Major - ECS - V12.0.0
This commit is contained in:
parent
688fe7ff1c
commit
039b034175
@ -119,6 +119,15 @@
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<ClInclude Include="src\inc\system\camera_class.h" />
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<ClInclude Include="src\inc\system\camera_class.h" />
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<ClInclude Include="src\inc\system\d_3d_class.h" />
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<ClInclude Include="src\inc\system\d_3d_class.h" />
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<ClInclude Include="src\inc\system\display_plane_class.h" />
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<ClInclude Include="src\inc\system\display_plane_class.h" />
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<ClInclude Include="src\inc\system\ecs\component.h" />
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<ClInclude Include="src\inc\system\ecs\components\identity_component.h" />
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<ClInclude Include="src\inc\system\ecs\components\physics_component.h" />
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<ClInclude Include="src\inc\system\ecs\components\render_component.h" />
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<ClInclude Include="src\inc\system\ecs\components\shader_component.h" />
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<ClInclude Include="src\inc\system\ecs\components\transform_component.h" />
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<ClInclude Include="src\inc\system\ecs\entity.h" />
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<ClInclude Include="src\inc\system\ecs\entity_manager.h" />
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<ClInclude Include="src\inc\system\ecs\systems\render_system.h" />
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<ClInclude Include="src\inc\system\font_class.h" />
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<ClInclude Include="src\inc\system\font_class.h" />
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<ClInclude Include="src\inc\system\fps_class.h" />
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<ClInclude Include="src\inc\system\fps_class.h" />
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<ClInclude Include="src\inc\system\fps_limiter.h" />
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<ClInclude Include="src\inc\system\fps_limiter.h" />
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@ -10,7 +10,7 @@ Collapsed=0
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[Window][Khaotic Engine]
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[Window][Khaotic Engine]
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Pos=1267,19
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Pos=1267,19
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Size=317,441
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Size=317,842
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Collapsed=0
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Collapsed=0
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DockId=0x00000005,0
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DockId=0x00000005,0
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@ -28,7 +28,7 @@ DockId=0x0000000B,0
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[Window][Terrain]
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[Window][Terrain]
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Pos=0,19
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Pos=0,19
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Size=266,609
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Size=266,842
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Collapsed=0
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Collapsed=0
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DockId=0x00000007,0
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DockId=0x00000007,0
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@ -32,6 +32,12 @@
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#include "shadow_map.h"
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#include "shadow_map.h"
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#include "stats.h"
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#include "stats.h"
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#include "ecs/components/identity_component.h"
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#include "ecs/components/render_component.h"
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#include "ecs/components/transform_component.h"
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#include "ecs/components/physics_component.h"
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#include "ecs/components/shader_component.h"
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#include "ecs/systems/render_system.h"
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#include <fstream>
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#include <fstream>
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#include <WICTextureLoader.h>
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#include <WICTextureLoader.h>
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@ -46,6 +52,8 @@
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#include <vector>
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#include <vector>
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#include <filesystem>
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#include <filesystem>
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#include "ecs/entity_manager.h"
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/////////////
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/////////////
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// GLOBALS //
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// GLOBALS //
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@ -234,6 +242,8 @@ private :
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// ------------- OBJECTS -------------- //
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// ------------- OBJECTS -------------- //
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// ------------------------------------ //
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// ------------------------------------ //
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std::unique_ptr<ecs::EntityManager> entity_manager_;
