Major - ECS - V12.0.0

This commit is contained in:
2025-06-24 14:24:14 +02:00
parent 688fe7ff1c
commit 039b034175
13 changed files with 1070 additions and 273 deletions

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@@ -32,6 +32,12 @@
#include "shadow_map.h"
#include "stats.h"
#include "ecs/components/identity_component.h"
#include "ecs/components/render_component.h"
#include "ecs/components/transform_component.h"
#include "ecs/components/physics_component.h"
#include "ecs/components/shader_component.h"
#include "ecs/systems/render_system.h"
#include <fstream>
#include <WICTextureLoader.h>
@@ -46,6 +52,8 @@
#include <vector>
#include <filesystem>
#include "ecs/entity_manager.h"
/////////////
// GLOBALS //
@@ -234,6 +242,8 @@ private :
// ------------- OBJECTS -------------- //
// ------------------------------------ //
std::unique_ptr<ecs::EntityManager> entity_manager_;
object* selected_object_;
std::vector<object*> cubes_;
std::vector<object*> terrain_chunk_;

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@@ -0,0 +1,40 @@
#pragma once
#include <memory>
#include <typeindex>
#include <typeinfo>
namespace ecs {
// Classe de base pour tous les composants
class Component {
public:
Component() = default;
virtual ~Component() = default;
// Emp<6D>cher la copie
Component(const Component&) = delete;
Component& operator=(const Component&) = delete;
// Permettre le d<>placement
Component(Component&&) = default;
Component& operator=(Component&&) = default;
// Fonction virtuelle pour initialiser le composant
virtual void Initialize() {}
// Fonction virtuelle pour la mise <20> jour du composant
virtual void Update(float deltaTime) {}
};
// Alias utiles
using ComponentPtr = std::shared_ptr<Component>;
using ComponentTypeID = std::type_index;
// Fonction pour obtenir l'ID de type d'un composant
template<typename T>
ComponentTypeID GetComponentTypeID() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
return std::type_index(typeid(T));
}
} // namespace ecs

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@@ -0,0 +1,58 @@
#pragma once
#include "../component.h"
#include <string>
namespace ecs {
enum class ObjectType
{
Sphere,
Cube,
Terrain,
Unknown
};
class IdentityComponent : public Component {
public:
IdentityComponent() : m_id(0), m_type(ObjectType::Unknown) {}
explicit IdentityComponent(int id) : m_id(id), m_type(ObjectType::Unknown) {}
IdentityComponent(int id, const std::string& name) : m_id(id), m_name(name), m_type(ObjectType::Unknown) {}
~IdentityComponent() = default;
void Initialize() override {}
void Update(float deltaTime) override {}
// Getters et setters
int GetId() const { return m_id; }
void SetId(int id) { m_id = id; }
const std::string& GetName() const { return m_name; }
void SetName(const std::string& name) { m_name = name; }
ObjectType GetType() const { return m_type; }
void SetType(ObjectType type) { m_type = type; }
// Conversions utiles
static std::string ObjectTypeToString(ObjectType type) {
switch (type) {
case ObjectType::Cube: return "Cube";
case ObjectType::Sphere: return "Sphere";
case ObjectType::Terrain: return "Terrain";
default: return "Unknown";
}
}
static ObjectType StringToObjectType(const std::string& str) {
if (str == "Cube") return ObjectType::Cube;
if (str == "Sphere") return ObjectType::Sphere;
if (str == "Terrain") return ObjectType::Terrain;
return ObjectType::Unknown;
}
private:
int m_id;
std::string m_name;
ObjectType m_type;
};
} // namespace ecs

