warning) -#define LOG_ERROR(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Error) -#define LOG_DEBUG(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Debug) -#define LOG_SHUTDOWN(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Shutdown) -#define LOG_INIT(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Initialize) +#ifdef max + #pragma push_macro("max") + #undef max + #define PUSHED_MAX_DEFINED +#endif + + +// convert unsigned long long int to int safely +inline int ulli_to_int(unsigned long long x) +{ + return (x > static_cast(std::numeric_limits::max())) ? std::numeric_limits::max() : static_cast(x); +} + +// convert int to float safely +inline float int_to_float(int x) +{ + return (x > static_cast(std::numeric_limits::max())) ? std::numeric_limits::max() : static_cast(x); +} + +// convert size_t to int safely +inline int size_t_to_int(size_t x) +{ + return (x > static_cast(std::numeric_limits::max())) ? std::numeric_limits::max() : static_cast(x); +} + +#ifdef PUSHED_MAX_DEFINED + #pragma pop_macro("max") + #undef PUSHED_MAX_DEFINED +#endif +// --------------------------------------------------------- // +// --- Macros for logging with different severity levels --- // +// --------------------------------------------------------- // + +#define LOG(msg, level) Logger::Get().Log(msg, __FILE__, __LINE__, level) +#define LOG_INFO(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Info) +#define LOG_WARNING(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Warning) +#define LOG_ERROR(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Error) +#define LOG_DEBUG(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Debug) +#define LOG_SHUTDOWN(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Shutdown) +#define LOG_INIT(msg) Logger::Get().Log(msg, __FILE__, __LINE__, Logger::LogLevel::Initialize) + +// ---------------------------------------------------- // +// --- Macros for the Entity Component System (ECS) --- // +// ---------------------------------------------------- // +#define CREATE_ENTITY entity_manager_->CreateEntity(); + +#define SHD_ALPHA ecs::ShaderType::ALPHA_MAPPING +#define SHD_CEL ecs::ShaderType::CEL_SHADING +#define SHD_LIGHT ecs::ShaderType::LIGHTING +#define SHD_NORM ecs::ShaderType::NORMAL_MAPPING +#define SHD_REFL ecs::ShaderType::REFLECTION +#define SHD_REFR ecs::ShaderType::REFRACTION +#define SHD_SKYBOX ecs::ShaderType::SKYBOX +#define SHD_SPEC ecs::ShaderType::SPECULAR_MAPPING +#define SHD_SUN ecs::ShaderType::SUNLIGHT +#define SHD_TEX ecs::ShaderType::TEXTURE + +// ---------------------------------------- // +// --- Macros for the application class --- // +// ---------------------------------------- // +#define CHECK_2_CONDITION_INDEPENDENT_RETURN(cond1, cond2) \ + if(!(cond1)) { \ + LOG_ERROR("Condition 1 failed: " #cond1); \ + return false; \ + } \ + if (!(cond2)) { \ + LOG_ERROR("Condition 2 failed: " #cond2); \ + return false; \ + } + +#define CHECK_CONDITION_RETURN(cond) \ + if(!(cond)) { \ + LOG_ERROR("Condition failed: " #cond); \ + return false; \ + } + +// ------------------------------------------------ // +// --- Macros and constexpr for the ImGUI class --- // +// ------------------------------------------------ // +constexpr ImVec4 BG_DK_GRAY = ImVec4(0.1f, 0.1f, 0.1f, 1.0f); +constexpr ImVec4 BG_GRAY = ImVec4(0.2f, 0.2f, 0.2f, 1.0f); +constexpr ImVec4 BG_LT_GRAY = ImVec4(0.3f, 0.3f, 0.3f, 1.0f); +constexpr ImVec4 ACCENT_COLOR = ImVec4(0.14f, 0.5f, 0.8f, 0.5f); +constexpr ImVec4 ACCENT_LT_COLOR= ImVec4(0.14f, 0.5f, 0.8f, 1.0f); +constexpr ImVec4 TEXT_COLOR = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); +constexpr ImVec4 TEXT_DIM_COLOR = ImVec4(0.6f, 0.6f, 0.6f, 1.0f); +constexpr ImVec4 BORDER_COLOR = ImVec4(0.25f, 0.25f, 0.27f, 1.00f); +constexpr ImVec4 BLK = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + +#define BASIC_DOCK_STYLE_1 \ + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); \ + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); \ + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); \ + ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); + +#define BEGIN(name, p_open) ImGui::Begin(name, p_open); +#define S_LINE ImGui::SameLine(); +#define E_MENU ImGui::EndMenu(); +#define END ImGui::End(); +#define TEXT_V(label,var) ImGui::Text(label, var); +#define SEP ImGui::Separator(); +#define PSV ImGui::PopStyleVar(); +#define O_POPUP(str) ImGui::OpenPopup(str); +#define E_POPUP ImGui::EndPopup(); +#define TEX(label) ImGui::Text(label); + +#define BUTTON(label) ImGui::Button(label) +#define B_MENU(label) ImGui::BeginMenu(label) +#define M_ITEM_LP(label, p_open) ImGui::MenuItem(label, NULL, p_open) +#define M_ITEM_L(label) ImGui::MenuItem(label) +#define F_SLIDER(label, value, min, max) ImGui::SliderFloat(label, value, min, max) +#define I_SLIDER(label, value, min, max) ImGui::SliderInt(label, value, min, max) +#define C_HEADER(label) ImGui::CollapsingHeader(label) +#define SEL(label, isSelected) ImGui::Selectable(label, isSelected) +#define I_TEX(label, buf, buf_size) ImGui::InputText(label, buf, buf_size) +#define C_BOX(label, v) ImGui::Checkbox(label, v) +#define B_POPUP(str) ImGui::BeginPopup(str) + +// ------------------------------------ // +// --- Macros for the frustum class --- // +// ------------------------------------ // +inline bool TestPlaneCorner( + const DirectX::XMVECTOR& plane, + float xPos, float yPos, float zPos, + float tolerance) +{ + float val = + DirectX::XMVectorGetX(plane) * xPos + + DirectX::XMVectorGetY(plane) * yPos + + DirectX::XMVectorGetZ(plane) * zPos + + DirectX::XMVectorGetW(plane); + return val > -tolerance; +} + +#define CHECK_FRUSTRUM_CUBE_CORNERS(plane, xCenter, yCenter, zCenter, radius, tolerance) \ + do { \ + const float offsets[2] = { -radius, radius }; \ + bool inside = false; \ + for (int xi = 0; xi < 2 && !inside; ++xi) { \ + for (int yi = 0; yi < 2 && !inside; ++yi) { \ + for (int zi = 0; zi < 2 && !inside; ++zi) { \ + if (TestPlaneCorner(plane, xCenter + offsets[xi], yCenter + offsets[yi], zCenter + offsets[zi], tolerance)) { \ + inside = true; \ + } \ + } \ + } \ + } \ + if (!inside) { \ + R_FALSE; \ + } \ + } while (0); diff --git a/enginecustom/src/inc/system/shadow_map.h b/enginecustom/src/inc/system/shadow_map.h index c3752c9..1e97817 100644 --- a/enginecustom/src/inc/system/shadow_map.h +++ b/enginecustom/src/inc/system/shadow_map.h @@ -1,6 +1,7 @@ #pragma once #include #include +#include "macro.h" class shadow_map { public: diff --git a/enginecustom/src/src/shader/alpha_map_shader_class.cpp b/enginecustom/src/src/shader/alpha_map_shader_class.cpp index 5afa4ba..24c3836 100644 --- a/enginecustom/src/src/shader/alpha_map_shader_class.cpp +++ b/enginecustom/src/src/shader/alpha_map_shader_class.cpp @@ -35,7 +35,7 @@ bool alpha_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string "); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -43,7 +43,7 @@ bool alpha_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -51,10 +51,10 @@ bool alpha_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing shader"); - return false; + R_FALSE } - return true; + R_TRUE } @@ -78,13 +78,13 @@ bool alpha_map_shader_class::render(ID3D11DeviceContext* deviceContext, int inde if (!result) { LOG_ERROR("Error setting shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -123,7 +123,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -142,7 +142,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -150,7 +150,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -158,7 +158,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -195,7 +195,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -218,7 +218,7 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -241,12 +241,12 @@ bool alpha_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating sampler state"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } @@ -361,7 +361,7 @@ bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -386,7 +386,7 @@ bool alpha_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo deviceContext->PSSetShaderResources(1, 1, &texture2); deviceContext->PSSetShaderResources(2, 1, &texture3); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/celshade_class.cpp b/enginecustom/src/src/shader/celshade_class.cpp index 69aa93d..7903f1c 100644 --- a/enginecustom/src/src/shader/celshade_class.cpp +++ b/enginecustom/src/src/shader/celshade_class.cpp @@ -42,7 +42,7 @@ bool celshade_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy string"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -50,19 +50,19 @@ bool celshade_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy string"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. result = initialize_shader(device, hwnd, vsFilename, psFilename); if (!result) { LOG_ERROR("Failed to initialize shader"); - return false; + R_FALSE } LOG_INIT("SunLightShaderClass initialized"); - return true; + R_TRUE } @@ -85,13 +85,13 @@ bool celshade_class::render(ID3D11DeviceContext* deviceContext, int index_count, if (!result) { LOG_ERROR("Failed to set shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, index_count); - return true; + R_TRUE } @@ -126,7 +126,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v { LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -141,7 +141,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v { LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -149,7 +149,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v if (FAILED(result)) { LOG_ERROR("Failed to create vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -157,7 +157,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v if (FAILED(result)) { LOG_ERROR("Failed to create pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -193,7 +193,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v if (FAILED(result)) { LOG_ERROR("Failed to create input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -223,7 +223,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v if (FAILED(result)) { LOG_ERROR("Failed to create sampler state"); - return false; + R_FALSE } // Setup the description of the dynamic matrix constant buffer that is in the vertex shader. @@ -239,7 +239,7 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v if (FAILED(result)) { LOG_ERROR("Failed to create matrix buffer"); - return false; + R_FALSE } // Setup the description of the dynamic sunlight constant buffer that is in the pixel shader. @@ -255,12 +255,12 @@ bool celshade_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* v if (FAILED(result)) { LOG_ERROR("Failed to create sunlight buffer"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } @@ -389,7 +389,6 @@ bool celshade_class::set_shader_parameters( HRESULT result; D3D11_MAPPED_SUBRESOURCE mappedResource; matrix_buffer_type* dataPtr; - camera_buffer_type* dataPtr2; sun_light_buffer_type* dataPtr3; unsigned int bufferNumber; @@ -402,7 +401,7 @@ bool celshade_class::set_shader_parameters( result = device_context->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -426,7 +425,7 @@ bool celshade_class::set_shader_parameters( result = device_context->Map(sunlight_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -450,7 +449,7 @@ bool celshade_class::set_shader_parameters( // Set shader texture resource in the pixel shader. device_context->PSSetShaderResources(0, 1, &texture); - return true; + R_TRUE } void celshade_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/shader/color_shader_class.cpp b/enginecustom/src/src/shader/color_shader_class.cpp index df21433..3ac89cb 100644 --- a/enginecustom/src/src/shader/color_shader_class.cpp +++ b/enginecustom/src/src/shader/color_shader_class.cpp @@ -36,7 +36,7 @@ bool color_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -44,7 +44,7 @@ bool color_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -52,12 +52,12 @@ bool color_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing shader"); - return false; + R_FALSE } LOG_INIT("color_shader_class initialized"); - return true; + R_TRUE } void color_shader_class::shutdown() @@ -79,13 +79,13 @@ bool color_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou if (!result) { LOG_ERROR("Error setting shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) @@ -122,7 +122,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -141,7 +141,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -149,7 +149,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -157,7 +157,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -187,7 +187,7 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -210,12 +210,12 @@ bool color_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } void color_shader_class::shutdown_shader() @@ -318,7 +318,7 @@ bool color_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -338,7 +338,7 @@ bool color_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex // Finanly set the constant buffer in the vertex shader with the updated values. deviceContext->VSSetConstantBuffers(bufferNumber, 1, &matrix_buffer_); - return true; + R_TRUE } void color_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/shader/depth_shader_class.cpp b/enginecustom/src/src/shader/depth_shader_class.cpp index 1d8bfaf..9c9d201 100644 --- a/enginecustom/src/src/shader/depth_shader_class.cpp +++ b/enginecustom/src/src/shader/depth_shader_class.cpp @@ -34,7 +34,7 @@ bool depth_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying stirng"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -42,7 +42,7 @@ bool depth_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying stirng"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -50,12 +50,12 @@ bool depth_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing shader"); - return false; + R_FALSE } LOG_INIT("Texture shader initialized"); - return true; + R_TRUE } void depth_shader_class::shutdown() @@ -76,13 +76,13 @@ bool depth_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou if (!result) { LOG_ERROR("Error setting shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) @@ -119,7 +119,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -138,7 +138,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -146,7 +146,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -154,7 +154,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. // This setup needs to match the VertexType stucture in the ModelClass and in the shader. @@ -183,7 +183,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -206,7 +206,7 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } // Create a texture sampler state description. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; @@ -228,12 +228,12 @@ bool depth_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating sampler state"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } void depth_shader_class::shutdown_shader() @@ -334,7 +334,7 @@ bool depth_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -356,7 +356,7 @@ bool depth_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex // Set shader texture resource in the pixel shader. deviceContext->PSSetShaderResources(0, 1, &texture); - return true; + R_TRUE } void depth_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/shader/font_shader_class.cpp b/enginecustom/src/src/shader/font_shader_class.cpp index bd9e8d1..93d851c 100644 --- a/enginecustom/src/src/shader/font_shader_class.cpp +++ b/enginecustom/src/src/shader/font_shader_class.cpp @@ -36,7 +36,7 @@ bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -44,7 +44,7 @@ bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -52,12 +52,12 @@ bool font_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing shader"); - return false; + R_FALSE } LOG_INIT("font_shader_class initialized"); - return true; + R_TRUE } void font_shader_class::shutdown() @@ -79,13 +79,13 @@ bool font_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCoun if (!result) { LOG_ERROR("Error setting shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) @@ -124,7 +124,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -143,7 +143,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -151,7 +151,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR if (FAILED(result)) { LOG_ERROR("Error creating vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -159,7 +159,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR if (FAILED(result)) { LOG_ERROR("Error creating pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -189,7 +189,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR if (FAILED(result)) { LOG_ERROR("Error creating input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -212,7 +212,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -235,7 +235,7 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR if (FAILED(result)) { LOG_ERROR("Error creating sampler state"); - return false; + R_FALSE } // Setup the description of the dynamic pixel constant buffer that is in the pixel shader. @@ -251,12 +251,12 @@ bool font_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } void font_shader_class::shutdown_shader() @@ -366,7 +366,7 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -394,7 +394,7 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the pixel constant buffer. @@ -412,7 +412,7 @@ bool font_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContext // Now set the pixel constant buffer in the pixel shader with the updated value. deviceContext->PSSetConstantBuffers(bufferNumber, 1, &pixel_buffer_); - return true; + R_TRUE } void font_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/shader/light_map_shader_class.cpp b/enginecustom/src/src/shader/light_map_shader_class.cpp index c0c30da..04b17b1 100644 --- a/enginecustom/src/src/shader/light_map_shader_class.cpp +++ b/enginecustom/src/src/shader/light_map_shader_class.cpp @@ -35,7 +35,7 @@ bool light_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -43,7 +43,7 @@ bool light_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -51,12 +51,12 @@ bool light_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing shader"); - return false; + R_FALSE } LOG_INIT("light_map_shader_class initialized"); - return true; + R_TRUE } @@ -79,13 +79,13 @@ bool light_map_shader_class::render(ID3D11DeviceContext* deviceContext, int inde if (!result) { LOG_ERROR("Error setting shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -123,7 +123,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -142,7 +142,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -150,7 +150,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -158,7 +158,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -195,7 +195,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -218,7 +218,7 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -241,12 +241,12 @@ bool light_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating sampler state"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } @@ -350,7 +350,7 @@ bool light_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -374,7 +374,7 @@ bool light_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCo deviceContext->PSSetShaderResources(0, 1, &texture1); deviceContext->PSSetShaderResources(1, 1, &texture2); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/light_shader_class.cpp b/enginecustom/src/src/shader/light_shader_class.cpp index 3979422..df6dbf9 100644 --- a/enginecustom/src/src/shader/light_shader_class.cpp +++ b/enginecustom/src/src/shader/light_shader_class.cpp @@ -42,7 +42,7 @@ bool light_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy string"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -50,19 +50,19 @@ bool light_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy string"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. result = initialize_shader(device, hwnd, vsFilename, psFilename); if (!result) { LOG_ERROR("Failed to initialize shader"); - return false; + R_FALSE } LOG_INIT("light_shader_class initialized"); - return true; + R_TRUE } @@ -85,13 +85,13 @@ bool light_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou if(!result) { LOG_ERROR("Failed to set shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -132,7 +132,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -150,7 +150,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -158,7 +158,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -166,7 +166,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -204,7 +204,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -234,7 +234,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create sampler state"); - return false; + R_FALSE } // Setup the description of the dynamic matrix constant buffer that is in the vertex shader. @@ -250,7 +250,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create matrix buffer"); - return false; + R_FALSE } @@ -268,7 +268,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create camera buffer"); - return false; + R_FALSE } // Setup the description of the dynamic constant buffer that is in the pixel shader. @@ -284,7 +284,7 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create light color buffer"); - return false; + R_FALSE } // Setup the description of the dynamic constant buffer that is in the vertex shader. @@ -300,12 +300,12 @@ bool light_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create light position buffer"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } @@ -437,7 +437,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Failed to map matrix buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -462,7 +462,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Failed to map camera buffer"); - return false; + R_FALSE } // Lock the light position constant buffer so it can be written to. @@ -470,7 +470,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Failed to map light position buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -499,7 +499,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Failed to map light color buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -521,7 +521,7 @@ bool light_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex deviceContext->PSSetConstantBuffers(bufferNumber, 1, &light_color_buffer_); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/master_shader.cpp b/enginecustom/src/src/shader/master_shader.cpp index 1ee3ee4..12c249e 100644 --- a/enginecustom/src/src/shader/master_shader.cpp +++ b/enginecustom/src/src/shader/master_shader.cpp @@ -19,5 +19,5 @@ bool master_shader::initialize(ID3D11Device* device, HWND hwnd) bool success = false; - return true; + R_TRUE } \ No newline at end of file diff --git a/enginecustom/src/src/shader/multi_texture_shader_class.cpp b/enginecustom/src/src/shader/multi_texture_shader_class.cpp index bab6d84..62e2770 100644 --- a/enginecustom/src/src/shader/multi_texture_shader_class.cpp +++ b/enginecustom/src/src/shader/multi_texture_shader_class.cpp @@ -38,7 +38,7 @@ bool multi_texture_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to set the filename of the vertex shader"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -46,7 +46,7 @@ bool multi_texture_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to set the filename of the pixel shader"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -54,12 +54,12 @@ bool multi_texture_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Failed to initialize the vertex and pixel shaders"); - return false; + R_FALSE } LOG_INIT("multi_texture_shader_class initialized"); - return true; + R_TRUE } void multi_texture_shader_class::shutdown() @@ -81,13 +81,13 @@ bool multi_texture_shader_class::render(ID3D11DeviceContext* deviceContext, int if (!result) { LOG_ERROR("Failed to set the shader parameters that it will use for rendering"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) @@ -125,7 +125,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw LOG_ERROR("Failed to compile the vertex shader code"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -144,7 +144,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw LOG_ERROR("Failed to compile the pixel shader code"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -152,7 +152,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw if (FAILED(result)) { LOG_ERROR("Failed to create the vertex shader from the buffer"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -160,7 +160,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw if (FAILED(result)) { LOG_ERROR("Failed to create the pixel shader from the buffer"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -197,7 +197,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw if (FAILED(result)) { LOG_ERROR("Failed to create the vertex input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -220,7 +220,7 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw if (FAILED(result)) { LOG_ERROR("Failed to create the constant buffer pointer"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -243,12 +243,12 @@ bool multi_texture_shader_class::initialize_shader(ID3D11Device* device, HWND hw if (FAILED(result)) { LOG_ERROR("Failed to create the texture sampler state"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } void multi_texture_shader_class::shutdown_shader() @@ -349,7 +349,7 @@ bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* devi if (FAILED(result)) { LOG_ERROR("Failed to lock the constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -373,7 +373,7 @@ bool multi_texture_shader_class::set_shader_parameters(ID3D11DeviceContext* devi deviceContext->PSSetShaderResources(0, 1, &texture1); deviceContext->PSSetShaderResources(1, 1, &texture2); - return true; + R_TRUE } void multi_texture_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/shader/normal_map_shader_class.cpp b/enginecustom/src/src/shader/normal_map_shader_class.cpp index 62e39c3..e4cbd8f 100644 --- a/enginecustom/src/src/shader/normal_map_shader_class.cpp +++ b/enginecustom/src/src/shader/normal_map_shader_class.cpp @@ -36,7 +36,7 @@ bool normal_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to set the filename of the vertex shader"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -44,7 +44,7 @@ bool normal_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to set the filename of the pixel shader"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -52,12 +52,12 @@ bool normal_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Failed to initialize the vertex and pixel shaders"); - return false; + R_FALSE } LOG_INIT("Successfully initialized normal map shader"); - return true; + R_TRUE } @@ -80,13 +80,13 @@ bool normal_map_shader_class::render(ID3D11DeviceContext* deviceContext, int ind if (!result) { LOG_ERROR("Failed to set the shader parameters that will be used for rendering"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -126,7 +126,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, LOG_ERROR("Failed to compile the vertex shader code"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -145,7 +145,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, LOG_ERROR("Failed to compile the pixel shader code"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -153,7 +153,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create the vertex shader from the buffer"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -161,7 +161,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create the pixel shader from the buffer"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -214,7 +214,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create the vertex input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -237,7 +237,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create the constant buffer pointer"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -260,7 +260,7 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create the texture sampler state"); - return false; + R_FALSE } // Setup the description of the light dynamic constant buffer that is in the pixel shader. @@ -276,12 +276,12 @@ bool normal_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create the light constant buffer pointer"); - return false; + R_FALSE } LOG_INIT("Successfully initialized normal map shader"); - return true; + R_TRUE } @@ -393,7 +393,7 @@ bool normal_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC if (FAILED(result)) { LOG_ERROR("Failed to lock the constant buffer so it can be written to"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -422,7 +422,7 @@ bool normal_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC if (FAILED(result)) { LOG_ERROR("Failed to lock the light constant buffer so it can be written to"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -446,7 +446,7 @@ bool normal_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC deviceContext->PSSetShaderResources(0, 1, &texture1); deviceContext->PSSetShaderResources(1, 1, &texture2); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/reflection_shader_class.cpp b/enginecustom/src/src/shader/reflection_shader_class.cpp index 8b98360..bdc2bcf 100644 --- a/enginecustom/src/src/shader/reflection_shader_class.cpp +++ b/enginecustom/src/src/shader/reflection_shader_class.cpp @@ -33,7 +33,7 @@ bool reflection_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -41,7 +41,7 @@ bool reflection_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying string"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -49,12 +49,12 @@ bool reflection_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing shader"); - return false; + R_FALSE } LOG_INIT("Reflection shader initialized"); - return true; + R_TRUE } void reflection_shader_class::shutdown() @@ -75,13 +75,13 @@ bool reflection_shader_class::render(ID3D11DeviceContext* deviceContext, int ind if (!result) { LOG_ERROR("Error setting shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) @@ -120,7 +120,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Compile the pixel shader code. result = D3DCompileFromFile(psFilename, NULL, NULL, "ReflectionPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, @@ -138,7 +138,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -146,7 +146,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -154,7 +154,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -183,7 +183,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -206,7 +206,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } // Create a texture sampler state description. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; @@ -228,7 +228,7 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating sampler state"); - return false; + R_FALSE } // Setup the description of the reflection dynamic constant buffer that is in the vertex shader. reflectionBufferDesc.Usage = D3D11_USAGE_DYNAMIC; @@ -243,12 +243,12 @@ bool reflection_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } LOG_INIT("Reflection shader initialized"); - return true; + R_TRUE } void reflection_shader_class::shutdown_shader() @@ -361,7 +361,7 @@ bool reflection_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -386,7 +386,7 @@ bool reflection_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the matrix constant buffer. @@ -410,7 +410,7 @@ bool reflection_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC // Set the reflection texture resource in the pixel shader. deviceContext->PSSetShaderResources(1, 1, &reflectionTexture); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/refraction_shader_class.cpp b/enginecustom/src/src/shader/refraction_shader_class.cpp index bce997a..9cdc175 100644 --- a/enginecustom/src/src/shader/refraction_shader_class.cpp +++ b/enginecustom/src/src/shader/refraction_shader_class.cpp @@ -37,7 +37,7 @@ bool refraction_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying vertex shader filename"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -45,7 +45,7 @@ bool refraction_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying pixel shader filename"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -53,12 +53,12 @@ bool refraction_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing shader"); - return false; + R_FALSE } LOG_INIT("Refraction shader initialized"); - return true; + R_TRUE } @@ -80,13 +80,13 @@ bool refraction_shader_class::render(ID3D11DeviceContext* deviceContext, int ind if (!result) { LOG_ERROR("Error setting shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -127,7 +127,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -147,7 +147,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -155,7 +155,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -163,7 +163,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -200,7 +200,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -223,7 +223,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating matrix buffer"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -246,7 +246,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating sampler state"); - return false; + R_FALSE } // Setup the description of the light dynamic constant buffer that is in the pixel shader. @@ -263,7 +263,7 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating light buffer"); - return false; + R_FALSE } // Setup the description of the clip plane dynamic constant buffer that is in the vertex shader. @@ -279,12 +279,12 @@ bool refraction_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Error creating clip plane buffer"); - return false; + R_FALSE } LOG_INIT("Refraction shader initialized"); - return true; + R_TRUE } @@ -404,7 +404,7 @@ bool refraction_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC if (FAILED(result)) { LOG_ERROR("Error mapping matrix buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -429,7 +429,7 @@ bool refraction_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC if(FAILED(result)) { LOG_ERROR("Error mapping clip plane buffer"); - return false; + R_FALSE } // Get a pointer to the data in the clip plane constant buffer. @@ -455,7 +455,7 @@ bool refraction_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC if(FAILED(result)) { LOG_ERROR("Error mapping light buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -476,7 +476,7 @@ bool refraction_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceC // Finally set the light constant buffer in the pixel shader with the updated values. deviceContext->PSSetConstantBuffers(bufferNumber, 1, &light_buffer_); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/shader_manager_class.cpp b/enginecustom/src/src/shader/shader_manager_class.cpp index 7aae942..d1bf86b 100644 --- a/enginecustom/src/src/shader/shader_manager_class.cpp +++ b/enginecustom/src/src/shader/shader_manager_class.cpp @@ -40,7 +40,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing texture_shader_class"); - return false; + R_FALSE } // Create and initialize the normal map shader object. @@ -49,7 +49,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing normal_map_shader_class"); - return false; + R_FALSE } // Create and initialize the multitexture shader object. @@ -58,7 +58,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing multi_texture_shader_class"); - return false; + R_FALSE } // Create and initialize the translate shader object. @@ -67,7 +67,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing translate_shader_class"); - return false; + R_FALSE } // Create and initialize the alpha map shader object. @@ -76,7 +76,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing alpha_map_shader_class"); - return false; + R_FALSE } // Create and initialize the specular map shader object. @@ -85,7 +85,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing spec_map_shader_class"); - return false; + R_FALSE } // Create and initialize the transparent shader object. @@ -94,7 +94,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing transparent_shader_class"); - return false; + R_FALSE } // Create and initialize the light shader object. @@ -103,7 +103,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing light_shader_class"); - return false; + R_FALSE } // Create and initialize the light map shader object. @@ -112,7 +112,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing light_map_shader_class"); - return false; + R_FALSE } // Create and initialize the refraction shader object. @@ -120,7 +120,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) result = refraction_shader_->initialize(device, hwnd); if (!result) { - return false; + R_FALSE } // Create and initialize the water shader object. @@ -128,21 +128,21 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) result = water_shader_->initialize(device, hwnd); if (!result) { - return false; + R_FALSE } cel_shading_shader_ = new celshade_class; result = cel_shading_shader_->initialize(device, hwnd); if (!result) { - return false; + R_FALSE } sunlight_shader_ = new sunlight_shader_class; result = sunlight_shader_->initialize(device, hwnd); if (!result) { - return false; + R_FALSE } skybox_shader_ = new skybox_shader_class; @@ -150,7 +150,7 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing skybox_shader_class"); - return false; + R_FALSE } depth_shader_ = new depth_shader_class; @@ -158,12 +158,12 @@ bool shader_manager_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing depth_shader_class"); - return false; + R_FALSE } LOG_INIT("shader_manager_class initialized"); - return true; + R_TRUE } void shader_manager_class::shutdown() @@ -301,10 +301,10 @@ bool shader_manager_class::render_texture_shader(ID3D11DeviceContext* deviceCont if (!result) { LOG_ERROR("Error rendering texture_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_normal_map_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -316,10 +316,10 @@ bool shader_manager_class::render_normal_map_shader(ID3D11DeviceContext* deviceC if (!result) { LOG_ERROR("Error rendering normal_map_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_multitexture_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -331,10 +331,10 @@ bool shader_manager_class::render_multitexture_shader(ID3D11DeviceContext* devic if (!result) { LOG_ERROR("Error rendering multi_texture_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_translate_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -346,10 +346,10 @@ bool shader_manager_class::render_translate_shader(ID3D11DeviceContext* deviceCo if (!result) { LOG_ERROR("Error rendering translate_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_alpha_map_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -361,10 +361,10 @@ bool shader_manager_class::render_alpha_map_shader(ID3D11DeviceContext* deviceCo if (!result) { LOG_ERROR("Error rendering alpha_map_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_spec_map_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -378,10 +378,10 @@ bool shader_manager_class::render_spec_map_shader(ID3D11DeviceContext* deviceCon if (!result) { LOG_ERROR("Error rendering spec_map_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_transparent_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -393,10 +393,10 @@ bool shader_manager_class::render_transparent_shader(ID3D11DeviceContext* device if (!result) { LOG_ERROR("Error rendering transparent_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::renderlight_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -408,10 +408,10 @@ bool shader_manager_class::renderlight_shader(ID3D11DeviceContext* deviceContext if (!result) { LOG_ERROR("Error rendering light_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::renderlight_map_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, @@ -423,10 +423,10 @@ bool shader_manager_class::renderlight_map_shader(ID3D11DeviceContext* deviceCon if (!result) { LOG_ERROR("Error rendering light_map_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_refraction_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -438,10 +438,10 @@ bool shader_manager_class::render_refraction_shader(ID3D11DeviceContext* deviceC if (!result) { LOG_ERROR("Error rendering refraction_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_water_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -455,10 +455,10 @@ bool shader_manager_class::render_water_shader(ID3D11DeviceContext* deviceContex if (!result) { LOG_ERROR("Error rendering water_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_cel_shading_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -470,10 +470,10 @@ bool shader_manager_class::render_cel_shading_shader(ID3D11DeviceContext* device if (!result) { LOG_ERROR("Error rendering celshade_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_sunlight_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -485,10 +485,10 @@ bool shader_manager_class::render_sunlight_shader(ID3D11DeviceContext* deviceCon if (!result) { LOG_ERROR("Error rendering sunlight_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_skybox_shader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, @@ -500,10 +500,10 @@ bool shader_manager_class::render_skybox_shader(ID3D11DeviceContext* deviceConte if (!result) { LOG_ERROR("Error rendering skybox_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } bool shader_manager_class::render_depth_shader( @@ -521,8 +521,8 @@ bool shader_manager_class::render_depth_shader( if (!result) { LOG_ERROR("Error rendering depth_shader_class"); - return false; + R_FALSE } - return true; + R_TRUE } \ No newline at end of file diff --git a/enginecustom/src/src/shader/skybox_shader_class.cpp b/enginecustom/src/src/shader/skybox_shader_class.cpp index 679f1a2..7b821c4 100644 --- a/enginecustom/src/src/shader/skybox_shader_class.cpp +++ b/enginecustom/src/src/shader/skybox_shader_class.cpp @@ -42,7 +42,7 @@ bool skybox_shader_class::Initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy string"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -50,19 +50,19 @@ bool skybox_shader_class::Initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy string"); - return false; + R_FALSE } // Initialize the vertex and pixel shaders. result = InitializeShader(device, hwnd, vsFilename, psFilename); if (!result) { LOG_ERROR("Failed to initialize shader"); - return false; + R_FALSE } LOG_INIT("skybox_shader_class initialized"); - return true; + R_TRUE } @@ -85,13 +85,13 @@ bool skybox_shader_class::Render(ID3D11DeviceContext* deviceContext, int indexCo if (!result) { LOG_ERROR("Failed to set shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. RenderShader(deviceContext, indexCount); - return true; + R_TRUE } @@ -126,7 +126,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA { LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -141,7 +141,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA { LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -149,7 +149,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -157,7 +157,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -193,7 +193,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -223,7 +223,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create sampler state"); - return false; + R_FALSE } // Setup the description of the dynamic matrix constant buffer that is in the vertex shader. @@ -239,7 +239,7 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create matrix buffer"); - return false; + R_FALSE } // Setup the description of the dynamic sunlight constant buffer that is in the pixel shader. @@ -255,12 +255,12 @@ bool skybox_shader_class::InitializeShader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Failed to create sunlight buffer"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } @@ -379,7 +379,6 @@ bool skybox_shader_class::SetShaderParameters(ID3D11DeviceContext* deviceContext HRESULT result; D3D11_MAPPED_SUBRESOURCE mappedResource; MatrixBufferType* dataPtr; - CameraBufferType* dataPtr2; SkyboxBufferType* dataPtr3; unsigned int bufferNumber; @@ -392,7 +391,7 @@ bool skybox_shader_class::SetShaderParameters(ID3D11DeviceContext* deviceContext result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -416,7 +415,7 @@ bool skybox_shader_class::SetShaderParameters(ID3D11DeviceContext* deviceContext result = deviceContext->Map(m_sunlightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -440,7 +439,7 @@ bool skybox_shader_class::SetShaderParameters(ID3D11DeviceContext* deviceContext // Set shader texture resource in the pixel shader. deviceContext->PSSetShaderResources(0, 1, &texture); - return true; + R_TRUE } void skybox_shader_class::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/shader/spec_map_shader_class.cpp b/enginecustom/src/src/shader/spec_map_shader_class.cpp index bb17aa2..7039bc4 100644 --- a/enginecustom/src/src/shader/spec_map_shader_class.cpp +++ b/enginecustom/src/src/shader/spec_map_shader_class.cpp @@ -37,24 +37,24 @@ bool spec_map_shader_class::initialize(ID3D11Device* device, HWND hwnd) error = wcscpy_s(vsFilename, 128, L"src/hlsl/specmap.vs"); if (error != 0) { - return false; + R_FALSE } // Set the filename of the pixel shader. error = wcscpy_s(psFilename, 128, L"src/hlsl/specmap.ps"); if (error != 0) { - return false; + R_FALSE } // initialize the vertex and pixel shaders. result = initialize_shader(device, hwnd, vsFilename, psFilename); if (!result) { - return false; + R_FALSE } - return true; + R_TRUE } @@ -79,13 +79,13 @@ bool spec_map_shader_class::render(ID3D11DeviceContext* deviceContext, int index if (!result) { LOG_ERROR("Failed to set shader parameters in SpecMapShaderClass"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -124,7 +124,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -143,7 +143,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -151,7 +151,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create vertex shader in SpecMapShaderClass"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -159,7 +159,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create pixel shader in SpecMapShaderClass"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -212,7 +212,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create input layout in SpecMapShaderClass"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -235,7 +235,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create uniform buffer in SpecMapShaderClass"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -258,7 +258,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create sample state in SpecMapShaderClass"); - return false; + R_FALSE } // Setup the description of the light dynamic constant buffer that is in the pixel shader. @@ -274,7 +274,7 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create light buffer in SpecMapShaderClass"); - return false; + R_FALSE } // Setup the description of the camera dynamic constant buffer that is in the vertex shader. @@ -290,10 +290,10 @@ bool spec_map_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create camera buffer in SpecMapShaderClass"); - return false; + R_FALSE } - return true; + R_TRUE } @@ -411,7 +411,7 @@ bool spec_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon if (FAILED(result)) { LOG_ERROR("Failed to map mapped buffer in SpecMapShaderClass"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -441,7 +441,7 @@ bool spec_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon if (FAILED(result)) { LOG_ERROR("Failed to map lighting buffer in SpecMapShaderClass"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -467,7 +467,7 @@ bool spec_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon if (FAILED(result)) { LOG_ERROR("Failed to map camera buffer in SpecMapShaderClass"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -485,7 +485,7 @@ bool spec_map_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon // Now set the camera constant buffer in the vertex shader with the updated values. deviceContext->VSSetConstantBuffers(bufferNumber, 1, &camera_buffer_); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/sunlight_shader_class.cpp b/enginecustom/src/src/shader/sunlight_shader_class.cpp index 9b395cb..e4feb40 100644 --- a/enginecustom/src/src/shader/sunlight_shader_class.cpp +++ b/enginecustom/src/src/shader/sunlight_shader_class.cpp @@ -42,7 +42,7 @@ bool sunlight_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy string"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -50,19 +50,19 @@ bool sunlight_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy string"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. result = initialize_shader(device, hwnd, vsFilename, psFilename); if (!result) { LOG_ERROR("Failed to initialize shader"); - return false; + R_FALSE } LOG_INIT("SunLightShaderClass initialized"); - return true; + R_TRUE } @@ -85,13 +85,13 @@ bool sunlight_shader_class::render(ID3D11DeviceContext* deviceContext, int index if (!result) { LOG_ERROR("Failed to set shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -126,7 +126,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W { LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -141,7 +141,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W { LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -149,7 +149,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -157,7 +157,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -193,7 +193,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -223,7 +223,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create sampler state"); - return false; + R_FALSE } // Setup the description of the dynamic matrix constant buffer that is in the vertex shader. @@ -239,7 +239,7 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create matrix buffer"); - return false; + R_FALSE } // Setup the description of the dynamic sunlight constant buffer that is in the pixel shader. @@ -255,12 +255,12 @@ bool sunlight_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, W if (FAILED(result)) { LOG_ERROR("Failed to create sunlight buffer"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } @@ -379,7 +379,6 @@ bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon HRESULT result; D3D11_MAPPED_SUBRESOURCE mappedResource; matrix_buffer_type* dataPtr; - camera_buffer_type* dataPtr2; sun_light_buffer_type* dataPtr3; unsigned int bufferNumber; @@ -392,7 +391,7 @@ bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon result = deviceContext->Map(matrix_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -416,7 +415,7 @@ bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon result = deviceContext->Map(sunlight_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -440,7 +439,7 @@ bool sunlight_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCon // Set shader texture resource in the pixel shader. deviceContext->PSSetShaderResources(0, 1, &texture); - return true; + R_TRUE } void sunlight_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/shader/texture_shader_class.cpp b/enginecustom/src/src/shader/texture_shader_class.cpp index 082cba7..a042ebd 100644 --- a/enginecustom/src/src/shader/texture_shader_class.cpp +++ b/enginecustom/src/src/shader/texture_shader_class.cpp @@ -34,7 +34,7 @@ bool texture_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying stirng"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -42,7 +42,7 @@ bool texture_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Error copying stirng"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -50,12 +50,12 @@ bool texture_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Error initializing shader"); - return false; + R_FALSE } LOG_INIT("Texture shader initialized"); - return true; + R_TRUE } void texture_shader_class::shutdown() @@ -77,13 +77,13 @@ bool texture_shader_class::render(ID3D11DeviceContext* deviceContext, int indexC if (!result) { LOG_ERROR("Error setting shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename) @@ -120,7 +120,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -139,7 +139,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC LOG_ERROR("Error compiling shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -147,7 +147,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC if (FAILED(result)) { LOG_ERROR("Error creating vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -155,7 +155,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC if (FAILED(result)) { LOG_ERROR("Error creating pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. // This setup needs to match the VertexType stucture in the ModelClass and in the shader. @@ -184,7 +184,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC if (FAILED(result)) { LOG_ERROR("Error creating input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -207,7 +207,7 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC if (FAILED(result)) { LOG_ERROR("Error creating constant buffer"); - return false; + R_FALSE } // Create a texture sampler state description. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; @@ -229,12 +229,12 @@ bool texture_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WC if (FAILED(result)) { LOG_ERROR("Error creating sampler state"); - return false; + R_FALSE } LOG_INIT("Shader initialized"); - return true; + R_TRUE } void texture_shader_class::shutdown_shader() @@ -335,7 +335,7 @@ bool texture_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCont if (FAILED(result)) { LOG_ERROR("Error mapping constant buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -357,7 +357,7 @@ bool texture_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceCont // Set shader texture resource in the pixel shader. deviceContext->PSSetShaderResources(0, 1, &texture); - return true; + R_TRUE } void texture_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/shader/translate_shader_class.cpp b/enginecustom/src/src/shader/translate_shader_class.cpp index 8f1be75..dd22793 100644 --- a/enginecustom/src/src/shader/translate_shader_class.cpp +++ b/enginecustom/src/src/shader/translate_shader_class.cpp @@ -36,7 +36,7 @@ bool translate_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy vsFilename"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -44,7 +44,7 @@ bool translate_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy psFilename"); - return false; + R_FALSE } // initialize the vertex and pixel shaders. @@ -52,12 +52,12 @@ bool translate_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Failed to initialize shader"); - return false; + R_FALSE } LOG_INIT("translate_shader_class initialized"); - return true; + R_TRUE } @@ -80,13 +80,13 @@ bool translate_shader_class::render(ID3D11DeviceContext * deviceContext, int ind if (!result) { LOG_ERROR("Failed to set shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -126,7 +126,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd, LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -145,7 +145,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd, LOG_ERROR("Failed to compile shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -153,7 +153,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -161,7 +161,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -190,7 +190,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -213,7 +213,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create matrix buffer"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -236,7 +236,7 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create sampler state"); - return false; + R_FALSE } // Setup the description of the texture translation dynamic constant buffer that is in the pixel shader. @@ -252,12 +252,12 @@ bool translate_shader_class::initialize_shader(ID3D11Device * device, HWND hwnd, if (FAILED(result)) { LOG_ERROR("Failed to create translate buffer"); - return false; + R_FALSE } LOG_INIT("Translate shader initialized"); - return true; + R_TRUE } @@ -369,7 +369,7 @@ bool translate_shader_class::set_shader_parameters(ID3D11DeviceContext * deviceC if (FAILED(result)) { LOG_ERROR("Failed to map matrix buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -397,7 +397,7 @@ bool translate_shader_class::set_shader_parameters(ID3D11DeviceContext * deviceC if (FAILED(result)) { LOG_ERROR("Failed to map translate buffer"); - return false; + R_FALSE } // Get a pointer to the data in the texture translation constant buffer. @@ -415,7 +415,7 @@ bool translate_shader_class::set_shader_parameters(ID3D11DeviceContext * deviceC // Now set the texture translation constant buffer in the pixel shader with the updated values. deviceContext->PSSetConstantBuffers(bufferNumber, 1, &translate_buffer_); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/transparent_shader_class.cpp b/enginecustom/src/src/shader/transparent_shader_class.cpp index 8a47f3b..134c1b0 100644 --- a/enginecustom/src/src/shader/transparent_shader_class.cpp +++ b/enginecustom/src/src/shader/transparent_shader_class.cpp @@ -36,7 +36,7 @@ bool transparent_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy vertex shader filename"); - return false; + R_FALSE } // Set the filename of the pixel shader. @@ -44,7 +44,7 @@ bool transparent_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (error != 0) { LOG_ERROR("Failed to copy pixel shader filename"); - return false; + R_FALSE } // Initialize the vertex and pixel shaders. @@ -52,12 +52,12 @@ bool transparent_shader_class::initialize(ID3D11Device* device, HWND hwnd) if (!result) { LOG_ERROR("Failed to initialize shader"); - return false; + R_FALSE } LOG_INIT("transparent_shader_class initialized"); - return true; + R_TRUE } @@ -80,13 +80,13 @@ bool transparent_shader_class::render(ID3D11DeviceContext* deviceContext, int in if (!result) { LOG_ERROR("Failed to set shader parameters"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -126,7 +126,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd LOG_ERROR("Failed to compile vertex shader"); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -145,7 +145,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd LOG_ERROR("Failed to compile pixel shader"); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -153,7 +153,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd if (FAILED(result)) { LOG_ERROR("Failed to create vertex shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -161,7 +161,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd if (FAILED(result)) { LOG_ERROR("Failed to create pixel shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -190,7 +190,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd if (FAILED(result)) { LOG_ERROR("Failed to create input layout"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -213,7 +213,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd if (FAILED(result)) { LOG_ERROR("Failed to create matrix buffer"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -236,7 +236,7 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd if (FAILED(result)) { LOG_ERROR("Failed to create sampler state"); - return false; + R_FALSE } // Setup the description of the transparent dynamic constant buffer that is in the pixel shader. @@ -252,12 +252,12 @@ bool transparent_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd if (FAILED(result)) { LOG_ERROR("Failed to create transparent buffer"); - return false; + R_FALSE } LOG_INIT("Transparent shader initialized"); - return true; + R_TRUE } @@ -368,7 +368,7 @@ bool transparent_shader_class::set_shader_parameters(ID3D11DeviceContext* device if (FAILED(result)) { LOG_ERROR("Failed to map matrix buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -396,7 +396,7 @@ bool transparent_shader_class::set_shader_parameters(ID3D11DeviceContext* device if (FAILED(result)) { LOG_ERROR("Failed to map transparent buffer"); - return false; + R_FALSE } // Get a pointer to the data in the transparent constant buffer. @@ -414,7 +414,7 @@ bool transparent_shader_class::set_shader_parameters(ID3D11DeviceContext* device // Now set the transparent constant buffer in the pixel shader with the updated values. deviceContext->PSSetConstantBuffers(bufferNumber, 1, &transparent_buffer_); - return true; + R_TRUE } diff --git a/enginecustom/src/src/shader/water_shader_class.cpp b/enginecustom/src/src/shader/water_shader_class.cpp index 3588674..c09f1ee 100644 --- a/enginecustom/src/src/shader/water_shader_class.cpp +++ b/enginecustom/src/src/shader/water_shader_class.cpp @@ -37,24 +37,24 @@ bool water_shader_class::initialize(ID3D11Device* device, HWND hwnd) error = wcscpy_s(vsFilename, 128, L"src/hlsl/water.vs"); if (error != 0) { - return false; + R_FALSE } // Set the filename of the pixel shader. error = wcscpy_s(psFilename, 128, L"src/hlsl/water.ps"); if (error != 0) { - return false; + R_FALSE } // initialize the vertex and pixel shaders. result = initialize_shader(device, hwnd, vsFilename, psFilename); if (!result) { - return false; + R_FALSE } - return true; + R_TRUE } @@ -79,13 +79,13 @@ bool water_shader_class::render(ID3D11DeviceContext* deviceContext, int indexCou if (!result) { LOG_ERROR("Failed to set shader parameters in water shader"); - return false; + R_FALSE } // Now render the prepared buffers with the shader. render_shader(deviceContext, indexCount); - return true; + R_TRUE } @@ -124,7 +124,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK); } - return false; + R_FALSE } // Compile the pixel shader code. @@ -143,7 +143,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK); } - return false; + R_FALSE } // Create the vertex shader from the buffer. @@ -151,7 +151,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating vertex shader in water shader"); - return false; + R_FALSE } // Create the pixel shader from the buffer. @@ -159,7 +159,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating pixel shader in water shader"); - return false; + R_FALSE } // Create the vertex input layout description. @@ -188,7 +188,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating input layout in water shader"); - return false; + R_FALSE } // Release the vertex shader buffer and pixel shader buffer since they are no longer needed. @@ -211,7 +211,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating matrix buffer in water shader"); - return false; + R_FALSE } // Create a texture sampler state description. @@ -234,7 +234,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating sampler state in water shader"); - return false; + R_FALSE } // Setup the description of the reflection dynamic constant buffer that is in the vertex shader. @@ -250,7 +250,7 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating reflection buffer in water shader"); - return false; + R_FALSE } // Setup the description of the water dynamic constant buffer that is in the pixel shader. @@ -266,10 +266,10 @@ bool water_shader_class::initialize_shader(ID3D11Device* device, HWND hwnd, WCHA if (FAILED(result)) { LOG_ERROR("Error creating water buffer in water shader"); - return false; + R_FALSE } - return true; + R_TRUE } @@ -388,7 +388,7 @@ bool water_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Error mapping matrix buffer in water shader"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -413,7 +413,7 @@ bool water_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Error mapping reflection buffer in water shader"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -445,7 +445,7 @@ bool water_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex if (FAILED(result)) { LOG_ERROR("Error mapping water buffer in water shader"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -465,7 +465,7 @@ bool water_shader_class::set_shader_parameters(ID3D11DeviceContext* deviceContex // Finally set the water constant buffer in the pixel shader with the updated values. deviceContext->PSSetConstantBuffers(bufferNumber, 1, &water_buffer_); - return true; + R_TRUE } void water_shader_class::render_shader(ID3D11DeviceContext* deviceContext, int indexCount) diff --git a/enginecustom/src/src/system/application_class.cpp b/enginecustom/src/src/system/application_class.cpp index 749ba59..f916a3f 100644 --- a/enginecustom/src/src/system/application_class.cpp +++ b/enginecustom/src/src/system/application_class.cpp @@ -98,14 +98,14 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!direct_3d_) { LOG_ERROR("Could not create the Direct3D object"); - return false; + R_FALSE } result = direct_3d_->initialize(screen_width_, screen_height_, vsync_enabled_, hwnd, full_screen, screen_depth, screen_near); if (!result) { LOG_ERROR("Could not initialize Direct3D"); - return false; + R_FALSE } // Create the camera object. @@ -113,14 +113,14 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!camera_) { LOG_ERROR("Could not create the camera object"); - return false; + R_FALSE } sun_camera_ = new camera_class; if (!sun_camera_) { LOG_ERROR("Could not create the sun camera object"); - return false; + R_FALSE } sun_camera_->set_position(0.0f,0.0f,0.0f); @@ -143,7 +143,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the font shader object"); - return false; + R_FALSE } // Create and initialize the font object. @@ -153,7 +153,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the font object"); - return false; + R_FALSE } // Create and initialize the render to texture object. @@ -163,7 +163,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the render texture object"); - return false; + R_FALSE } //ImVec2 availableSize = ImGui::GetContentRegionAvail(); @@ -174,7 +174,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the render texture object"); - return false; + R_FALSE } // Create and initialize the display plane object. @@ -184,7 +184,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the display plane object"); - return false; + R_FALSE } @@ -199,7 +199,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the sprite object"); - return false; + R_FALSE } // Set the initial mouse strings. @@ -217,7 +217,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the mouse strings"); - return false; + R_FALSE } } @@ -231,7 +231,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the bitmap object"); - return false; + R_FALSE } // Set the file name of the model. @@ -251,7 +251,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (FAILED(Hresult)) { LOG_ERROR("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end())); - return false; + R_FALSE } CubeTextures.diffuse.push_back(texture); } @@ -264,7 +264,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the model object"); - return false; + R_FALSE } // Create and initialize the light object. @@ -335,7 +335,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the shader manager object"); - return false; + R_FALSE } // Set the initial render count string. @@ -348,7 +348,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the render count string"); - return false; + R_FALSE } // Create and initialize the model list object. @@ -370,7 +370,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (FAILED(Hresult)) { LOG_ERROR("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end())); - return false; + R_FALSE } BathTextures.diffuse.push_back(texture); } @@ -385,7 +385,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { MessageBox(hwnd, L"Could not initialize the bath model object.", L"Error", MB_OK); - return false; + R_FALSE } // Set the file names of the water model. @@ -405,7 +405,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (FAILED(Hresult)) { LOG_ERROR("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end())); - return false; + R_FALSE } WaterTextures.diffuse.push_back(texture); } @@ -417,7 +417,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { MessageBox(hwnd, L"Could not initialize the water model object.", L"Error", MB_OK); - return false; + R_FALSE } // Create and initialize the refraction render to texture object. @@ -427,7 +427,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { MessageBox(hwnd, L"Could not initialize the refraction render texture object.", L"Error", MB_OK); - return false; + R_FALSE } // Create and initialize the reflection render to texture object. @@ -437,7 +437,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { MessageBox(hwnd, L"Could not initialize the reflection render texture object.", L"Error", MB_OK); - return false; + R_FALSE } // Set the height of the water. @@ -453,7 +453,7 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the timer object"); - return false; + R_FALSE } // Create the position class object. @@ -475,21 +475,21 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, if (!result) { LOG_ERROR("Could not initialize the fps string"); - return false; + R_FALSE } shadow_map_ = new shadow_map(); if (!shadow_map_->initialize(direct_3d_->get_device(), 2048, 2048)) { LOG_ERROR("Could not initialize the shadow map object"); - return false; + R_FALSE } stats_ = new stats(); if (!stats_->initialize(this)) { LOG_ERROR("Could not initialize the stats object"); - return false; + R_FALSE } physics_ = new physics; @@ -505,14 +505,17 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, std::string m_lastError; if (FMOD_result != FMOD_OK) { m_lastError = "Échec de la création du système FMOD: " + std::to_string(FMOD_result); - return false; + LOG_ERROR(m_lastError); + R_FALSE } FMOD_result = sound_system_->init(512, FMOD_INIT_NORMAL | FMOD_INIT_3D_RIGHTHANDED, nullptr); if (FMOD_result != FMOD_OK) { m_lastError = "Échec de l'initialisation du système FMOD: " + std::to_string(FMOD_result); + LOG_ERROR(m_lastError); sound_system_->release(); sound_system_ = nullptr; + R_FALSE } entity_manager_->SetCamera(camera_); @@ -526,13 +529,13 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd, catch (const std::exception& e) { LOG_ERROR(std::string("Exception caught during initialization: ") + e.what() ); - return false; + R_FALSE } LOG_INIT("Application class initialized"); - return true; + R_TRUE } void application_class::shutdown() @@ -835,12 +838,12 @@ bool application_class::frame(input_class* Input) scrollDown = Input->IsScrollDown(); // Check if the a(q), d, w(z), s, q(a), e have been pressed, if so move the camera accordingly. - buttonQ = Input->IsAPressed(); - buttonD = Input->IsDPressed(); - buttonZ = Input->IsWPressed(); - buttonS = Input->IsSPressed(); - buttonA = Input->IsQPressed(); - buttonE = Input->IsEPressed(); + buttonQ = Input->is_key_pressed(DIK_A); + buttonD = Input->is_key_pressed(DIK_D); + buttonZ = Input->is_key_pressed(DIK_W); + buttonS = Input->is_key_pressed(DIK_S); + buttonA = Input->is_key_pressed(DIK_Q); + buttonE = Input->is_key_pressed(DIK_E); position_->MoveCamera(buttonZ, buttonS, buttonQ, buttonD, buttonE, buttonA, scrollUp, scrollDown, rightMouseDown); position_->GetPosition(positionX, positionY, positionZ); @@ -883,7 +886,7 @@ bool application_class::frame(input_class* Input) if (!result) { LOG_ERROR("Could not render the graphics scene"); - return false; + R_FALSE } // Update the frames per second each frame. @@ -891,7 +894,7 @@ bool application_class::frame(input_class* Input) if (!result) { LOG_ERROR("Could not update the frames per second"); - return false; + R_FALSE } // Update the rotation variable each frame. @@ -912,14 +915,14 @@ bool application_class::frame(input_class* Input) result = render_refraction_to_texture(); if (!result) { - return false; + R_FALSE } // render the reflection of the scene to a texture. result = render_reflection_to_texture(); if (!result) { - return false; + R_FALSE } inputs_.key_left = Input->IsLeftArrowPressed(); @@ -932,7 +935,7 @@ bool application_class::frame(input_class* Input) if (!result) { LOG_ERROR("Could not render the scene to the render texture"); - return false; + R_FALSE } // Update the mouse strings each frame. @@ -940,7 +943,7 @@ bool application_class::frame(input_class* Input) if (!result) { LOG_ERROR("Could not update the mouse strings"); - return false; + R_FALSE } // Update the sprite object using the frame time. @@ -953,7 +956,7 @@ bool application_class::frame(input_class* Input) textureTranslation -= 1.0f; } - return true; + R_TRUE } bool application_class::render_refraction_to_texture() @@ -999,14 +1002,14 @@ bool application_class::render_refraction_to_texture() bath_model_->GetTexture(TextureType::Diffuse,0), lights_[0]->GetDirection(), ambientColor, diffuseColor, lightPosition, clipPlane); if (!result) { - return false; + R_FALSE } // Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original. direct_3d_->set_back_buffer_render_target(); direct_3d_->reset_viewport(); - return true; + R_TRUE } bool application_class::render_reflection_to_texture() @@ -1027,7 +1030,7 @@ bool application_class::render_reflection_to_texture() direct_3d_->set_back_buffer_render_target(); direct_3d_->reset_viewport(); - return true; + R_TRUE } bool application_class::render_scene_to_texture(float rotation) @@ -1055,14 +1058,14 @@ bool application_class::render_scene_to_texture(float rotation) model_->GetTexture(TextureType::Diffuse,0)); if (!result) { - return false; + R_FALSE } // Reset the render target back to the original back buffer and not the render to texture anymore. And reset the viewport back to the original. direct_3d_->set_back_buffer_render_target(); direct_3d_->reset_viewport(); - return true; + R_TRUE } bool application_class::render(float rotation, float x, float y, float z, float textureTranslation) @@ -1152,7 +1155,7 @@ bool application_class::render(float rotation, float x, float y, float z, float if (!result) { LOG_ERROR("Could not render the model using any shader"); - return false; + R_FALSE } // Reset the active camera to the main camera. @@ -1165,7 +1168,7 @@ bool application_class::render(float rotation, float x, float y, float z, float // if (!result) // { // LOG_ERROR("Could not render the model using any shader"); - // return false; + // R_FALSE // } // stats_->update_geometric_stats(); @@ -1175,7 +1178,7 @@ bool application_class::render(float rotation, float x, float y, float z, float if (!result) { LOG_ERROR("Could not update the render count string"); - return false; + R_FALSE } @@ -1190,7 +1193,7 @@ bool application_class::render(float rotation, float x, float y, float z, float bath_model_->GetTexture(TextureType::Diffuse,0), diffuseColor, lightPosition, ambientColor); if (!result) { - return false; + R_FALSE } // Reset the world matrix. @@ -1211,7 +1214,7 @@ bool application_class::render(float rotation, float x, float y, float z, float water_translation_, 0.01f); if (!result) { - return false; + R_FALSE } // Disable the Z buffer and enable alpha blending for 2D rendering. @@ -1229,7 +1232,7 @@ bool application_class::render(float rotation, float x, float y, float z, float if (!result) { LOG_ERROR("Could not render the render count text string using the font shader"); - return false; + R_FALSE } // render the fps text string using the font shader. @@ -1240,7 +1243,7 @@ bool application_class::render(float rotation, float x, float y, float z, float if (!result) { LOG_ERROR("Could not render the fps text string using the font shader"); - return false; + R_FALSE } // render the mouse text strings using the font shader. @@ -1253,7 +1256,7 @@ bool application_class::render(float rotation, float x, float y, float z, float if (!result) { LOG_ERROR("Could not render the mouse text strings using the font shader"); - return false; + R_FALSE } } @@ -1261,7 +1264,7 @@ bool application_class::render(float rotation, float x, float y, float z, float result = sprite_->Render(direct_3d_->get_device_context()); if (!result) { - return false; + R_FALSE } // render the sprite with the texture shader. @@ -1270,7 +1273,7 @@ bool application_class::render(float rotation, float x, float y, float z, float if (!result) { LOG_ERROR("Could not render the sprite using the texture shader"); - return