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object* selected_object_;
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object* selected_object_;
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std::vector<object*> cubes_;
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std::vector<object*> cubes_;
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std::vector<object*> terrain_chunk_;
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std::vector<object*> terrain_chunk_;
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40
enginecustom/src/inc/system/ecs/component.h
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40
enginecustom/src/inc/system/ecs/component.h
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@ -0,0 +1,40 @@
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#pragma once
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#include <memory>
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#include <typeindex>
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#include <typeinfo>
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namespace ecs {
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// Classe de base pour tous les composants
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class Component {
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public:
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Component() = default;
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virtual ~Component() = default;
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// Empêcher la copie
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Component(const Component&) = delete;
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Component& operator=(const Component&) = delete;
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// Permettre le déplacement
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Component(Component&&) = default;
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Component& operator=(Component&&) = default;
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// Fonction virtuelle pour initialiser le composant
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virtual void Initialize() {}
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// Fonction virtuelle pour la mise à jour du composant
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virtual void Update(float deltaTime) {}
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};
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// Alias utiles
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using ComponentPtr = std::shared_ptr<Component>;
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using ComponentTypeID = std::type_index;
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// Fonction pour obtenir l'ID de type d'un composant
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template<typename T>
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ComponentTypeID GetComponentTypeID() {
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static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
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return std::type_index(typeid(T));
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}
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} // namespace ecs
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@ -0,0 +1,58 @@
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#pragma once
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#include "../component.h"
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#include <string>
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namespace ecs {
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enum class ObjectType
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{
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Sphere,
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Cube,
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Terrain,
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Unknown
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};
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class IdentityComponent : public Component {
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public:
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IdentityComponent() : m_id(0), m_type(ObjectType::Unknown) {}
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explicit IdentityComponent(int id) : m_id(id), m_type(ObjectType::Unknown) {}
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IdentityComponent(int id, const std::string& name) : m_id(id), m_name(name), m_type(ObjectType::Unknown) {}
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~IdentityComponent() = default;
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void Initialize() override {}
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void Update(float deltaTime) override {}
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// Getters et setters
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int GetId() const { return m_id; }
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void SetId(int id) { m_id = id; }
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const std::string& GetName() const { return m_name; }
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void SetName(const std::string& name) { m_name = name; }
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ObjectType GetType() const { return m_type; }
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void SetType(ObjectType type) { m_type = type; }
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// Conversions utiles
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static std::string ObjectTypeToString(ObjectType type) {
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switch (type) {
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case ObjectType::Cube: return "Cube";
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case ObjectType::Sphere: return "Sphere";
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case ObjectType::Terrain: return "Terrain";
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default: return "Unknown";
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}
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}
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static ObjectType StringToObjectType(const std::string& str) {