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@@ -0,0 +1,110 @@
#pragma once
#include "../component.h"
#include <DirectXMath.h>
using namespace DirectX;
namespace ecs {
class PhysicsComponent : public Component {
public:
PhysicsComponent() {
m_Velocity = XMVectorZero();
m_Acceleration = XMVectorZero();
m_PreviousPosition = XMVectorZero();
m_Mass = 1.0f;
m_BoundingRadius = 1.0f;
m_IsGrounded = false;
m_IsPhysicsEnabled = false;
m_GravityEnabled = true;
}
~PhysicsComponent() = default;
void Initialize() override {
// Initialisation du composant physique
}
void Update(float deltaTime) override {
if (!m_IsPhysicsEnabled) return;
// Mise <20> jour de la v<>locit<69> bas<61>e sur l'acc<63>l<EFBFBD>ration
m_Velocity = m_Velocity + m_Acceleration * deltaTime;
// Si la physique est activ<69>e et qu'une fonction de mise <20> jour de position est d<>finie
if (m_UpdatePositionCallback) {
m_UpdatePositionCallback(m_Velocity * deltaTime);
}
}
// Lancement d'un objet
void LaunchObject(float alpha, float initialStretch, float springConstant) {
// Constants
const float gravity = -9.81f;
// Convert alpha from degrees to radians if needed
float alphaRadians = alpha * (XM_PI / 180.0f);
// Scale factors to make the physics simulation more visible
float scaleFactor = 200.0f; // Adjust this based on your world scale
// Calculate initial velocity magnitude
float velocityMagnitude = initialStretch * sqrtf(springConstant / m_Mass) *
sqrtf(1.0f - powf((m_Mass * gravity * sinf(alphaRadians) /
(springConstant * initialStretch)), 2.0f));
// Apply scale factor
velocityMagnitude *= scaleFactor;
// Calculate velocity components
XMVECTOR velocity = XMVectorSet(
velocityMagnitude * cosf(alphaRadians), // vx = v0 * cos(alpha)
velocityMagnitude * sinf(alphaRadians), // vy = v0 * sin(alpha)
0.0f, // z-component (0 for 2D trajectory)
0.0f
);
// Apply velocity
SetVelocity(velocity);
// Enable physics and reset grounded state
SetPhysicsEnabled(true);
SetGrounded(false);
}
// Setters
void SetVelocity(XMVECTOR velocity) { m_Velocity = velocity; }
void SetAcceleration(XMVECTOR acceleration) { m_Acceleration = acceleration; }
void SetMass(float mass) { m_Mass = mass; }
void SetGrounded(bool isGrounded) { m_IsGrounded = isGrounded; }
void SetPhysicsEnabled(bool enabled) { m_IsPhysicsEnabled = enabled; }
void SetBoundingRadius(float radius) { m_BoundingRadius = radius; }
void SetPreviousPosition(XMVECTOR position) { m_PreviousPosition = position; }
void SetGravityEnabled(bool enabled) { m_GravityEnabled = enabled; }
void SetUpdatePositionCallback(std::function<void(XMVECTOR)> callback) { m_UpdatePositionCallback = callback; }
// Getters
XMVECTOR GetVelocity() const { return m_Velocity; }
XMVECTOR GetAcceleration() const { return m_Acceleration; }
float GetMass() const { return m_Mass; }
bool IsGrounded() const { return m_IsGrounded; }
bool IsPhysicsEnabled() const { return m_IsPhysicsEnabled; }
float GetBoundingRadius() const { return m_BoundingRadius; }
XMVECTOR GetPreviousPosition() const { return m_PreviousPosition; }
bool IsGravityEnabled() const { return m_GravityEnabled; }
private:
XMVECTOR m_Velocity;
XMVECTOR m_Acceleration;
XMVECTOR m_PreviousPosition;
float m_Mass;
float m_BoundingRadius;
bool m_IsGrounded;
bool m_IsPhysicsEnabled;
bool m_GravityEnabled;
// Callback pour mettre <20> jour la position (sera connect<63> au TransformComponent)
std::function<void(XMVECTOR)> m_UpdatePositionCallback;
};
} // namespace ecs