false; + R_FALSE } // Turn off alpha blending after rendering the 2D text. @@ -1291,7 +1294,7 @@ bool application_class::render(float rotation, float x, float y, float z, float // Réinitialiser la cible de rendu au back buffer. direct_3d_->set_back_buffer_render_target(); - return true; + R_TRUE } d_3d_class* application_class::get_direct_3d() @@ -1364,7 +1367,7 @@ void application_class::generate_terrain() for (int i = 0; i < gridSizeX; i++) { for (int j = 0; j < gridSizeZ; j++) { // Créer une entité - auto entity = entity_manager_->CreateEntity(); + auto entity = CREATE_ENTITY // Ajouter un composant d'identité auto identity = entity->AddComponent(object_id_++); @@ -1383,7 +1386,7 @@ void application_class::generate_terrain() // Ajouter un composant de shader auto shader = entity->AddComponent(); - shader->SetActiveShader(ecs::ShaderType::SUNLIGHT); + shader->SetActiveShader(SHD_SUN); } } } @@ -1397,7 +1400,7 @@ void application_class::generate_terrain() void application_class::add_kobject(std::wstring& filepath) { std::lock_guard lock(objects_mutex_); - LOG_INFO("Adding object", __FILE__, __LINE__); + LOG_INFO("Adding object"); char modelFilename[128]; TextureContainer KobjectsTextures; @@ -1428,7 +1431,7 @@ void application_class::add_kobject(std::wstring& filepath) auto it = g_model_cache.find(modelKey); if (it != g_model_cache.end()) { // Utiliser le modèle existant du cache - LOG_INFO("Using cached model for " + modelKey, __FILE__, __LINE__); + LOG_INFO("Using cached model for " + modelKey); sharedModel = it->second; } else { @@ -1446,11 +1449,11 @@ void application_class::add_kobject(std::wstring& filepath) // Ajouter le modèle au cache g_model_cache[modelKey] = sharedModel; - LOG_INFO("Added model to cache: " + modelKey, __FILE__, __LINE__); + LOG_INFO("Added model to cache: " + modelKey); } // Créer une nouvelle entité - auto entity = entity_manager_->CreateEntity(); + auto entity = CREATE_ENTITY // Ajouter un composant d'identité auto identity = entity->AddComponent(object_id_++); @@ -1469,13 +1472,13 @@ void application_class::add_kobject(std::wstring& filepath) // Ajouter un composant de shader auto shader = entity->AddComponent(); - shader->SetActiveShader(ecs::ShaderType::LIGHTING); + shader->SetActiveShader(SHD_LIGHT); // Stocker le chemin du modèle auto modelPath = entity->AddComponent(); modelPath->SetPath(filepath); - LOG_INFO("ECS entity created with ID: " + std::to_string(identity->GetId()), __FILE__, __LINE__); + LOG_INFO("ECS entity created with ID: " + std::to_string(identity->GetId())); update_stats_after_modification(); } @@ -1483,7 +1486,7 @@ void application_class::add_kobject(std::wstring& filepath) void application_class::add_cube() { std::lock_guard lock(objects_mutex_); - LOG_INFO("Adding cube", __FILE__, __LINE__); + LOG_INFO("Adding cube"); std::string model_name = "assets/Model/TXT/cube.txt"; std::shared_ptr sharedModel; @@ -1491,7 +1494,7 @@ void application_class::add_cube() auto it = g_model_cache.find(model_name); if (it != g_model_cache.end()) { - LOG_INFO("Using cached model: " + model_name, __FILE__, __LINE__); + LOG_INFO("Using cached model: " + model_name); sharedModel = it->second; } else @@ -1513,12 +1516,12 @@ void application_class::add_cube() g_model_cache[model_name] = newModel; sharedModel = newModel; - LOG_INFO("Added cube model to cache: " + model_name, __FILE__, __LINE__); + LOG_INFO("Added cube model to cache: " + model_name); if (entity_manager_) { - auto entity = entity_manager_->CreateEntity(); + auto entity = CREATE_ENTITY auto identity = entity->AddComponent(object_id_++); identity->SetName("Cube"); @@ -1533,7 +1536,7 @@ void application_class::add_cube() render->InitializeWithModel(sharedModel); auto shader = entity->AddComponent(); - shader->SetActiveShader(ecs::ShaderType::TEXTURE); + shader->SetActiveShader(SHD_TEX); } } @@ -1601,7 +1604,7 @@ bool application_class::update_mouse_strings(int mouseX, int mouseY, bool mouseD if (!result) { LOG_ERROR("Could not update the mouse X string"); - return false; + R_FALSE } // Convert the mouse Y integer to string format. @@ -1616,7 +1619,7 @@ bool application_class::update_mouse_strings(int mouseX, int mouseY, bool mouseD if (!result) { LOG_ERROR("Could not update the mouse Y string"); - return false; + R_FALSE } // Setup the mouse button string. @@ -1635,10 +1638,10 @@ bool application_class::update_mouse_strings(int mouseX, int mouseY, bool mouseD if (!result) { LOG_ERROR("Could not update the mouse button string"); - return false; + R_FALSE } - return true; + R_TRUE } bool application_class::update_fps() @@ -1660,7 +1663,7 @@ bool application_class::update_fps() // Check if the fps from the previous frame was the same, if so don't need to update the text string. if (previous_fps_ == fps) { - return true; + R_TRUE } // Store the fps for checking next frame. @@ -1708,10 +1711,10 @@ bool application_class::update_fps() if (!result) { LOG_ERROR("Could not update the fps string"); - return false; + R_FALSE } - return true; + R_TRUE } bool application_class::update_render_count_string(int renderCount) @@ -1732,10 +1735,10 @@ bool application_class::update_render_count_string(int renderCount) if (!result) { LOG_ERROR("Could not update the render count string"); - return false; + R_FALSE } - return true; + R_TRUE } XMVECTOR application_class::get_light_color(int index) @@ -1777,14 +1780,14 @@ void application_class::set_light_position(int index, XMVECTOR position) void application_class::set_screen_height(int height) { // log the new screen height - LOG_INFO("Setting screen height to " + std::to_string(height), __FILE__, __LINE__); + LOG_INFO("Setting screen height to " + std::to_string(height)); screen_height_ = height; } void application_class::set_screen_width(int width) { // log the new screen width - LOG_INFO("Setting screen width to " + std::to_string(width), __FILE__, __LINE__); + LOG_INFO("Setting screen width to " + std::to_string(width)); screen_width_ = width; } @@ -1846,11 +1849,8 @@ void application_class::culling_thread_function() bool application_class::render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection) { std::lock_guard lock(objects_mutex_); - XMMATRIX scaleMatrix, rotateMatrix, translateMatrix; - bool result; int renderCount = 0; - int i; // Rendu des entités du système ECS s'il est disponible if (entity_manager_) { @@ -1896,7 +1896,7 @@ bool application_class::render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLO set_render_count(renderCount); - return true; + R_TRUE } void application_class::construct_frustum() @@ -1937,7 +1937,7 @@ bool application_class::render_physics(float delta_time) { } } - return true; + R_TRUE } void application_class::physics_thread_function() @@ -1989,7 +1989,7 @@ bool application_class::create_big_cube(int side_count) newModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), textures); if (!newModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(),model_file, textures)) { LOG_ERROR("Impossible d'initialiser le modèle du gros cube"); - return false; + R_FALSE } g_model_cache[modelName] = newModel; sharedModel = newModel; @@ -1999,7 +1999,7 @@ bool application_class::create_big_cube(int side_count) for (int y = 0; y < side_count; y++) { for (int z = 0; z < side_count; z++) { // Créer une entité - auto entity = entity_manager_->CreateEntity(); + auto entity = CREATE_ENTITY // Ajouter un composant d'identité auto identity = entity->AddComponent(object_id_++); @@ -2018,14 +2018,14 @@ bool application_class::create_big_cube(int side_count) // Ajouter un composant de shader auto shader = entity->AddComponent(); - shader->SetActiveShader(ecs::ShaderType::LIGHTING); + shader->SetActiveShader(SHD_LIGHT); } } } update_stats_after_modification(); - return true; + R_TRUE } void application_class::update_stats_after_modification() @@ -2077,7 +2077,7 @@ bool application_class::create_skysphere() auto it = g_model_cache.find(modelKey); if (it != g_model_cache.end()) { - LOG_INFO("Using cached model for sky sphere: " + modelKey, __FILE__, __LINE__); + LOG_INFO("Using cached model for sky sphere: " + modelKey); sharedModel = it->second; } else @@ -2087,18 +2087,18 @@ bool application_class::create_skysphere() if (!sharedModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, textures)) { LOG_ERROR("Failed to initialize model for sky sphere"); - return false; + R_FALSE } g_model_cache[modelKey] = sharedModel; - LOG_INFO("Added sky sphere model to cache: " + modelKey, __FILE__, __LINE__); + LOG_INFO("Added sky sphere model to cache: " + modelKey); } - sky_entity_ = entity_manager_->CreateEntity(); + sky_entity_ = CREATE_ENTITY if (!sky_entity_) { LOG_ERROR("Failed to create sky entity"); - return false; + R_FALSE } sky_id_ = sky_entity_->GetID(); @@ -2120,25 +2120,23 @@ bool application_class::create_skysphere() modelpath->SetPath(L"assets/Model/OBJ/skysphere.obj"); auto shader = sky_entity_->AddComponent(); - shader->SetActiveShader(ecs::ShaderType::SKYBOX); + shader->SetActiveShader(SHD_SKYBOX); - return true; + R_TRUE } bool application_class::update_screen_depth(float new_screen_depth) { - if (!direct_3d_) return false; - if (new_screen_depth <= screen_near) return false; + CHECK_2_CONDITION_INDEPENDENT_RETURN(direct_3d_,new_screen_depth <= screen_near); screen_depth = new_screen_depth; direct_3d_->set_projection_params(screen_width_, screen_height_, screen_depth, screen_near); - return true; + R_TRUE } bool application_class::update_screen_near(float new_screen_near) { - if (!direct_3d_) return false; - if (new_screen_near <= 0.0f || new_screen_near >= screen_depth) return false; + CHECK_2_CONDITION_INDEPENDENT_RETURN(direct_3d_,new_screen_near <= 0.0f || new_screen_near >= screen_depth); screen_near = new_screen_near; direct_3d_->set_projection_params(screen_width_, screen_height_, screen_depth, screen_near); - return true; + R_TRUE } \ No newline at end of file diff --git a/enginecustom/src/src/system/bitmap_class.cpp b/enginecustom/src/src/system/bitmap_class.cpp index 3507aa9..b714d30 100644 --- a/enginecustom/src/src/system/bitmap_class.cpp +++ b/enginecustom/src/src/system/bitmap_class.cpp @@ -37,7 +37,7 @@ bool bitmap_class::initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC if (!result) { LOG_ERROR("Failed to initialize buffers"); - return false; + R_FALSE } // Load the texture for this bitmap. @@ -45,12 +45,12 @@ bool bitmap_class::initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC if (!result) { LOG_ERROR("Failed to load texture"); - return false; + R_FALSE } LOG_INIT("Bitmap class initialized"); - return true; + R_TRUE } void bitmap_class::shutdown() @@ -73,13 +73,13 @@ bool bitmap_class::render(ID3D11DeviceContext* deviceContext) if (!result) { LOG_ERROR("Failed to update buffers"); - return false; + R_FALSE } // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. render_buffers(deviceContext); - return true; + R_TRUE } int bitmap_class::get_index_count() @@ -146,7 +146,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device) if (FAILED(result)) { LOG_ERROR("Failed to create vertex buffer"); - return false; + R_FALSE } // Set up the description of the index buffer. @@ -167,7 +167,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device) if (FAILED(result)) { LOG_ERROR("Failed to create index buffer"); - return false; + R_FALSE } // Release the arrays now that the vertex and index buffers have been created and loaded. @@ -179,7 +179,7 @@ bool bitmap_class::initialize_buffers(ID3D11Device* device) LOG_INIT("Buffers initialized"); - return true; + R_TRUE } void bitmap_class::shutdown_buffers() @@ -220,7 +220,7 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent) // If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer. if ((prev_pos_x_ == render_x_) && (prev_pos_y_ == render_y_)) { - return true; + R_TRUE } // If the rendering location has changed then store the new position and update the vertex buffer. @@ -268,7 +268,7 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent) if (FAILED(result)) { LOG_ERROR("Failed to map vertex buffer"); - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -287,7 +287,7 @@ bool bitmap_class::update_buffers(ID3D11DeviceContext* deviceContent) delete[] vertices; vertices = 0; - return true; + R_TRUE } void bitmap_class::render_buffers(ID3D11DeviceContext* deviceContext) @@ -324,14 +324,14 @@ bool bitmap_class::load_texture(ID3D11Device* device, ID3D11DeviceContext* devic if (!result) { LOG_ERROR("Failed to initialize texture object"); - return false; + R_FALSE } // Store the size in pixels that this bitmap should be rendered at. bitmap_width_ = texture_->GetWidth(); bitmap_height_ = texture_->GetHeight(); - return true; + R_TRUE } void bitmap_class::release_texture() diff --git a/enginecustom/src/src/system/d_3d_class.cpp b/enginecustom/src/src/system/d_3d_class.cpp index 468266e..cd8b54d 100644 --- a/enginecustom/src/src/system/d_3d_class.cpp +++ b/enginecustom/src/src/system/d_3d_class.cpp @@ -65,7 +65,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create DXGIFactory"); - return false; + R_FALSE } // Use the factory to create an adapter for the primary graphics interface (video card). @@ -73,7 +73,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create adapter"); - return false; + R_FALSE } // Enumerate the primary adapter output (monitor). @@ -81,7 +81,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create adapter output"); - return false; + R_FALSE } // Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor). @@ -89,7 +89,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to get display mode list"); - return false; + R_FALSE } // Create a list to hold all the possible display modes for this monitor/video card combination. @@ -97,7 +97,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (!displayModeList) { LOG_ERROR("Failed to create display mode list"); - return false; + R_FALSE } // Now fill the display mode list structures. @@ -105,7 +105,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to fill display mode list"); - return false; + R_FALSE } // Now go through all the display modes and find the one that matches the screen width and height. @@ -127,7 +127,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to get adapter description"); - return false; + R_FALSE } // Store the dedicated video card memory in megabytes. @@ -138,7 +138,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (error != 0) { LOG_ERROR("Failed to convert video card name to character array"); - return false; + R_FALSE } // Release the display mode list. @@ -221,7 +221,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create swap chain, device and device context"); - return false; + R_FALSE } // Get the pointer to the back buffer. @@ -229,7 +229,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to get pointer to back buffer"); - return false; + R_FALSE } // Create the render target view with the back buffer pointer. @@ -237,7 +237,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create render target view"); - return false; + R_FALSE } // Release pointer to the back buffer as we no longer need it. @@ -265,7 +265,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create texture for depth buffer"); - return false; + R_FALSE } // initialize the description of the stencil state. @@ -297,7 +297,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create depth stencil state"); - return false; + R_FALSE } // Set the depth stencil state. @@ -316,7 +316,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create depth stencil view"); - return false; + R_FALSE } // Bind the render target view and depth stencil buffer to the output render pipeline. @@ -339,7 +339,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create rasterizer state"); - return false; + R_FALSE } // Now set the rasterizer state. @@ -394,7 +394,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create depth disabled stencil state"); - return false; + R_FALSE } // Clear the blend state description. @@ -415,7 +415,7 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create alpha enabled blend state"); - return false; + R_FALSE } // Modify the description to create an alpha disabled blend state description. @@ -426,10 +426,10 @@ bool d_3d_class::initialize(int screenWidth, int screenHeight, bool vsync, HWND if (FAILED(result)) { LOG_ERROR("Failed to create alpha disabled blend state"); - return false; + R_FALSE } - return true; + R_TRUE } @@ -787,5 +787,5 @@ bool d_3d_class::set_projection_params(int width, int height, float screenDepth, // Create an orthographic projection matrix for 2D rendering. ortho_matrix_ = XMMatrixOrthographicLH((float)width, (float)height, screenNear, screenDepth); - return true; + R_TRUE } \ No newline at end of file diff --git a/enginecustom/src/src/system/display_plane_class.cpp b/enginecustom/src/src/system/display_plane_class.cpp index 2bc1654..81ac92e 100644 --- a/enginecustom/src/src/system/display_plane_class.cpp +++ b/enginecustom/src/src/system/display_plane_class.cpp @@ -31,11 +31,11 @@ bool display_plane_class::Initialize(ID3D11Device* device, float width, float he if (!result) { LOG_ERROR("Could not initialize buffers"); - return false; + R_FALSE } LOG_INIT("Display_plane_class initialized"); - return true; + R_TRUE } @@ -133,7 +133,7 @@ bool display_plane_class::InitializeBuffers(ID3D11Device* device, float width, f if (FAILED(result)) { LOG_ERROR("Could not create vertex buffer"); - return false; + R_FALSE } // Set up the description of the index buffer. @@ -154,7 +154,7 @@ bool display_plane_class::InitializeBuffers(ID3D11Device* device, float width, f if (FAILED(result)) { LOG_ERROR("Could not create index buffer"); - return false; + R_FALSE } // Release the arrays now that the vertex and index buffers have been created and loaded. @@ -166,7 +166,7 @@ bool display_plane_class::InitializeBuffers(ID3D11Device* device, float width, f LOG_INIT("Buffers initialized"); - return true; + R_TRUE } diff --git a/enginecustom/src/src/system/font_class.cpp b/enginecustom/src/src/system/font_class.cpp index 1682c3c..08f4c82 100644 --- a/enginecustom/src/src/system/font_class.cpp +++ b/enginecustom/src/src/system/font_class.cpp @@ -53,7 +53,7 @@ bool font_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon if (!result) { LOG_ERROR("Failed to load font data"); - return false; + R_FALSE } // Load the texture that has the font characters on it. @@ -61,12 +61,12 @@ bool font_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon if (!result) { LOG_ERROR("Failed to load font texture"); - return false; + R_FALSE } LOG_INIT("Font class initialized"); - return true; + R_TRUE } void font_class::Shutdown() @@ -98,7 +98,7 @@ bool font_class::LoadFontData(char* filename) if (fin.fail()) { LOG_ERROR("Failed to open font file"); - return false; + R_FALSE } // Read in the 95 used ascii characters for text. @@ -125,7 +125,7 @@ bool font_class::LoadFontData(char* filename) LOG_INFO("Font data loaded"); - return true; + R_TRUE } void font_class::ReleaseFontData() @@ -159,12 +159,12 @@ bool font_class::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo if (!result) { LOG_ERROR("Failed to initialize font texture"); - return false; + R_FALSE } LOG_INFO("Font texture loaded"); - return true; + R_TRUE } void font_class::ReleaseTexture() diff --git a/enginecustom/src/src/system/frustum.cpp b/enginecustom/src/src/system/frustum.cpp index c2c7908..318fe06 100644 --- a/enginecustom/src/src/system/frustum.cpp +++ b/enginecustom/src/src/system/frustum.cpp @@ -56,33 +56,14 @@ void frustum::ConstructFrustum(float screenDepth, XMMATRIX projectionMatrix, XMM } } -bool frustum::CheckCube(float xCenter, float yCenter, float zCenter, float radius, float tolerance) +bool frustum::CheckCube(const float x_center,const float y_center,const float z_center,const float radius,const float tolerance) { // Vérifiez chaque plan du frustum pour voir si le cube est à l'intérieur for (int i = 0; i < 6; i++) { XMVECTOR plane = m_planes[i]; - if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance) - continue; - if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance) - continue; - if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance) - continue; - if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter - radius) + XMVectorGetW(plane) > -tolerance) - continue; - if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance) - continue; - if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter - radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance) - continue; - if (XMVectorGetX(plane) * (xCenter - radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance) - continue; - if (XMVectorGetX(plane) * (xCenter + radius) + XMVectorGetY(plane) * (yCenter + radius) + XMVectorGetZ(plane) * (zCenter + radius) + XMVectorGetW(plane) > -tolerance) - continue; - - // Si le cube est en dehors de l'un des plans, il n'est pas dans le frustum - return false; + CHECK_FRUSTRUM_CUBE_CORNERS(plane, x_center, y_center, z_center, radius, tolerance) } - // Si le cube est à l'intérieur de tous les plans, il est dans le frustum - return true; + R_TRUE } diff --git a/enginecustom/src/src/system/frustumclass.cpp b/enginecustom/src/src/system/frustumclass.cpp index 7f3f2ab..762f994 100644 --- a/enginecustom/src/src/system/frustumclass.cpp +++ b/enginecustom/src/src/system/frustumclass.cpp @@ -130,11 +130,11 @@ bool FrustumClass::CheckPoint(float x, float y, float z) { if (((m_planes[i].x * x) + (m_planes[i].y * y) + (m_planes[i].z * z) + m_planes[i].w) < 0.0f) { - return false; + R_FALSE } } - return true; + R_TRUE } bool FrustumClass::CheckCube(float xCenter, float yCenter, float zCenter, float radius) @@ -201,10 +201,10 @@ bool FrustumClass::CheckCube(float xCenter, float yCenter, float zCenter, float continue; } - return false; + R_FALSE } - return true; + R_TRUE } bool FrustumClass::CheckSphere(float xCenter, float yCenter, float zCenter, float radius) @@ -217,11 +217,11 @@ bool FrustumClass::CheckSphere(float xCenter, float yCenter, float zCenter, floa { if (((m_planes[i].x * xCenter) + (m_planes[i].y * yCenter) + (m_planes[i].z * zCenter) + m_planes[i].w) < -radius) { - return false; + R_FALSE } } - return true; + R_TRUE } bool FrustumClass::CheckRectangle(float xCenter, float yCenter, float zCenter, float xSize, float ySize, float zSize) @@ -288,9 +288,9 @@ bool FrustumClass::CheckRectangle(float xCenter, float yCenter, float zCenter, f continue; } - return false; + R_FALSE } - return true; + R_TRUE } diff --git a/enginecustom/src/src/system/imguiManager.cpp b/enginecustom/src/src/system/imguiManager.cpp index 914959f..acb221c 100644 --- a/enginecustom/src/src/system/imguiManager.cpp +++ b/enginecustom/src/src/system/imguiManager.cpp @@ -49,7 +49,7 @@ imguiManager::~imguiManager() bool imguiManager::IncrementBuildVersionInConfig(const std::string& filepath) { std::ifstream file_in(filepath); - if (!file_in) return false; // fichier introuvable + if (!file_in) R_FALSE // fichier introuvable std::vector lines; std::string line; @@ -68,7 +68,7 @@ bool imguiManager::IncrementBuildVersionInConfig(const std::string& filepath) { } } catch (...) { LOG_ERROR("Error converting VER to integer"); - return false; // erreur conversion + R_FALSE // erreur conversion } } lines.push_back(line); @@ -86,14 +86,14 @@ bool imguiManager::IncrementBuildVersionInConfig(const std::string& filepath) { if (!file_out) { LOG_ERROR("Error writing to file"); - return false; + R_FALSE } for (const auto& l : lines) { file_out << l << "\n"; } file_out.close(); - return true; + R_TRUE } bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext) @@ -120,13 +120,13 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte ImGuiStyle& style = ImGui::GetStyle(); // Palette de couleurs sobres inspir�e des �diteurs modernes - ImVec4 background_dark = ImVec4(0.10f, 0.10f, 0.10f, 1.00f); // Fond fonc� - ImVec4 background = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); // Fond principal - ImVec4 background_light = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Fond clair - ImVec4 accent = ImVec4(0.14f, 0.44f, 0.80f, 0.50f); // Accent bleu - ImVec4 accent_light = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); // Accent bleu vif - ImVec4 text = ImVec4(1.0f, 1.0f, 1.0f, 1.00f); // Texte plus blanc - ImVec4 text_dim = ImVec4(0.70f, 0.70f, 0.70f, 1.00f); + // ImVec4 background_dark = ImVec4(0.10f, 0.10f, 0.10f, 1.00f); // Fond fonc� + // ImVec4 background = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); // Fond principal + // ImVec4 background_light = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Fond clair + // ImVec4 accent = ImVec4(0.14f, 0.44f, 0.80f, 0.50f); // Accent bleu + // ImVec4 accent_light = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); // Accent bleu vif + // ImVec4 text = ImVec4(1.0f, 1.0f, 1.0f, 1.00f); // Texte plus blanc + // ImVec4 text_dim = ImVec4(0.70f, 0.70f, 0.70f, 1.00f); // Ajustements de style g�n�raux style.WindowPadding = ImVec2(4.0f, 4.0f); // Moins de padding dans les fen�tres @@ -150,57 +150,57 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte style.TabRounding = 4.0f; // Couleurs principales - style.Colors[ImGuiCol_Text] = text; - style.Colors[ImGuiCol_TextDisabled] = text_dim; - style.Colors[ImGuiCol_WindowBg] = background; - style.Colors[ImGuiCol_ChildBg] = background_dark; - style.Colors[ImGuiCol_PopupBg] = background_dark; - style.Colors[ImGuiCol_Border] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f); - style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + style.Colors[ImGuiCol_Text] = TEXT_COLOR; + style.Colors[ImGuiCol_TextDisabled] = TEXT_DIM_COLOR; + style.Colors[ImGuiCol_WindowBg] = BG_GRAY; + style.Colors[ImGuiCol_ChildBg] = BG_DK_GRAY; + style.Colors[ImGuiCol_PopupBg] = BG_DK_GRAY; + style.Colors[ImGuiCol_Border] = BORDER_COLOR; + style.Colors[ImGuiCol_BorderShadow] = BLK; // Encadrements - style.Colors[ImGuiCol_FrameBg] = background_light; + style.Colors[ImGuiCol_FrameBg] = BG_LT_GRAY; style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f); // Titres - style.Colors[ImGuiCol_TitleBg] = background_dark; - style.Colors[ImGuiCol_TitleBgActive] = accent; + style.Colors[ImGuiCol_TitleBg] = BG_DK_GRAY; + style.Colors[ImGuiCol_TitleBgActive] = ACCENT_COLOR; style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.12f, 0.12f, 0.12f, 0.90f); // �l�ments de menu - style.Colors[ImGuiCol_MenuBarBg] = background_dark; - style.Colors[ImGuiCol_ScrollbarBg] = background_dark; + style.Colors[ImGuiCol_MenuBarBg] = BG_DK_GRAY; + style.Colors[ImGuiCol_ScrollbarBg] = BG_DK_GRAY; style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f); style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); // Boutons et interactions - style.Colors[ImGuiCol_CheckMark] = accent_light; - style.Colors[ImGuiCol_SliderGrab] = accent; - style.Colors[ImGuiCol_SliderGrabActive] = accent_light; - style.Colors[ImGuiCol_Button] = background_light; + style.Colors[ImGuiCol_CheckMark] = ACCENT_LT_COLOR; + style.Colors[ImGuiCol_SliderGrab] = ACCENT_COLOR; + style.Colors[ImGuiCol_SliderGrabActive] = ACCENT_LT_COLOR; + style.Colors[ImGuiCol_Button] = BG_LT_GRAY; style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f); - style.Colors[ImGuiCol_ButtonActive] = accent; + style.Colors[ImGuiCol_ButtonActive] = ACCENT_COLOR; // En-t�tes et onglets style.Colors[ImGuiCol_Header] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f); - style.Colors[ImGuiCol_HeaderActive] = accent; + style.Colors[ImGuiCol_HeaderActive] = ACCENT_COLOR; style.Colors[ImGuiCol_Separator] = ImVec4(0.28f, 0.28f, 0.28f, 1.00f); style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.45f, 0.45f, 0.45f, 1.00f); - style.Colors[ImGuiCol_SeparatorActive] = accent; + style.Colors[ImGuiCol_SeparatorActive] = ACCENT_COLOR; - style.Colors[ImGuiCol_Tab] = background_dark; - style.Colors[ImGuiCol_TabHovered] = accent; - style.Colors[ImGuiCol_TabActive] = accent; - style.Colors[ImGuiCol_TabUnfocused] = background_dark; - style.Colors[ImGuiCol_TabUnfocusedActive] = background; + style.Colors[ImGuiCol_Tab] = BG_DK_GRAY; + style.Colors[ImGuiCol_TabHovered] = ACCENT_COLOR; + style.Colors[ImGuiCol_TabActive] = ACCENT_COLOR; + style.Colors[ImGuiCol_TabUnfocused] = BG_DK_GRAY; + style.Colors[ImGuiCol_TabUnfocusedActive] = BG_GRAY; // Autres �l�ments - style.Colors[ImGuiCol_DockingPreview] = accent; - style.Colors[ImGuiCol_DockingEmptyBg] = background_light; + style.Colors[ImGuiCol_DockingPreview] = ACCENT_COLOR; + style.Colors[ImGuiCol_DockingEmptyBg] = BG_LT_GRAY; // Charger une police avec une meilleure nettet� ImFontConfig fontConfig; @@ -224,7 +224,7 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte scene_manager_ = new scene_manager; if (!scene_manager_->initialize(app_.get())) { LOG_ERROR("Failed to initialize scene manager"); - return false; + R_FALSE } stats_ = app_->get_stats(); @@ -276,7 +276,7 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte LOG_INIT("imgui initialized"); - return true; + R_TRUE } void imguiManager::Shutdown() @@ -309,14 +309,7 @@ void imguiManager::NewFrame() } void imguiManager::SetupDockspace() { - // Configuration du style pour supprimer l'espace autour des fen�tres dock�es - ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); - ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); - ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - - // Configuration du style pour les n�uds de dock - ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); // R�duit l'�paisseur des s�parateurs - + BASIC_DOCK_STYLE_1 // Configuration de la fen�tre principale ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; ImGuiViewport* viewport = ImGui::GetMainViewport(); @@ -340,27 +333,27 @@ void imguiManager::SetupDockspace() { ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); if (ImGui::BeginMenuBar()) { - if (ImGui::BeginMenu("Windows")) { - ImGui::MenuItem("Object Window", NULL, &showObjectWindow); - ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow); - ImGui::MenuItem("Light Window", NULL, &showLightWindow); - ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow); - ImGui::MenuItem("Log Window", NULL, &showLogWindow); - ImGui::MenuItem("render Stats", NULL, &showStatsWindow); - ImGui::EndMenu(); + if (B_MENU("Windows")) { + M_ITEM_LP("Object Window", &showObjectWindow); + M_ITEM_LP("Terrain Window", &showTerrainWindow); + M_ITEM_LP("Light Window", &showLightWindow); + M_ITEM_LP("Engine Settings Window", &showEngineSettingsWindow); + M_ITEM_LP("Log Window", &showLogWindow); + M_ITEM_LP("render Stats", &showStatsWindow); + E_MENU } - if (ImGui::BeginMenu("Scene")) { - if (ImGui::MenuItem("Save Scene")) { + if (B_MENU("Scene")) { + if (M_ITEM_L("Save Scene")) { scene_manager_->save_scene(); } - if (ImGui::MenuItem("Save Scene As...")) { + if (M_ITEM_L("Save Scene As...")) { scene_manager_->save_scene_as(); } - if (ImGui::MenuItem("Load Scene")) { + if (M_ITEM_L("Load Scene")) { scene_manager_->load_scene(); } - ImGui::EndMenu(); + E_MENU } const float PAD_X = 14.0f; @@ -404,34 +397,34 @@ void imguiManager::SetupDockspace() { ImGui::EndMenuBar(); } - ImGui::End(); + END } void imguiManager::WidgetSpeedSlider(float* speed) { - ImGui::SliderFloat("Speed", speed, 0.0f, 100.0f); + F_SLIDER("Speed", speed, 0.0f, 100.0f); } void imguiManager::WidgetButton() { static int counter = 0; - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + if (BUTTON("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); + S_LINE + TEXT_V("counter = %d", counter) } void imguiManager::WidgetAddObject() { - if (ImGui::CollapsingHeader("Objects")) + if (C_HEADER("Objects")) { - if (ImGui::Button("Add Cube")) + if (BUTTON("Add Cube")) { app_->add_cube(); } - ImGui::SameLine(); - if (ImGui::Button("Import Object")) + S_LINE + if (BUTTON("Import Object")) { // Open file dialog OPENFILENAME ofn; @@ -514,18 +507,18 @@ void imguiManager::WidgetAddObject() } } - ImGui::SameLine(); - ImGui::Text("Number of cubes: %d", entity_manager_->GetEntityCount()); + S_LINE + TEXT_V("Number of cubes: %d", entity_manager_->GetEntityCount()); } } void imguiManager::WidgetObjectWindow() { - ImGui::Begin("Objects", &showObjectWindow); + BEGIN("Objects", &showObjectWindow) - if (ImGui::Button("Add Cube")) { app_->add_cube(); } - ImGui::SameLine(); - if (ImGui::Button("Import Object")) + if (BUTTON("Add Cube")) { app_->add_cube(); } + S_LINE + if (BUTTON("Import Object")) { // Open file dialog OPENFILENAME ofn; @@ -604,14 +597,11 @@ void imguiManager::WidgetObjectWindow() std::replace(relativePath.begin(), relativePath.end(), L'\\', L'/'); app_->add_kobject(relativePath); } - } - } - ImGui::SameLine(); - ImGui::Text("Number of objects: %d", entity_manager_->GetEntityCount()); - - ImGui::Separator(); + S_LINE + TEXT_V("Number of cubes: %d", entity_manager_->GetEntityCount()) + SEP auto entities = entity_manager_->GetAllEntities(); @@ -626,7 +616,7 @@ void imguiManager::WidgetObjectWindow() if (name.empty()) name = "Entity #" + std::to_string(identity->GetId()); bool isSelected = (entity->GetID() == m_selected_entity_id); - if (ImGui::Selectable(name.c_str(), isSelected)) + if (SEL(name.c_str(), isSelected)) { m_selected_entity_id = entity->GetID(); show_inspector_window_ = true; @@ -634,13 +624,13 @@ void imguiManager::WidgetObjectWindow() } } - ImGui::PopStyleVar(); - ImGui::End(); + PSV + END } void imguiManager::WidgetInspectorWindow() { - ImGui::Begin("Inspector", &show_inspector_window_); + BEGIN("Inspector", &show_inspector_window_) auto entity = entity_manager_->GetEntityByID(m_selected_entity_id); if (entity) @@ -650,14 +640,14 @@ void imguiManager::WidgetInspectorWindow() { char name[256]; strcpy_s(name, identity->GetName().c_str()); - if (ImGui::InputText("Name", name, sizeof(name))) + if (I_TEX("Name",name,sizeof(name))) { identity->SetName(std::string(name)); } - ImGui::Text("ID: %d", identity->GetId()); + TEXT_V("ID: %d", identity->GetId()) } - ImGui::Separator(); + SEP // Lister et afficher les composants auto components = entity->GetAllComponents(); @@ -666,27 +656,27 @@ void imguiManager::WidgetInspectorWindow() auto& comp = pair.second; // Utiliser le nom du type comme en-tete std::string compName = typeid(*comp).name(); - if (ImGui::CollapsingHeader(compName.c_str())) + if (C_HEADER(compName.c_str())) { comp->OnImGuiRender(); } } - if (ImGui::Button("Delete Entity")) + if (BUTTON("Delete Entity")) { entity_manager_->DestroyEntity(m_selected_entity_id); m_selected_entity_id = -1; show_inspector_window_ = false; } - ImGui::SameLine(); + S_LINE - if (ImGui::Button("Add Component")) { - ImGui::OpenPopup("AddComponentPopup"); + if (BUTTON("Add Component")) { + O_POPUP("AddComponentPopup"); } - if (ImGui::BeginPopup("AddComponentPopup")) { - ImGui::Text("Select Component to Add:"); - ImGui::Separator(); + if (B_POPUP("AddComponentPopup")) { + TEX("Select Component to Add:") + SEP; ComponentEntry componentsEntry[] = { {"Transform Component", [&]() { if (!entity->HasComponent()) entity->AddComponent(); }}, @@ -701,65 +691,63 @@ void imguiManager::WidgetInspectorWindow() }; for (auto& comp : componentsEntry) { - if (ImGui::MenuItem(comp.name)) { + if (M_ITEM_L(comp.name)) { comp.addFunc(); ImGui::CloseCurrentPopup(); } } - ImGui::EndPopup(); + E_POPUP } } else { - ImGui::Text("No entity selected."); + TEX("No entity selected.") } - ImGui::End(); + END } void imguiManager::WidgetTerrainWindow() { - ImGui::Begin("Terrain", &showTerrainWindow); + BEGIN("Terrain", &showTerrainWindow) - ImGui::Text("Number of terrain cubes: %d", app_->get_terrain_entity_count()); + TEXT_V("Number of terrain cubes: %d", app_->get_terrain_entity_count()) + SEP - ImGui::Separator(); - - if (ImGui::Button("Generate Flat Terrain")) + if (BUTTON("Generate Flat Terrain")) { app_->generate_terrain(); } - ImGui::Separator(); + SEP // Input for the number of cubes on each side - ImGui::Text("Number of cubes on each side: "); - ImGui::SameLine(); + TEX("Number of cubes on each side: ") + S_LINE ImGui::InputInt("##SideCount", &m_SideCount); if (m_SideCount < 1) { m_SideCount = 1; } - ImGui::Separator(); - + SEP + if (ImGui::Button("Generate BigCube Terrain")) { app_->create_big_cube(m_SideCount); } - - ImGui::Separator(); - + + SEP + if (ImGui::Button("Delete All Terrain Cubes")) { app_->delete_terrain(); } - - - ImGui::End(); + + END } bool imguiManager::ImGuiWidgetRenderer() @@ -781,12 +769,12 @@ bool imguiManager::ImGuiWidgetRenderer() //render imgui Render(); - return true; + R_TRUE } void imguiManager::WidgetLightWindow() { - ImGui::Begin("Light", &showLightWindow); + BEGIN("Light", &showLightWindow) // Sun light settings @@ -813,7 +801,7 @@ void imguiManager::WidgetLightWindow() } - ImGui::Separator(); + SEP int index = 0; @@ -822,7 +810,7 @@ void imguiManager::WidgetLightWindow() for(auto& light : app_->get_lights()) { std::string headerName = "Light " + std::to_string(index); - if (ImGui::CollapsingHeader(headerName.c_str())) + if (C_HEADER(headerName.c_str())) { XMVECTOR position = app_->get_light_position(index); XMVECTOR color = app_->get_light_color(index); @@ -846,12 +834,12 @@ void imguiManager::WidgetLightWindow() index++; }; - ImGui::End(); + END } void imguiManager::WidgetEngineSettingsWindow() { - ImGui::Begin("Engine Settings", &showEngineSettingsWindow); + BEGIN("Engine Settings", &showEngineSettingsWindow) // Variables temporaires pour les settings static bool temp_v_sync = app_->get_vsync(); @@ -954,7 +942,7 @@ void imguiManager::WidgetEngineSettingsWindow() } else { - ImGui::Text("Sky entity not found."); + TEX("Sky entity not found.") } ImGui::EndTabItem(); @@ -974,7 +962,7 @@ void imguiManager::WidgetEngineSettingsWindow() app_->set_physics_tick_rate(temp_physics_tick_rate); app_->get_physics()->SetGravity(XMVectorSet(temp_gravity_values[0], temp_gravity_values[1], temp_gravity_values[2], 