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if (str == "Cube") return ObjectType::Cube;
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if (str == "Sphere") return ObjectType::Sphere;
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if (str == "Terrain") return ObjectType::Terrain;
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return ObjectType::Unknown;
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}
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private:
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int m_id;
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std::string m_name;
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ObjectType m_type;
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};
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} // namespace ecs
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110
enginecustom/src/inc/system/ecs/components/physics_component.h
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110
enginecustom/src/inc/system/ecs/components/physics_component.h
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#pragma once
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#include "../component.h"
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#include <DirectXMath.h>
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using namespace DirectX;
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namespace ecs {
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class PhysicsComponent : public Component {
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public:
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PhysicsComponent() {
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m_Velocity = XMVectorZero();
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m_Acceleration = XMVectorZero();
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m_PreviousPosition = XMVectorZero();
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m_Mass = 1.0f;
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m_BoundingRadius = 1.0f;
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m_IsGrounded = false;
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m_IsPhysicsEnabled = false;
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m_GravityEnabled = true;
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}
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~PhysicsComponent() = default;
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void Initialize() override {
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// Initialisation du composant physique
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}
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void Update(float deltaTime) override {
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if (!m_IsPhysicsEnabled) return;
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// Mise à jour de la vélocité basée sur l'accélération
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m_Velocity = m_Velocity + m_Acceleration * deltaTime;
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// Si la physique est activée et qu'une fonction de mise à jour de position est définie
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if (m_UpdatePositionCallback) {
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m_UpdatePositionCallback(m_Velocity * deltaTime);
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}
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}
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// Lancement d'un objet
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void LaunchObject(float alpha, float initialStretch, float springConstant) {
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// Constants
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const float gravity = -9.81f;
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// Convert alpha from degrees to radians if needed
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float alphaRadians = alpha * (XM_PI / 180.0f);
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// Scale factors to make the physics simulation more visible
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float scaleFactor = 200.0f; // Adjust this based on your world scale
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// Calculate initial velocity magnitude
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float velocityMagnitude = initialStretch * sqrtf(springConstant / m_Mass) *
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sqrtf(1.0f - powf((m_Mass * gravity * sinf(alphaRadians) /
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(springConstant * initialStretch)), 2.0f));
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// Apply scale factor
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velocityMagnitude *= scaleFactor;
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// Calculate velocity components
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XMVECTOR velocity = XMVectorSet(
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velocityMagnitude * cosf(alphaRadians), // vx = v0 * cos(alpha)
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velocityMagnitude * sinf(alphaRadians), // vy = v0 * sin(alpha)
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0.0f, // z-component (0 for 2D trajectory)
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0.0f
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);
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// Apply velocity
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SetVelocity(velocity);
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// Enable physics and reset grounded state
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SetPhysicsEnabled(true);
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SetGrounded(false);
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}
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// Setters
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void SetVelocity(XMVECTOR velocity) { m_Velocity = velocity; }
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void SetAcceleration(XMVECTOR acceleration) { m_Acceleration = acceleration; }
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void SetMass(float mass) { m_Mass = mass; }
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void SetGrounded(bool isGrounded) { m_IsGrounded = isGrounded; }