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@@ -0,0 +1,124 @@
#pragma once
#include "../component.h"
#include "model_class.h"
#include <memory>
#include <string>
#include <map>
#include <WICTextureLoader.h>
// D<>claration externe de la variable globale d<>finie dans application_class.h
extern std::map<std::string, std::shared_ptr<model_class>> g_model_cache;
namespace ecs {
enum class TextureType
{
Diffuse,
Normal,
Specular,
Alpha,
Reflection
};
class RenderComponent : public Component {
public:
RenderComponent() : m_model(nullptr), m_isVisible(true) {}
~RenderComponent() = default;
void Initialize() override {}
void Update(float deltaTime) override {}
// Initialisation avec un mod<6F>le existant
bool InitializeWithModel(std::shared_ptr<model_class> model) {
if (!model) return false;
m_model = model;
return true;
}
// Initialisation avec un chemin de fichier
bool InitializeFromFile(ID3D11Device* device, ID3D11DeviceContext* deviceContext,
const char* modelFilename, TextureContainer& textureContainer) {
// V<>rifier si le mod<6F>le existe d<>j<EFBFBD> dans le cache
std::string filename(modelFilename);
auto it = g_model_cache.find(filename);
if (it != g_model_cache.end()) {
m_model = it->second;
} else {
// Cr<43>er un nouveau mod<6F>le
auto new_model = std::make_shared<model_class>();
if (!new_model->Initialize(device, deviceContext, const_cast<char*>(modelFilename), textureContainer)) {
return false;
}
g_model_cache[filename] = new_model;
m_model = new_model;
}
m_modelFilePath = modelFilename;
return true;
}
// Charger des textures depuis un chemin
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
ID3D11Device* device, ID3D11DeviceContext* deviceContext) {
HRESULT result;
int i = 0;
for (const auto& texturePath : texturePaths) {
ID3D11ShaderResourceView* texture = nullptr;
result = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(result)) {
return false;
}
texturesContainer.AssignTexture(texturesContainer, texture, texturePath, i);
i++;
}
return true;
}
// Getters et setters
std::shared_ptr<model_class> GetModel() const { return m_model; }
void SetModel(std::shared_ptr<model_class> model) { m_model = model; }
const std::string& GetModelFilePath() const { return m_modelFilePath; }
void SetModelFilePath(const std::string& path) { m_modelFilePath = path; }
bool IsVisible() const { return m_isVisible; }
void SetVisible(bool visible) { m_isVisible = visible; }
// Acc<63>s aux textures
ID3D11ShaderResourceView* GetTexture(TextureType type, int index = 0) {
if (!m_model) return nullptr;
switch (type) {
case TextureType::Diffuse:
return m_model->GetTexture(::TextureType::Diffuse, index);
case TextureType::Normal:
return m_model->GetTexture(::TextureType::Normal, index);
case TextureType::Specular:
return m_model->GetTexture(::TextureType::Specular, index);
case TextureType::Alpha:
return m_model->GetTexture(::TextureType::Alpha, index);
default:
return nullptr;
}
}
// Pour le rendu
int GetIndexCount() const {
return m_model ? m_model->GetIndexCount() : 0;
}
void Render(ID3D11DeviceContext* deviceContext) {
if (m_model && m_isVisible) {
m_model->Render(deviceContext);
}
}
private:
std::shared_ptr<model_class> m_model;
std::string m_modelFilePath;
bool m_isVisible;
};
} // namespace ecs

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@@ -0,0 +1,67 @@
#pragma once
#include "../component.h"
namespace ecs {
enum class ShaderType
{
CEL_SHADING,
LIGHTING,
NORMAL_MAPPING,
SPECULAR_MAPPING,
REFLECTION,
REFRACTION,
TEXTURE,
SKYBOX,
SUNLIGHT,
ALPHA_MAPPING
};
class ShaderComponent : public Component {
public:
ShaderComponent() : m_activeShader(ShaderType::LIGHTING) {}
~ShaderComponent() = default;
void Initialize() override {}
void Update(float deltaTime) override {}
// Getters et setters
ShaderType GetActiveShader() const { return m_activeShader; }
void SetActiveShader(ShaderType shader) { m_activeShader = shader; }
// Conversions utiles
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;
}
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";
}
}
private:
ShaderType m_activeShader;
};
} // namespace ecs