0.0f)); } - ImGui::SameLine(); + S_LINE if (ImGui::Button("Reset Settings")) { temp_v_sync = app_->get_vsync(); @@ -988,18 +976,18 @@ void imguiManager::WidgetEngineSettingsWindow() temp_gravity_values[2] = XMVectorGetZ(app_->get_physics()->GetGravity()); } - ImGui::End(); + END } void imguiManager::WidgetLogWindow() { - ImGui::Begin("Log Window" , &showLogWindow); + BEGIN("Log Window" , &showLogWindow) // Filtre de recherche static ImGuiTextFilter filter; filter.Draw("Filter ", 180); - ImGui::SameLine(); + S_LINE // Bouton pour ouvrir le fichier de log if (ImGui::Button("Open Log File")) @@ -1008,7 +996,7 @@ void imguiManager::WidgetLogWindow() } // Place the menu on the same line as the filter - ImGui::SameLine(); + S_LINE // Menu d�roulant pour les niveaux de log if (ImGui::BeginMenu("Log Levels")) @@ -1021,12 +1009,12 @@ void imguiManager::WidgetLogWindow() Logger::Get().m_disabledLogLevels[i] = !isVisible; } } - ImGui::EndMenu(); + E_MENU } const auto& logBuffer = Logger::Get().GetLogBuffer(); std::vector logfiltered; - int logCount = logBuffer.size(); + int logCount = ulli_to_int(logBuffer.size()); // Affichage des logs filtr�s ImGui::BeginChild("Log"); @@ -1041,7 +1029,7 @@ void imguiManager::WidgetLogWindow() if (logfiltered.size() == 0) { - ImGui::Text("No logs to display."); + TEX("No logs to display.") } else { @@ -1069,7 +1057,7 @@ void imguiManager::WidgetLogWindow() ImGui::EndChild(); - ImGui::End(); + END } void imguiManager::WidgetRenderWindow(ImVec2 availableSize) @@ -1112,10 +1100,10 @@ void imguiManager::WidgetRenderWindow(ImVec2 availableSize) } else { - ImGui::Text("render texture is not available."); + TEX("render texture is not available.") } - ImGui::End(); + END } void imguiManager::WidgetRenderStats() @@ -1137,13 +1125,13 @@ void imguiManager::WidgetRenderStats() m_frameTimeHistory[m_frameTimeHistoryIndex] = current_frame_time_; m_frameTimeHistoryIndex = (m_frameTimeHistoryIndex + 1) % FRAME_HISTORY_COUNT; - ImGui::Text("FPS: %d", current_fps_); - ImGui::SameLine(); - ImGui::Text("Min Fps: %d", min_fps_); - ImGui::SameLine(); - ImGui::Text("Max Fps: %d", max_fps_); + TEXT_V("FPS: %d", current_fps_) + S_LINE + TEXT_V("Min Fps: %d", min_fps_) + S_LINE + TEXT_V("Max Fps: %d", max_fps_) - ImGui::Separator(); + SEP // Trouver les valeurs min/max pour l'�chelle du graphique float frameTimeMin = FLT_MAX; @@ -1164,7 +1152,7 @@ void imguiManager::WidgetRenderStats() frameTimeMax += margin; // Afficher le graphique - ImGui::Text("Frame Time: %.3f ms", current_frame_time_ * 1000.0f); + TEXT_V("Frame Time: %.3f ms", current_frame_time_ * 1000.0f) ImGui::PlotLines("FrameTimeGraph", // Au lieu de cha�ne vide "" m_frameTimeHistory, FRAME_HISTORY_COUNT, @@ -1174,16 +1162,16 @@ void imguiManager::WidgetRenderStats() frameTimeMax, ImVec2(0, 80)); - ImGui::Text("Draw Calls: %d", draw_calls_); + TEXT_V("Draw Calls: %d", draw_calls_) - ImGui::Separator(); + SEP - ImGui::Text("Statistiques de rendu:"); - ImGui::Text("Vertices total: %d", *total_vertex_count_); + TEX("Statistiques de rendu:") + TEXT_V("Vertices total: %d", *total_vertex_count_) - ImGui::Text("Triangles total: %d", *total_triangle_count_); - ImGui::SameLine(); - ImGui::Text("Triangles visibles: %d", visible_triangle_count_); + TEXT_V("Triangles total: %d", *total_triangle_count_) + S_LINE + TEXT_V("Triangles visibles: %d", visible_triangle_count_) app_->get_direct_3d()->get_video_card_info(card_name_, video_memory_); cpu_name_ = stats_->get_cpu_name(); @@ -1194,43 +1182,43 @@ void imguiManager::WidgetRenderStats() ImGui::SetColumnWidth(1, ImGui::GetWindowWidth() * 0.33f); // Premier collapsing header pour les informations GPU - if (ImGui::CollapsingHeader("Informations GPU")) + if (C_HEADER("Informations GPU")) { - ImGui::Text("Carte graphique: %s", card_name_); - ImGui::Text("Memoire video: %d Mo", video_memory_); - ImGui::Text("Pilote: %s", version_driver_.c_str()); + TEXT_V("Carte graphique: %s", card_name_) + TEXT_V("Memoire video: %d Mo", video_memory_) + TEXT_V("Pilote: %s", version_driver_.c_str()) } ImGui::NextColumn(); // Second collapsing header pour les informations CPU - if (ImGui::CollapsingHeader("Informations CPU")) + if (C_HEADER("Informations CPU")) { SYSTEM_INFO sysInfo; GetSystemInfo(&sysInfo); - ImGui::Text("Processeur: %s", cpu_name_.c_str()); - ImGui::Text("Nombre de coeurs: %u", sysInfo.dwNumberOfProcessors); - ImGui::Text("Architecture: %s", (sysInfo.wProcessorArchitecture == PROCESSOR_ARCHITECTURE_AMD64) ? "x64" : "x86"); - ImGui::Text("Taille de la page: %u octets", sysInfo.dwPageSize); - ImGui::Text("Taille du cache: %u octets", sysInfo.dwAllocationGranularity); - ImGui::Text("Type de processeur: %u", sysInfo.wProcessorLevel); - ImGui::Text("Version du processeur: %u", sysInfo.wProcessorRevision); + TEXT_V("Processeur: %s", cpu_name_.c_str()) + TEXT_V("Nombre de coeurs: %u", sysInfo.dwNumberOfProcessors) + TEXT_V("Architecture: %s", (sysInfo.wProcessorArchitecture == PROCESSOR_ARCHITECTURE_AMD64) ? "x64" : "x86") + TEXT_V("Taille de la page: %u octets", sysInfo.dwPageSize) + TEXT_V("Taille du cache: %u octets", sysInfo.dwAllocationGranularity) + TEXT_V("Type de processeur: %u", sysInfo.wProcessorLevel) + TEXT_V("Version du processeur: %u", sysInfo.wProcessorRevision) } ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Informations RAM")) + if (C_HEADER("Informations RAM")) { MEMORYSTATUSEX mem_info; mem_info.dwLength = sizeof(MEMORYSTATUSEX); GlobalMemoryStatusEx(&mem_info); - ImGui::Text("Memoire totale: %llu Mo", mem_info.ullTotalPhys / (1024 * 1024)); - ImGui::Text("Memoire disponible: %llu Mo", mem_info.ullAvailPhys / (1024 * 1024)); - ImGui::Text("Memoire utilisee: %llu Mo", (mem_info.ullTotalPhys - mem_info.ullAvailPhys) / (1024 * 1024)); + TEXT_V("Memoire totale: %llu Mo", mem_info.ullTotalPhys / (1024 * 1024)) + TEXT_V("Memoire disponible: %llu Mo", mem_info.ullAvailPhys / (1024 * 1024)) + TEXT_V("Memoire utilisee: %llu Mo", (mem_info.ullTotalPhys - mem_info.ullAvailPhys) / (1024 * 1024)) } ImGui::Columns(1); - ImGui::End(); + END } diff --git a/enginecustom/src/src/system/input_class.cpp b/enginecustom/src/src/system/input_class.cpp index 87c4b95..b3e6569 100644 --- a/enginecustom/src/src/system/input_class.cpp +++ b/enginecustom/src/src/system/input_class.cpp @@ -45,7 +45,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to create direct input interface"); - return false; + R_FALSE } // Initialize the direct input interface for the keyboard. @@ -53,7 +53,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to create direct input interface for the keyboard"); - return false; + R_FALSE } // Set the data format. In this case since it is a keyboard we can use the predefined data format. @@ -61,7 +61,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to set data format for the keyboard"); - return false; + R_FALSE } // Set the cooperative level of the keyboard to share with other programs. @@ -69,7 +69,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to set cooperative level of the keyboard"); - return false; + R_FALSE } // Now acquire the keyboard. @@ -77,7 +77,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to acquire the keyboard"); - return false; + R_FALSE } // Initialize the direct input interface for the mouse. @@ -85,7 +85,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to create direct input interface for the mouse"); - return false; + R_FALSE } // Set the data format for the mouse using the pre-defined mouse data format. @@ -93,7 +93,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to set data format for the mouse"); - return false; + R_FALSE } // Set the cooperative level of the mouse to share with other programs. @@ -101,7 +101,7 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to set cooperative level of the mouse"); - return false; + R_FALSE } // Acquire the mouse. @@ -109,12 +109,12 @@ bool input_class::Initialize(HINSTANCE hinstance, HWND hwnd, int screenWidth, in if (FAILED(result)) { LOG_ERROR("Failed to acquire the mouse"); - return false; + R_FALSE } LOG_INIT("Input class initialized"); - return true; + R_TRUE } @@ -182,7 +182,7 @@ bool input_class::Frame() if (!result) { LOG_ERROR("Failed to read keyboard state"); - return false; + R_FALSE } // Read the current state of the mouse. @@ -190,13 +190,13 @@ bool input_class::Frame() if (!result) { LOG_ERROR("Failed to read mouse state"); - return false; + R_FALSE } // Process the changes in the mouse and keyboard. ProcessInput(); - return true; + R_TRUE } bool input_class::ReadKeyboard() @@ -216,11 +216,11 @@ bool input_class::ReadKeyboard() else { LOG_ERROR("Failed to get keyboard device state"); - return false; + R_FALSE } } - return true; + R_TRUE } bool input_class::ReadMouse() @@ -240,11 +240,11 @@ bool input_class::ReadMouse() else { LOG_ERROR("Failed to get mouse device state"); - return false; + R_FALSE } } - return true; + R_TRUE } void input_class::ProcessInput() @@ -268,20 +268,20 @@ bool input_class::IsEscapePressed() const // Do a bitwise and on the keyboard state to check if the escape key is currently being pressed. if (m_keyboardState[DIK_ESCAPE] & 0x80) { - return true; + R_TRUE } - return false; + R_FALSE } bool input_class::IsLeftArrowPressed() const { if (m_keyboardState[DIK_LEFT] & 0x80) { - return true; + R_TRUE } - return false; + R_FALSE } @@ -289,20 +289,20 @@ bool input_class::IsRightArrowPressed() const { if (m_keyboardState[DIK_RIGHT] & 0x80) { - return true; + R_TRUE } - return false; + R_FALSE } bool input_class::IsUpArrowPressed() const { if (m_keyboardState[DIK_UP] & 0x80) { - return true; + R_TRUE } - return false; + R_FALSE } @@ -310,79 +310,16 @@ bool input_class::IsDownArrowPressed() const { if (m_keyboardState[DIK_DOWN] & 0x80) { - return true; + R_TRUE } - return false; + R_FALSE } /////////////////////////////////////////////////// // Les touches correspondent aux claviers QWERTY // /////////////////////////////////////////////////// -bool input_class::IsAPressed() const -{ - // Touche A sur QWERTY, Q sur AZERTY - if (m_keyboardState[DIK_A] & 0x80) - { - return true; - } - - return false; -} - -bool input_class::IsDPressed() const -{ - if (m_keyboardState[DIK_D] & 0x80) - { - return true; - } - - return false; -} - -bool input_class::IsWPressed() const -{ - // Touche W sur QWERTY, Z sur AZERTY - if (m_keyboardState[DIK_W] & 0x80) - { - return true; - } - - return false; -} - -bool input_class::IsSPressed() const -{ - if (m_keyboardState[DIK_S] & 0x80) - { - return true; - } - - return false; -} - -bool input_class::IsQPressed() const -{ - // Touche Q sur QWERTY, A sur AZERTY - if (m_keyboardState[DIK_Q] & 0x80) - { - return true; - } - - return false; -} - -bool input_class::IsEPressed() const -{ - if (m_keyboardState[DIK_E] & 0x80) - { - return true; - } - - return false; -} - void input_class::GetMouseLocation(int& mouseX, int& mouseY) const { mouseX = m_mouseX; @@ -395,10 +332,10 @@ bool input_class::IsLeftMousePressed() const // Check the left mouse button state. if (m_mouseState.rgbButtons[0] & 0x80) { - return true; + R_TRUE } - return false; + R_FALSE } bool input_class::IsRightMousePressed() const @@ -406,38 +343,33 @@ bool input_class::IsRightMousePressed() const // Check the left mouse button state. if (m_mouseState.rgbButtons[1] & 0x80) { - return true; + R_TRUE } - return false; + R_FALSE } bool input_class::IsScrollUp() const { if (m_mouseState.lZ > 0) { - return true; + R_TRUE } - return false; + R_FALSE } bool input_class::IsScrollDown() const { if (m_mouseState.lZ < 0) { - return true; + R_TRUE } - return false; + R_FALSE } bool input_class::is_key_pressed(const unsigned int key_code) { - if (m_keyboardState[key_code] & 0x80) - { - return true; - } - - return false; + return m_keyboardState[key_code] & 0x80; } diff --git a/enginecustom/src/src/system/model_class.cpp b/enginecustom/src/src/system/model_class.cpp index 81fe9b4..3160389 100644 --- a/enginecustom/src/src/system/model_class.cpp +++ b/enginecustom/src/src/system/model_class.cpp @@ -29,12 +29,12 @@ bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo bool result = Initialize(device, deviceContext, modelFilename); if (!result) { - return false; + R_FALSE } m_Textures = textures; // Copie de la structure de textures - return true; + R_TRUE } bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) { @@ -45,7 +45,7 @@ bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo result = LoadModel(modelFilename); if (!result) { LOG_ERROR("Failed to load model data"); - return false; + R_FALSE } // Calculate the tangent and binormal vectors for the model. @@ -55,10 +55,10 @@ bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCo result = InitializeBuffers(device); if (!result) { LOG_ERROR("Failed to initialize buffers"); - return false; + R_FALSE } - return true; + R_TRUE } void model_class::Shutdown() @@ -140,7 +140,7 @@ bool model_class::InitializeBuffers(ID3D11Device* device) if (FAILED(result)) { LOG_ERROR("Failed to create vertex buffer"); - return false; + R_FALSE } // Set up the description of the static index buffer. @@ -161,7 +161,7 @@ bool model_class::InitializeBuffers(ID3D11Device* device) if (FAILED(result)) { LOG_ERROR("Failed to create index buffer"); - return false; + R_FALSE } // Release the arrays now that the vertex and index buffers have been created and loaded. @@ -170,7 +170,7 @@ bool model_class::InitializeBuffers(ID3D11Device* device) delete[] indices; indices = 0; - return true; + R_TRUE } @@ -228,7 +228,7 @@ bool model_class::LoadModel(char* filename) else { LOG_ERROR("Unsupported file format"); - return false; + R_FALSE } } @@ -239,7 +239,7 @@ bool model_class::LoadObjModel(char* filename) if (!fin) { LOG_ERROR("Échec d'ouverture du fichier modèle"); - return false; + R_FALSE } // Lecture du fichier entier d'un coup (évite la lecture ligne par ligne) @@ -309,9 +309,9 @@ bool model_class::LoadObjModel(char* filename) while (*linePtr && *linePtr != ' ') linePtr++; while (*linePtr == ' ') linePtr++; - if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1; - if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1; - if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1; + if (posIndex[i] < 0) posIndex[i] += size_t_to_int(temp_positions.size()) + 1; + if (texIndex[i] < 0) texIndex[i] += size_t_to_int(temp_texcoords.size()) + 1; + if (normIndex[i] < 0) normIndex[i] += size_t_to_int(temp_normals.size()) + 1; } for (int i = 2; i >= 0; --i) @@ -331,12 +331,12 @@ bool model_class::LoadObjModel(char* filename) } // Allocation et copie efficace du modèle final - m_vertexCount = temp_model.size(); - m_indexCount = temp_model.size(); + m_vertexCount = size_t_to_int(temp_model.size()); + m_indexCount = size_t_to_int(temp_model.size()); m_model = new ModelType[m_vertexCount]; std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType)); - return true; + R_TRUE } bool model_class::LoadTxtModel(char* filename) @@ -353,7 +353,7 @@ bool model_class::LoadTxtModel(char* filename) if (fin.fail()) { LOG_ERROR("Failed to open model file"); - return false; + R_FALSE } // Read up to the value of vertex count. @@ -392,7 +392,7 @@ bool model_class::LoadTxtModel(char* filename) // Close the model file. fin.close(); - return true; + R_TRUE } void model_class::CalculateModelVectors() @@ -536,7 +536,7 @@ bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* dev if (FAILED(hResult)) { LOG_ERROR("Échec du chargement de la texture diffuse: " + std::string(texturePath.begin(), texturePath.end())); - return false; + R_FALSE } textureContainer.diffuse.push_back(texture); } @@ -549,7 +549,7 @@ bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* dev if (FAILED(hResult)) { LOG_ERROR("Échec du chargement de la texture normale: " + std::string(texturePath.begin(), texturePath.end())); - return false; + R_FALSE } textureContainer.normal.push_back(texture); } @@ -562,7 +562,7 @@ bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* dev if (FAILED(hResult)) { LOG_ERROR("Échec du chargement de la texture spéculaire: " + std::string(texturePath.begin(), texturePath.end())); - return false; + R_FALSE } textureContainer.specular.push_back(texture); } @@ -575,12 +575,12 @@ bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* dev if (FAILED(hResult)) { LOG_ERROR("Échec du chargement de la texture alpha: " + std::string(texturePath.begin(), texturePath.end())); - return false; + R_FALSE } textureContainer.alpha.push_back(texture); } - return true; + R_TRUE } bool model_class::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) { @@ -593,7 +593,7 @@ bool model_class::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* devic result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture); if (FAILED(result)) { LOG_ERROR("Failed to load texture: " + std::string(filename.begin(), filename.end())); - return false; + R_FALSE } // Récupérer le vecteur correspondant au type de texture @@ -641,7 +641,7 @@ bool model_class::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* devic } LOG_INIT("Texture changed successfully"); - return true; + R_TRUE } bool model_class::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type) { @@ -654,7 +654,7 @@ bool model_class::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture); if (FAILED(result)) { LOG_ERROR("Failed to load texture: " + std::string(filename.begin(), filename.end())); - return false; + R_FALSE } // Ajouter la texture au vecteur approprié selon le type @@ -678,13 +678,13 @@ bool model_class::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCo } LOG_INIT("Texture added successfully"); - return true; + R_TRUE } bool model_class::AddTexture(ID3D11ShaderResourceView* texture, TextureType type) { if (!texture) { LOG_ERROR("Cannot add null texture"); - return false; + R_FALSE } // Ajouter la texture au vecteur approprié @@ -706,6 +706,6 @@ bool model_class::AddTexture(ID3D11ShaderResourceView* texture, TextureType type m_Textures.alphaPaths.push_back(L"[texture préchargée]"); break; } - return true; + R_TRUE } diff --git a/enginecustom/src/src/system/object.cpp b/enginecustom/src/src/system/object.cpp index d7d519e..c019ec5 100644 --- a/enginecustom/src/src/system/object.cpp +++ b/enginecustom/src/src/system/object.cpp @@ -61,13 +61,13 @@ bool object::Initialize( auto new_model = std::make_shared(); if (!new_model->Initialize(device, deviceContext, modelFilename, texturesContainer)) { - return false; + R_FALSE } g_model_cache[filename] = new_model; m_model_ = new_model; } - return true; + R_TRUE } void object::SetScaleMatrix(XMMATRIX scaleMatrix) @@ -405,7 +405,6 @@ bool object::LoadTexturesFromPath(std::vector& texturePaths, Textu HRESULT result; int i = 0; - TextureType type; for (const auto& texturePath : texturePaths) { ID3D11ShaderResourceView* texture = nullptr; @@ -424,12 +423,12 @@ bool object::LoadTexturesFromPath(std::vector& texturePaths, Textu