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void SetPhysicsEnabled(bool enabled) { m_IsPhysicsEnabled = enabled; }
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void SetBoundingRadius(float radius) { m_BoundingRadius = radius; }
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void SetPreviousPosition(XMVECTOR position) { m_PreviousPosition = position; }
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void SetGravityEnabled(bool enabled) { m_GravityEnabled = enabled; }
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void SetUpdatePositionCallback(std::function<void(XMVECTOR)> callback) { m_UpdatePositionCallback = callback; }
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// Getters
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XMVECTOR GetVelocity() const { return m_Velocity; }
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XMVECTOR GetAcceleration() const { return m_Acceleration; }
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float GetMass() const { return m_Mass; }
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bool IsGrounded() const { return m_IsGrounded; }
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bool IsPhysicsEnabled() const { return m_IsPhysicsEnabled; }
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float GetBoundingRadius() const { return m_BoundingRadius; }
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XMVECTOR GetPreviousPosition() const { return m_PreviousPosition; }
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bool IsGravityEnabled() const { return m_GravityEnabled; }
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private:
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XMVECTOR m_Velocity;
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XMVECTOR m_Acceleration;
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XMVECTOR m_PreviousPosition;
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float m_Mass;
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float m_BoundingRadius;
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bool m_IsGrounded;
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bool m_IsPhysicsEnabled;
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bool m_GravityEnabled;
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// Callback pour mettre à jour la position (sera connecté au TransformComponent)
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std::function<void(XMVECTOR)> m_UpdatePositionCallback;
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};
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} // namespace ecs
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124
enginecustom/src/inc/system/ecs/components/render_component.h
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124
enginecustom/src/inc/system/ecs/components/render_component.h
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#pragma once
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#include "../component.h"
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#include "model_class.h"
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#include <memory>
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#include <string>
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#include <map>
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#include <WICTextureLoader.h>
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// Déclaration externe de la variable globale définie dans application_class.h
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extern std::map<std::string, std::shared_ptr<model_class>> g_model_cache;
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namespace ecs {
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enum class TextureType
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{
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Diffuse,
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Normal,
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Specular,
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Alpha,
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Reflection
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};
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class RenderComponent : public Component {
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public:
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RenderComponent() : m_model(nullptr), m_isVisible(true) {}
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~RenderComponent() = default;
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void Initialize() override {}
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void Update(float deltaTime) override {}
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// Initialisation avec un modèle existant
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bool InitializeWithModel(std::shared_ptr<model_class> model) {
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if (!model) return false;
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m_model = model;
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return true;
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}
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// Initialisation avec un chemin de fichier
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bool InitializeFromFile(ID3D11Device* device, ID3D11DeviceContext* deviceContext,
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const char* modelFilename, TextureContainer& textureContainer) {
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// Vérifier si le modèle existe déjà dans le cache
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std::string filename(modelFilename);
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auto it = g_model_cache.find(filename);
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if (it != g_model_cache.end()) {
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m_model = it->second;
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} else {
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// Créer un nouveau modèle
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auto new_model = std::make_shared<model_class>();
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if (!new_model->Initialize(device, deviceContext, const_cast<char*>(modelFilename), textureContainer)) {
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return false;
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}