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@@ -0,0 +1,101 @@
#pragma once
#include "../component.h"
#include <DirectXMath.h>
using namespace DirectX;
namespace ecs {
class TransformComponent : public Component {
public:
TransformComponent() {
m_ScaleMatrix = XMMatrixIdentity();
m_RotateMatrix = XMMatrixIdentity();
m_TranslateMatrix = XMMatrixIdentity();
m_WorldMatrix = XMMatrixIdentity();
}
~TransformComponent() = default;
// M<>thodes pour les matrices
void SetPosition(XMVECTOR position) {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_TranslateMatrix);
matrix._41 = XMVectorGetX(position);
matrix._42 = XMVectorGetY(position);
matrix._43 = XMVectorGetZ(position);
m_TranslateMatrix = XMLoadFloat4x4(&matrix);
UpdateWorldMatrix();
}
void SetRotation(XMVECTOR rotation) {
m_RotateMatrix = XMMatrixRotationRollPitchYawFromVector(rotation);
UpdateWorldMatrix();
}
void SetScale(XMVECTOR scale) {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_ScaleMatrix);
matrix._11 = XMVectorGetX(scale);
matrix._22 = XMVectorGetY(scale);
matrix._33 = XMVectorGetZ(scale);
m_ScaleMatrix = XMLoadFloat4x4(&matrix);
UpdateWorldMatrix();
}
XMVECTOR GetPosition() const {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_TranslateMatrix);
return XMVectorSet(matrix._41, matrix._42, matrix._43, 0.0f);
}
XMVECTOR GetRotation() const {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_RotateMatrix);
float rotationX = atan2f(matrix._32, matrix._33);
float rotationY = atan2f(-matrix._31, sqrtf(matrix._32 * matrix._32 + matrix._33 * matrix._33));
float rotationZ = atan2f(matrix._21, matrix._11);
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
}
XMVECTOR GetScale() const {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_ScaleMatrix);
XMVECTOR row1 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._11));
XMVECTOR row2 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._21));
XMVECTOR row3 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._31));
XMVECTOR scale = XMVectorSet(
XMVectorGetX(XMVector3Length(row1)),
XMVectorGetX(XMVector3Length(row2)),
XMVectorGetX(XMVector3Length(row3)),
0.0f
);
return scale;
}
void UpdateWorldMatrix() {
m_WorldMatrix = m_ScaleMatrix * m_RotateMatrix * m_TranslateMatrix;
}
// Getters pour les matrices
XMMATRIX GetScaleMatrix() const { return m_ScaleMatrix; }
XMMATRIX GetRotateMatrix() const { return m_RotateMatrix; }
XMMATRIX GetTranslateMatrix() const { return m_TranslateMatrix; }
XMMATRIX GetWorldMatrix() const { return m_WorldMatrix; }
// Setters pour les matrices
void SetScaleMatrix(XMMATRIX matrix) { m_ScaleMatrix = matrix; UpdateWorldMatrix(); }
void SetRotateMatrix(XMMATRIX matrix) { m_RotateMatrix = matrix; UpdateWorldMatrix(); }
void SetTranslateMatrix(XMMATRIX matrix) { m_TranslateMatrix = matrix; UpdateWorldMatrix(); }
private:
XMMATRIX m_ScaleMatrix;
XMMATRIX m_RotateMatrix;
XMMATRIX m_TranslateMatrix;
XMMATRIX m_WorldMatrix;
};
} // namespace ecs

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#pragma once
#include "component.h"
#include <unordered_map>
#include <vector>
#include <memory>
#include <algorithm>
#include <cassert>
namespace ecs {
// Identifiant unique pour les entit<69>s
using EntityID = uint32_t;
class Entity {
public:
explicit Entity(EntityID id) : m_ID(id) {}
~Entity() = default;
// Emp<6D>cher la copie
Entity(const Entity&) = delete;
Entity& operator=(const Entity&) = delete;
// Permettre le d<>placement
Entity(Entity&&) = default;
Entity& operator=(Entity&&) = default;
// Getter pour l'ID
EntityID GetID() const { return m_ID; }
// Ajouter un composant
template<typename T, typename... Args>
std::shared_ptr<T> AddComponent(Args&&... args) {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
// V<>rifier si le composant existe d<>j<EFBFBD>
if (m_Components.find(typeID) != m_Components.end()) {
return std::static_pointer_cast<T>(m_Components[typeID]);
}
// Cr<43>er et ajouter le composant
auto component = std::make_shared<T>(std::forward<Args>(args)...);
m_Components[typeID] = component;
// Initialiser le composant
component->Initialize();
return component;
}
// R<>cup<75>rer un composant
template<typename T>
std::shared_ptr<T> GetComponent() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
auto it = m_Components.find(typeID);
if (it != m_Components.end()) {
return std::static_pointer_cast<T>(it->second);
}
return nullptr;
}
// V<>rifier si l'entit<69> poss<73>de un composant
template<typename T>
bool HasComponent() const {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
return m_Components.find(typeID) != m_Components.end();
}
// Supprimer un composant
template<typename T>
void RemoveComponent() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
auto it = m_Components.find(typeID);
if (it != m_Components.end()) {
m_Components.erase(it);
}
}
// Mettre <20> jour tous les composants
void UpdateComponents(float deltaTime) {
for (auto& [typeID, component] : m_Components) {
component->Update(deltaTime);
}
}
private:
EntityID m_ID;
std::unordered_map<ComponentTypeID, ComponentPtr> m_Components;
};
} // namespace ecs