LOG_ERROR("Failed to load texture: " + std::string(texturePath.begin(), texturePath.end()) + "\nError: " + std::to_string(result) + "\nDescription: " + str); - return false; // Assurez-vous de retourner false ou de gérer l'erreur de manière appropriée + R_FALSE // Assurez-vous de retourner false ou de gérer l'erreur de manière appropriée } texturesContainer.AssignTexture(texturesContainer, texture,texturePath , i); i++; } - return true; + R_TRUE } \ No newline at end of file diff --git a/enginecustom/src/src/system/physics.cpp b/enginecustom/src/src/system/physics.cpp index 2cfd893..0fc5418 100644 --- a/enginecustom/src/src/system/physics.cpp +++ b/enginecustom/src/src/system/physics.cpp @@ -84,7 +84,7 @@ bool physics::IsColliding(object* object1, object* object2) if (type1 == ObjectType::Unknown || type2 == ObjectType::Unknown) { - return false; + R_FALSE } if (type1 == ObjectType::Sphere && type2 == ObjectType::Sphere) @@ -108,7 +108,7 @@ bool physics::IsColliding(object* object1, object* object2) return CubesOverlap(object1, object2); } - return false; + R_FALSE } diff --git a/enginecustom/src/src/system/render_texture_class.cpp b/enginecustom/src/src/system/render_texture_class.cpp index 4163e17..f81009f 100644 --- a/enginecustom/src/src/system/render_texture_class.cpp +++ b/enginecustom/src/src/system/render_texture_class.cpp @@ -71,7 +71,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i if (FAILED(result)) { LOG_ERROR("Failed to create render target texture"); - return false; + R_FALSE } // Setup the description of the render target view. @@ -84,7 +84,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i if (FAILED(result)) { LOG_ERROR("Failed to create render target view"); - return false; + R_FALSE } // Setup the description of the shader resource view. @@ -98,7 +98,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i if (FAILED(result)) { LOG_ERROR("Failed to create shader resource view"); - return false; + R_FALSE } // Initialize the description of the depth buffer. @@ -122,7 +122,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i if (FAILED(result)) { LOG_ERROR("Failed to create depth buffer texture"); - return false; + R_FALSE } // Initailze the depth stencil view description. @@ -138,7 +138,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i if (FAILED(result)) { LOG_ERROR("Failed to create depth stencil view"); - return false; + R_FALSE } // Setup the viewport for rendering. @@ -157,7 +157,7 @@ bool render_texture_class::Initialize(ID3D11Device * device, int textureWidth, i LOG_INIT("render_texture_class initialized"); - return true; + R_TRUE } void render_texture_class::Shutdown() diff --git a/enginecustom/src/src/system/scene_manager.cpp b/enginecustom/src/src/system/scene_manager.cpp index 7cc73af..8725577 100644 --- a/enginecustom/src/src/system/scene_manager.cpp +++ b/enginecustom/src/src/system/scene_manager.cpp @@ -14,29 +14,29 @@ bool scene_manager::initialize(application_class* app) { if (!app) { LOG_ERROR("Application pointer is null"); - return false; + R_FALSE } app_ = app; if (app_ == nullptr) { LOG_ERROR("Application pointer is null"); - return false; + R_FALSE } direct_3d_ = app_->get_direct_3d(); if (!direct_3d_) { LOG_ERROR("Direct3D pointer is null"); - return false; + R_FALSE } - return true; + R_TRUE } bool scene_manager::shutdown() { app_ = nullptr; - return true; + R_TRUE } bool scene_manager::save_scene_as() { @@ -68,10 +68,10 @@ bool scene_manager::save_scene_as() { // Sauvegarder la scène avec le nouveau chemin save_scene(); LOG_INFO("Scene saved as: " + scene_path_); - return false; + R_FALSE } - return true; + R_TRUE } bool scene_manager::load_scene() { @@ -93,13 +93,13 @@ bool scene_manager::load_scene() { ofn.lpstrDefExt = L"ker"; if (GetOpenFileName(&ofn) != TRUE) { LOG_WARNING("Load scene canceled or failed"); - return false; // L'utilisateur a annulé la boîte de dialogue + R_FALSE // L'utilisateur a annulé la boîte de dialogue } std::filesystem::path filepath = ofn.lpstrFile; scene_path_ = convert_w_string_to_string(filepath.wstring()); if (scene_path_.empty()) { LOG_ERROR("Invalid scene path"); - return false; + R_FALSE } LOG_INFO("Loading scene from: " + scene_path_); @@ -114,7 +114,7 @@ bool scene_manager::load_scene() { std::ifstream inFile(scene_path_); if (!inFile.is_open()) { LOG_ERROR("Échec de l'ouverture du fichier"); - return false; + R_FALSE } auto entity_manager = app_->get_entity_manager(); @@ -220,7 +220,7 @@ bool scene_manager::load_scene() { } LOG_INFO("Scène chargée avec succès"); - return true; + R_TRUE } @@ -228,12 +228,12 @@ bool scene_manager::save_scene() { entity_ = app_->get_entity_manager()->GetAllEntities(); if (scene_path_.empty() && !save_scene_as()) { - return false; + R_FALSE } std::ofstream outFile(scene_path_); if (!outFile.is_open()) { LOG_ERROR("Échec de l'ouverture du fichier"); - return false; + R_FALSE } for (const auto& entity : entity_) { @@ -257,7 +257,7 @@ bool scene_manager::save_scene() { outFile.close(); LOG_INFO("Scène sauvegardée avec succès: " + scene_path_); - return true; + R_TRUE } std::wstring scene_manager::get_scene_path() diff --git a/enginecustom/src/src/system/shadow_map.cpp b/enginecustom/src/src/system/shadow_map.cpp index 01b26b1..d2d6038 100644 --- a/enginecustom/src/src/system/shadow_map.cpp +++ b/enginecustom/src/src/system/shadow_map.cpp @@ -22,7 +22,7 @@ bool shadow_map::initialize(ID3D11Device* device, int width, int height) { texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; if (FAILED(device->CreateTexture2D(&texDesc, nullptr, &depth_texture_))) - return false; + R_FALSE D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = {}; dsvDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; @@ -30,7 +30,7 @@ bool shadow_map::initialize(ID3D11Device* device, int width, int height) { dsvDesc.Texture2D.MipSlice = 0; if (FAILED(device->CreateDepthStencilView(depth_texture_, &dsvDesc, &depth_stencil_view_))) - return false; + R_FALSE D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; @@ -38,9 +38,9 @@ bool shadow_map::initialize(ID3D11Device* device, int width, int height) { srvDesc.Texture2D.MipLevels = 1; if (FAILED(device->CreateShaderResourceView(depth_texture_, &srvDesc, &shader_resource_view_))) - return false; + R_FALSE - return true; + R_TRUE } void shadow_map::shutdown() { diff --git a/enginecustom/src/src/system/sprite_class.cpp b/enginecustom/src/src/system/sprite_class.cpp index 946b132..844982f 100644 --- a/enginecustom/src/src/system/sprite_class.cpp +++ b/enginecustom/src/src/system/sprite_class.cpp @@ -38,17 +38,17 @@ bool sprite_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceC result = InitializeBuffers(device); if (!result) { - return false; + R_FALSE } // Load the textures for this sprite. result = LoadTextures(device, deviceContext, spriteFilename); if (!result) { - return false; + R_FALSE } - return true; + R_TRUE } @@ -73,13 +73,13 @@ bool sprite_class::Render(ID3D11DeviceContext* deviceContext) result = UpdateBuffers(deviceContext); if (!result) { - return false; + R_FALSE } // Put the vertex and index buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(deviceContext); - return true; + R_TRUE } void sprite_class::Update(float frameTime) @@ -169,7 +169,7 @@ bool sprite_class::InitializeBuffers(ID3D11Device* device) result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer); if (FAILED(result)) { - return false; + R_FALSE } // Set up the description of the index buffer. @@ -189,7 +189,7 @@ bool sprite_class::InitializeBuffers(ID3D11Device* device) result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer); if (FAILED(result)) { - return false; + R_FALSE } // Release the arrays now that the vertex and index buffers have been created and loaded. @@ -199,7 +199,7 @@ bool sprite_class::InitializeBuffers(ID3D11Device* device) delete[] indices; indices = 0; - return true; + R_TRUE } @@ -235,7 +235,7 @@ bool sprite_class::UpdateBuffers(ID3D11DeviceContext* deviceContent) // If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer. if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY)) { - return true; + R_TRUE } // If the rendering location has changed then store the new position and update the vertex buffer. @@ -282,7 +282,7 @@ bool sprite_class::UpdateBuffers(ID3D11DeviceContext* deviceContent) result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return false; + R_FALSE } // Get a pointer to the data in the constant buffer. @@ -301,7 +301,7 @@ bool sprite_class::UpdateBuffers(ID3D11DeviceContext* deviceContent) delete[] vertices; vertices = 0; - return true; + R_TRUE } @@ -340,7 +340,7 @@ bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* devic fin.open(filename); if (fin.fail()) { - return false; + R_FALSE } // Read in the number of textures. @@ -369,7 +369,7 @@ bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* devic result = m_Textures[i].Initialize(device, deviceContext, textureFilename); if (!result) { - return false; + R_FALSE } } @@ -389,7 +389,7 @@ bool sprite_class::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* devic // Set the starting texture in the cycle to be the first one in the list. m_currentTexture = 0; - return true; + R_TRUE } void sprite_class::ReleaseTextures() diff --git a/enginecustom/src/src/system/stats.cpp b/enginecustom/src/src/system/stats.cpp index 3f190d9..8db1343 100644 --- a/enginecustom/src/src/system/stats.cpp +++ b/enginecustom/src/src/system/stats.cpp @@ -16,7 +16,7 @@ bool stats::initialize(application_class* app) { if (!app) { LOG_ERROR("Application pointer is null"); - return false; + R_FALSE } drawcalls_ = 0; @@ -26,12 +26,12 @@ bool stats::initialize(application_class* app) if (!fps_) { LOG_ERROR("FPS object is null"); - return false; + R_FALSE } LOG_INIT("Stats initialized successfully"); - return true; + R_TRUE } void stats::update_geometric_stats() diff --git a/enginecustom/src/src/system/system_class.cpp b/enginecustom/src/src/system/system_class.cpp index 07df976..0800404 100644 --- a/enginecustom/src/src/system/system_class.cpp +++ b/enginecustom/src/src/system/system_class.cpp @@ -41,7 +41,7 @@ bool system_class::initialize() if (!result) { LOG_ERROR("Failed to initialize input class"); - return false; + R_FALSE } // Create and initialize the application class object. This object will handle rendering all the graphics for this application. @@ -50,7 +50,7 @@ bool system_class::initialize() result = application_->initialize(screenWidth, screenHeight, hwnd_, false); if (!result) { - return false; + R_FALSE } is_direct_3d_initialized_ = true; @@ -69,7 +69,7 @@ bool system_class::initialize() result = imgui_manager_->Initialize(hwnd_, application_->get_direct_3d()->get_device(), application_->get_direct_3d()->get_device_context()); if (!result) { - return false; + R_FALSE } } @@ -77,12 +77,12 @@ bool system_class::initialize() catch (const std::exception& e) { LOG_ERROR(std::string("Exception caught during initialization: ") + e.what()); - return false; + R_FALSE } LOG_INIT("System class initialized"); - return true; + R_TRUE } void system_class::shutdown() @@ -103,7 +103,7 @@ void system_class::run() MSG msg; bool done, result; - LOG_INFO("Running the system", __FILE__, __LINE__); + LOG_INFO("Running the system"); // initialize the message structure. ZeroMemory(&msg, sizeof(MSG)); @@ -130,7 +130,7 @@ void system_class::run() // If windows signals to end the application then exit out. if (application_ != nullptr && application_->get_should_quit()) { - LOG_INFO("Received quit signal from application", __FILE__, __LINE__); + LOG_INFO("Received quit signal from application"); done = true; } else @@ -144,7 +144,7 @@ void system_class::run() LOG_ERROR("Failed to process frame"); done = true; } - fps_limiter_->set_target_fps(application_->get_target_fps()); + fps_limiter_->set_target_fps(int_to_float(application_->get_target_fps())); } } @@ -166,7 +166,7 @@ bool system_class::frame() if (!result) { LOG_ERROR("Failed to process input frame"); - return false; + R_FALSE } // Do the frame processing for the application class object. @@ -174,7 +174,7 @@ bool system_class::frame() if (!result) { LOG_ERROR("Failed to process application frame"); - return false; + R_FALSE } if(!input_->IsKeyDown(222)) @@ -196,13 +196,13 @@ bool system_class::frame() if (!result) { LOG_ERROR("Failed to render ImGui widgets"); - return false; + R_FALSE } } application_->get_direct_3d()->end_scene(); - return true; + R_TRUE } LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wparam, LPARAM lparam) @@ -210,7 +210,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar if (ImGui_ImplWin32_WndProcHandler(hwnd, umsg, wparam, lparam)) { - return true; + R_TRUE } switch (umsg) @@ -291,7 +291,7 @@ LRESULT CALLBACK system_class::message_handler(HWND hwnd, UINT umsg, WPARAM wpar } case WM_CLOSE: { - LOG_INFO("WM_CLOSE message received", __FILE__, __LINE__); + LOG_INFO("WM_CLOSE message received"); application_->set_should_quit(true); return 0; } diff --git a/enginecustom/src/src/system/text_class.cpp b/enginecustom/src/src/system/text_class.cpp index 30e879d..b9cf597 100644 --- a/enginecustom/src/src/system/text_class.cpp +++ b/enginecustom/src/src/system/text_class.cpp @@ -34,10 +34,10 @@ bool text_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon result = InitializeBuffers(device, deviceContext, Font, text, positionX, positionY, red, green, blue); if (!result) { - return false; + R_FALSE } - return true; + R_TRUE } void text_class::Shutdown() @@ -106,7 +106,7 @@ bool text_class::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* de result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer); if (FAILED(result)) { - return false; + R_FALSE } // Set up the description of the static index buffer. @@ -126,7 +126,7 @@ bool text_class::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* de result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer); if (FAILED(result)) { - return false; + R_FALSE } // Release the vertex array as it is no longer needed. @@ -141,10 +141,10 @@ bool text_class::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* de result = UpdateText(deviceContext, Font, text, positionX, positionY, red, green, blue); if (!result) { - return false; + R_FALSE } - return true; + R_TRUE } void text_class::ShutdownBuffers() @@ -184,7 +184,7 @@ bool text_class::UpdateText(ID3D11DeviceContext* deviceContext, font_class* Font // Check for possible buffer overflow. if (numLetters > m_maxLength) { - return false; + R_FALSE } // Create the vertex array. @@ -204,7 +204,7 @@ bool text_class::UpdateText(ID3D11DeviceContext* deviceContext, font_class* Font result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return false; + R_FALSE } // Get a pointer to the data in the vertex buffer. @@ -220,7 +220,7 @@ bool text_class::UpdateText(ID3D11DeviceContext* deviceContext, font_class* Font delete[] vertices; vertices = 0; - return true; + R_TRUE } void text_class::RenderBuffers(ID3D11DeviceContext* deviceContext) diff --git a/enginecustom/src/src/system/texture_class.cpp b/enginecustom/src/src/system/texture_class.cpp index 9a2bb42..468c1c6 100644 --- a/enginecustom/src/src/system/texture_class.cpp +++ b/enginecustom/src/src/system/texture_class.cpp @@ -31,7 +31,7 @@ bool texture_class::Initialize(ID3D11Device * device, ID3D11DeviceContext * devi if (!result) { Logger::Get().Log("Failed to load targa data", __FILE__, __LINE__, Logger::LogLevel::Error); - return false; + R_FALSE } // Setup the description of the texture. textureDesc.Height = m_height; @@ -51,7 +51,7 @@ bool texture_class::Initialize(ID3D11Device * device, ID3D11DeviceContext * devi if (FAILED(hResult)) { LOG_ERROR("Failed to create texture"); - return false; + R_FALSE } // Set the row pitch of the targa image data. @@ -69,7 +69,7 @@ bool texture_class::Initialize(ID3D11Device * device, ID3D11DeviceContext * devi if (FAILED(hResult)) { LOG_ERROR("Failed to create shader resource view"); - return false; + R_FALSE } // Generate mipmaps for this texture. @@ -81,7 +81,7 @@ bool texture_class::Initialize(ID3D11Device * device, ID3D11DeviceContext * devi LOG_INIT("Texture initialized"); - return true; + R_TRUE } void texture_class::Shutdown() @@ -133,7 +133,7 @@ bool texture_class::LoadTarga(std::string filename) if (error != 0) { LOG_ERROR("Failed to open targa file. Working directory: " + std::filesystem::current_path().string()); - return false; + R_FALSE } // Read in the file header. @@ -141,7 +141,7 @@ bool texture_class::LoadTarga(std::string filename) if (count != 1) { LOG_ERROR("Failed to read targa file header"); - return false; + R_FALSE } // Get the important information from the header. @@ -153,7 +153,7 @@ bool texture_class::LoadTarga(std::string filename) if (bpp != 32 && bpp != 24) { LOG_ERROR("Targa file is not 32 or 24 bit"); - return false; + R_FALSE } // Calculate the size of the 32 bit image data. @@ -167,7 +167,7 @@ bool texture_class::LoadTarga(std::string filename) if (count != imageSize) { LOG_ERROR("Failed to read targa image data"); - return false; + R_FALSE } // Close the file. @@ -175,7 +175,7 @@ bool texture_class::LoadTarga(std::string filename) if (error != 0) { LOG_ERROR("Failed to close targa file"); - return false; + R_FALSE } // Allocate memory for the targa destination data. @@ -205,7 +205,7 @@ bool texture_class::LoadTarga(std::string filename) else { LOG_ERROR("Index out of bounds"); - return false; + R_FALSE } // Increment the indexes into the targa data. @@ -224,7 +224,7 @@ bool texture_class::LoadTarga(std::string filename) LOG_INFO("targa file " + filename + " loaded"); - return true; + R_TRUE } diff --git a/enginecustom/src/src/system/timer_class.cpp b/enginecustom/src/src/system/timer_class.cpp index 4276dd2..be0903b 100644 --- a/enginecustom/src/src/system/timer_class.cpp +++ b/enginecustom/src/src/system/timer_class.cpp @@ -27,7 +27,7 @@ bool timer_class::Initialize() if (frequency == 0) { LOG_ERROR("QueryPerformanceFrequency failed"); - return false; + R_FALSE } // Store it in floating point. @@ -38,7 +38,7 @@ bool timer_class::Initialize() LOG_INIT("Timer class initialized"); - return true; + R_TRUE } void timer_class::Frame() diff --git a/x64/Debug/config.txt b/x64/Debug/config.txt index 9dfb8e7..6409cd1 100644 --- a/x64/Debug/config.txt +++ b/x64/Debug/config.txt @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:3211ee242991e1c52e89f90fb035dc488a097ce25e5d7099e6eaa4a9fc08fe9c +oid sha256:cb43d52514ff2717c2a70a20c12a2833d8f5056e44b604f80a3c2995418fc6a8 size 8 diff --git a/x64/Release/config.txt b/x64/Release/config.txt index 9dfb8e7..6409cd1 100644 --- a/x64/Release/config.txt +++ b/x64/Release/config.txt @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:3211ee242991e1c52e89f90fb035dc488a097ce25e5d7099e6eaa4a9fc08fe9c +oid sha256:cb43d52514ff2717c2a70a20c12a2833d8f5056e44b604f80a3c2995418fc6a8 size 8