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g_model_cache[filename] = new_model;
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m_model = new_model;
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}
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m_modelFilePath = modelFilename;
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return true;
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}
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// Charger des textures depuis un chemin
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bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
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ID3D11Device* device, ID3D11DeviceContext* deviceContext) {
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HRESULT result;
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int i = 0;
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for (const auto& texturePath : texturePaths) {
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ID3D11ShaderResourceView* texture = nullptr;
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result = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
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if (FAILED(result)) {
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return false;
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}
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texturesContainer.AssignTexture(texturesContainer, texture, texturePath, i);
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i++;
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}
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return true;
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}
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// Getters et setters
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std::shared_ptr<model_class> GetModel() const { return m_model; }
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void SetModel(std::shared_ptr<model_class> model) { m_model = model; }
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const std::string& GetModelFilePath() const { return m_modelFilePath; }
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void SetModelFilePath(const std::string& path) { m_modelFilePath = path; }
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bool IsVisible() const { return m_isVisible; }
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void SetVisible(bool visible) { m_isVisible = visible; }
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// Accès aux textures
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ID3D11ShaderResourceView* GetTexture(TextureType type, int index = 0) {
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if (!m_model) return nullptr;
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switch (type) {
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case TextureType::Diffuse:
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||||||
|
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
|
@ -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
|
101
enginecustom/src/inc/system/ecs/components/transform_component.h
Normal file
101
enginecustom/src/inc/system/ecs/components/transform_component.h
Normal file
@ -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;
|
||||||
|
|
||||||
|
// Méthodes 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
|
101
enginecustom/src/inc/system/ecs/entity.h
Normal file
101
enginecustom/src/inc/system/ecs/entity.h
Normal file
@ -0,0 +1,101 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "component.h"
|
||||||
|
#include <unordered_map>
|
||||||
|
#include <vector>
|
||||||
|
#include <memory>
|
||||||
|
#include <algorithm>
|
||||||
|
#include <cassert>
|
||||||
|
|
||||||
|
namespace ecs {
|
||||||
|
|
||||||
|
// Identifiant unique pour les entités
|
||||||
|
using EntityID = uint32_t;
|
||||||
|
|
||||||
|
class Entity {
|
||||||
|
public:
|
||||||
|
explicit Entity(EntityID id) : m_ID(id) {}
|
||||||
|
~Entity() = default;
|
||||||
|
|
||||||
|
// Empêcher la copie
|
||||||
|
Entity(const Entity&) = delete;
|
||||||
|
Entity& operator=(const Entity&) = delete;
|
||||||
|
|
||||||
|
// Permettre le déplacement
|
||||||
|
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>();
|
||||||
|
|
||||||
|
// Vérifier si le composant existe déjà
|
||||||
|
if (m_Components.find(typeID) != m_Components.end()) {
|
||||||
|
return std::static_pointer_cast<T>(m_Components[typeID]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Créer 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Récupérer 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vérifier si l'entité possède 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 à 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
|
95
enginecustom/src/inc/system/ecs/entity_manager.h
Normal file
95
enginecustom/src/inc/system/ecs/entity_manager.h
Normal file
@ -0,0 +1,95 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "entity.h"
|
||||||
|
#include <vector>
|
||||||
|
#include <unordered_map>
|
||||||
|
#include <queue>
|
||||||
|
|
||||||
|
namespace ecs {
|
||||||
|
|
||||||
|
class EntityManager {
|
||||||
|
public:
|
||||||
|
EntityManager() : m_NextEntityID(0) {}
|
||||||
|
~EntityManager() = default;
|
||||||
|
|
||||||
|
// Créer une nouvelle entité
|
||||||
|
std::shared_ptr<Entity> CreateEntity() {
|
||||||
|
EntityID id;
|
||||||
|
|
||||||
|
// Réutiliser les IDs des entités supprimées 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 entité
|
||||||
|
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 entité 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 à jour toutes les entités
|
||||||
|
void UpdateEntities(float deltaTime) {
|
||||||
|
for (auto& [id, entity] : m_Entities) {
|
||||||
|
entity->UpdateComponents(deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Obtenir toutes les entités qui ont un composant spécifique
|
||||||
|
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'entités
|
||||||
|
size_t GetEntityCount() const {
|
||||||
|
return m_Entities.size();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vider toutes les entités
|
||||||
|
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 à réutiliser
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace ecs
|
222
enginecustom/src/inc/system/ecs/systems/render_system.h
Normal file
222
enginecustom/src/inc/system/ecs/systems/render_system.h
Normal file
@ -0,0 +1,222 @@
|
|||||||