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#pragma once
#include "entity.h"
#include <vector>
#include <unordered_map>
#include <queue>
namespace ecs {
class EntityManager {
public:
EntityManager() : m_NextEntityID(0) {}
~EntityManager() = default;
// Cr<43>er une nouvelle entit<69>
std::shared_ptr<Entity> CreateEntity() {
EntityID id;
// R<>utiliser les IDs des entit<69>s supprim<69>es si possible
if (!m_FreeIDs.empty()) {
id = m_FreeIDs.front();
m_FreeIDs.pop();
} else {
id = m_NextEntityID++;
}
auto entity = std::make_shared<Entity>(id);
m_Entities[id] = entity;
return entity;
}
// Supprimer une entit<69>
void DestroyEntity(EntityID id) {
auto it = m_Entities.find(id);
if (it != m_Entities.end()) {
m_Entities.erase(it);
m_FreeIDs.push(id); // Recycler l'ID
}
}
// Obtenir une entit<69> par son ID
std::shared_ptr<Entity> GetEntity(EntityID id) {
auto it = m_Entities.find(id);
if (it != m_Entities.end()) {
return it->second;
}
return nullptr;
}
// Mettre <20> jour toutes les entit<69>s
void UpdateEntities(float deltaTime) {
for (auto& [id, entity] : m_Entities) {
entity->UpdateComponents(deltaTime);
}
}
// Obtenir toutes les entit<69>s qui ont un composant sp<73>cifique
template<typename T>
std::vector<std::shared_ptr<Entity>> GetEntitiesWithComponent() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
std::vector<std::shared_ptr<Entity>> result;
for (auto& [id, entity] : m_Entities) {
if (entity->HasComponent<T>()) {
result.push_back(entity);
}
}
return result;
}
// Obtenir le nombre d'entit<69>s
size_t GetEntityCount() const {
return m_Entities.size();
}
// Vider toutes les entit<69>s
void Clear() {
m_Entities.clear();
// Vider la file des IDs libres
std::queue<EntityID> empty;
std::swap(m_FreeIDs, empty);
m_NextEntityID = 0;
}
private:
EntityID m_NextEntityID;
std::unordered_map<EntityID, std::shared_ptr<Entity>> m_Entities;
std::queue<EntityID> m_FreeIDs; // IDs <20> r<>utiliser
};
} // namespace ecs

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#pragma once
#include "../entity_manager.h"
#include "../components/render_component.h"
#include "../components/transform_component.h"
#include "../components/shader_component.h"
#include "shader_manager_class.h"
#include <DirectXMath.h>
namespace ecs {
class RenderSystem {
public:
RenderSystem(ID3D11DeviceContext* deviceContext, shader_manager_class* shaderManager)
: m_deviceContext(deviceContext), m_shaderManager(shaderManager) {}
// Rendu d'une entit<69> sp<73>cifique
bool RenderEntity(std::shared_ptr<Entity> entity,
const DirectX::XMMATRIX& viewMatrix,
const DirectX::XMMATRIX& projectionMatrix,
const DirectX::XMFLOAT4* diffuseColors,
const DirectX::XMFLOAT4* lightPositions,
const DirectX::XMFLOAT4* ambientColors,
const DirectX::XMFLOAT3& cameraPosition,
const DirectX::XMFLOAT4& sunlightDiffuse,
const DirectX::XMFLOAT4& sunlightAmbient,
const DirectX::XMFLOAT3& sunlightDirection,
float sunlightIntensity) {
// V<>rifier si l'entit<69> a tous les composants n<>cessaires
auto transform = entity->GetComponent<TransformComponent>();
auto render = entity->GetComponent<RenderComponent>();
auto shader = entity->GetComponent<ShaderComponent>();
if (!transform || !render || !shader || !render->GetModel())
return false;
// Calculer la matrice monde
XMMATRIX scaleMatrix = transform->GetScaleMatrix();
XMMATRIX rotateMatrix = transform->GetRotateMatrix();
XMMATRIX translateMatrix = transform->GetTranslateMatrix();
XMMATRIX worldMatrix = XMMatrixMultiply(
XMMatrixMultiply(scaleMatrix, rotateMatrix),
translateMatrix
);
// Rendre le mod<6F>le
render->Render(m_deviceContext);
// S<>lectionner le shader appropri<72>
switch (shader->GetActiveShader()) {
case ShaderType::ALPHA_MAPPING:
return m_shaderManager->render_alpha_map_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
render->GetTexture(TextureType::Diffuse, 1),
render->GetTexture(TextureType::Alpha, 0)
);
case ShaderType::CEL_SHADING:
return m_shaderManager->render_cel_shading_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
sunlightDiffuse,
sunlightAmbient,
sunlightDirection,
sunlightIntensity
);
case ShaderType::NORMAL_MAPPING:
return m_shaderManager->render_normal_map_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
render->GetTexture(TextureType::Normal, 0),
sunlightDirection,
sunlightDiffuse
);
case ShaderType::SPECULAR_MAPPING:
return m_shaderManager->render_spec_map_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
render->GetTexture(TextureType::Normal, 0),
render->GetTexture(TextureType::Specular, 0),
sunlightDirection,
sunlightDiffuse,
cameraPosition,
sunlightDiffuse, // Couleur speculaire (<28> ajuster)
16.0f // Puissance speculaire (<28> ajuster)
);
case ShaderType::LIGHTING:
{
// Cr<43>er des copies locales non constantes des tableaux
DirectX::XMFLOAT4 localDiffuseColors[4];
DirectX::XMFLOAT4 localLightPositions[4];
DirectX::XMFLOAT4 localAmbientColors[4];
// Copier les donn<6E>es
for (int i = 0; i < 4; i++) {
localDiffuseColors[i] = diffuseColors[i];
localLightPositions[i] = lightPositions[i];
localAmbientColors[i] = ambientColors[i];
}
return m_shaderManager->renderlight_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
localDiffuseColors,
localLightPositions,
localAmbientColors
);
}
case ShaderType::SUNLIGHT:
return m_shaderManager->render_sunlight_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
sunlightDiffuse,
sunlightAmbient,
sunlightDirection,
sunlightIntensity
);
case ShaderType::SKYBOX:
return m_shaderManager->render_skybox_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
sunlightDiffuse,
sunlightAmbient,
sunlightDirection,
sunlightIntensity
);
case ShaderType::TEXTURE:
default:
return m_shaderManager->render_texture_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0)
);
}
}
// Rendu de toutes les entit<69>s avec les composants n<>cessaires
int RenderAllEntities(EntityManager* entityManager,
const DirectX::XMMATRIX& viewMatrix,
const DirectX::XMMATRIX& projectionMatrix,
const DirectX::XMFLOAT4* diffuseColors,
const DirectX::XMFLOAT4* lightPositions,
const DirectX::XMFLOAT4* ambientColors,
const DirectX::XMFLOAT3& cameraPos,
const DirectX::XMFLOAT4& sunlightDiffuse,
const DirectX::XMFLOAT4& sunlightAmbient,
const DirectX::XMFLOAT3& sunlightDirection,
float sunlightIntensity) {
int renderCount = 0;
// R<>cup<75>rer toutes les entit<69>s qui ont les composants RenderComponent et TransformComponent
auto entities = entityManager->GetEntitiesWithComponent<RenderComponent>();
for (auto& entity : entities) {
auto render = entity->GetComponent<RenderComponent>();
// V<>rifier si l'entit<69> a un TransformComponent
auto transform = entity->GetComponent<TransformComponent>();
if (!transform) continue;
// V<>rifier si le mod<6F>le est visible
if (!render->IsVisible()) continue;
// Effectuer le rendu
if (RenderEntity(entity, viewMatrix, projectionMatrix,
diffuseColors, lightPositions, ambientColors,cameraPos,
sunlightDiffuse, sunlightAmbient, sunlightDirection,
sunlightIntensity)) {
renderCount++;
}
}
return renderCount;
}
private:
ID3D11DeviceContext* m_deviceContext;
shader_manager_class* m_shaderManager;
};
} // namespace ecs