|
#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 entité spécifique
|
||||||
|
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) {
|
||||||
|
|
||||||
|
// Vérifier si l'entité a tous les composants nécessaires
|
||||||
|
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 modèle
|
||||||
|
render->Render(m_deviceContext);
|
||||||
|
|
||||||
|
// Sélectionner le shader approprié
|
||||||
|
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 (à ajuster)
|
||||||
|
16.0f // Puissance speculaire (à ajuster)
|
||||||
|
);
|
||||||
|
|
||||||
|
case ShaderType::LIGHTING:
|
||||||
|
{
|
||||||
|
// Créer des copies locales non constantes des tableaux
|
||||||
|
DirectX::XMFLOAT4 localDiffuseColors[4];
|
||||||
|
DirectX::XMFLOAT4 localLightPositions[4];
|
||||||
|
DirectX::XMFLOAT4 localAmbientColors[4];
|
||||||
|
|
||||||
|
// Copier les données
|
||||||
|
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 entités avec les composants nécessaires
|
||||||
|
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;
|
||||||
|
|
||||||
|
// Récupérer toutes les entités qui ont les composants RenderComponent et TransformComponent
|
||||||
|
auto entities = entityManager->GetEntitiesWithComponent<RenderComponent>();
|
||||||
|
|
||||||
|
for (auto& entity : entities) {
|
||||||
|
auto render = entity->GetComponent<RenderComponent>();
|
||||||
|
|
||||||
|
// Vérifier si l'entité a un TransformComponent
|
||||||
|
auto transform = entity->GetComponent<TransformComponent>();
|
||||||
|
if (!transform) continue;
|
||||||
|
|
||||||
|
// Vérifier si le modèle 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
|
@ -91,6 +91,9 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
|||||||
render_queues_.push_back(std::ref(cubes_));
|
render_queues_.push_back(std::ref(cubes_));
|
||||||
render_queues_.push_back(std::ref(terrain_chunk_));
|
render_queues_.push_back(std::ref(terrain_chunk_));
|
||||||
|
|
||||||
|
// create entity manager
|
||||||
|
entity_manager_ = std::make_unique<ecs::EntityManager>();
|
||||||
|
|
||||||
screen_width_ = screenWidth;
|
screen_width_ = screenWidth;
|
||||||
screen_height_ = screenHeight;
|
screen_height_ = screenHeight;
|
||||||
|
|
||||||
@ -1725,271 +1728,100 @@ void application_class::culling_thread_function()
|
|||||||
bool application_class::render_pass(const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
|
bool application_class::render_pass(const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
|
||||||
{
|
{
|
||||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||||
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix ;
|
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix;
|
||||||
bool result;
|
bool result;
|
||||||
|
|
||||||
int renderCount = 0;
|
int renderCount = 0;
|
||||||
int i;
|
int i;
|
||||||
|
|
||||||
if (RenderQueues.empty())
|
// render skybox
|
||||||
|
for (auto& skyboxObject : skybox_)
|
||||||
{
|
{
|
||||||
Logger::Get().Log("RenderQueues is empty", __FILE__, __LINE__, Logger::LogLevel::Error);
|
if (skyboxObject == nullptr)
|
||||||
return false;
|
{
|
||||||
|
Logger::Get().Log("skyboxObject is null", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!skyboxObject->IsVisible())
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
direct_3d_->turn_z_buffer_off();
|
||||||
|
|
||||||
|
scaleMatrix = skyboxObject->GetScaleMatrix();
|
||||||
|
rotateMatrix = skyboxObject->GetRotateMatrix();
|
||||||
|
translateMatrix = skyboxObject->GetTranslateMatrix();
|
||||||
|
|
||||||
|
XMMATRIX worldMatrix = XMMatrixMultiply(
|
||||||
|
XMMatrixMultiply(scaleMatrix, rotateMatrix),
|
||||||
|
translateMatrix
|
||||||
|
);
|
||||||
|
|
||||||
|
renderCount++;
|
||||||
|
|
||||||
|
skyboxObject->get_model()->Render(direct_3d_->get_device_context());
|
||||||
|
|
||||||
|
result = shader_manager_->render_skybox_shader(
|
||||||
|
direct_3d_->get_device_context(),
|
||||||
|
skyboxObject->get_model()->GetIndexCount(),
|
||||||
|
worldMatrix,
|
||||||
|
view,
|
||||||
|
projection,
|
||||||
|
skyboxObject->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||||
|
sun_light_->GetDiffuseColor(),
|
||||||
|
sun_light_->GetAmbientColor(),
|
||||||
|
sun_light_->GetDirection(),
|
||||||
|
sun_light_->GetIntensity()
|
||||||
|
);
|
||||||
|
if (!result)
|
||||||
|
{
|
||||||
|
Logger::Get().Log("Could not render the object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
direct_3d_->turn_z_buffer_on(); // Réactiver le Z-buffer après le rendu de la skybox
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Rendu des entités du système ECS s'il est disponible
|
||||||
|
if (entity_manager_) {
|
||||||
|
// Créer le système de rendu pour les entités
|
||||||
|
ecs::RenderSystem renderSystem(direct_3d_->get_device_context(), shader_manager_);
|
||||||
|
|
||||||
|
// Données pour le système de rendu
|
||||||
|
XMFLOAT4 sunlightDiffuse = sun_light_->GetDiffuseColor();
|
||||||
|
XMFLOAT4 sunlightAmbient = sun_light_->GetAmbientColor();
|
||||||
|
XMFLOAT3 sunlightDirection = sun_light_->GetDirection();
|
||||||
|
float sunlightIntensity = sun_light_->GetIntensity();
|
||||||
|
|
||||||
|
// Effectuer le rendu de toutes les entités
|
||||||
|
int entitiesRendered = renderSystem.RenderAllEntities(
|
||||||
|
entity_manager_.get(),
|
||||||
|
view,
|
||||||
|
projection,
|
||||||
|
diffuse,
|
||||||
|
position,
|
||||||
|
ambient,
|
||||||
|
camera_->get_position(),
|
||||||
|
sunlightDiffuse,
|
||||||
|
sunlightAmbient,
|
||||||
|
sunlightDirection,
|
||||||
|
sunlightIntensity
|
||||||
|
);
|
||||||
|
|
||||||
|
renderCount += entitiesRendered;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rendu des objets traditionnels comme avant
|
||||||
// if (active_camera_ == sun_camera_)
|
// if (active_camera_ == sun_camera_)
|
||||||
// {
|
// {
|
||||||
// shadow_map_->set_render_target(direct_3d_->get_device_context());
|
// shadow_map_->set_render_target(direct_3d_->get_device_context());
|
||||||
// shadow_map_->clear_render_target(direct_3d_->get_device_context());
|
// shadow_map_->clear_render_target(direct_3d_->get_device_context());
|
||||||
// }
|
// }
|
||||||
|
|
||||||
for (const auto& RenderQueue : RenderQueues)
|
|
||||||
{
|
|
||||||
// Désactiver le Z-buffer si la RenderQueue est skybox_
|
|
||||||
bool isSkybox = (&RenderQueue.get() == &skybox_);
|
|
||||||
if (isSkybox)
|
|
||||||
{
|
|
||||||
direct_3d_->turn_z_buffer_off();
|
|
||||||
}
|
|
||||||
|
|
||||||
for (auto& object : RenderQueue.get())
|
|
||||||
{
|
|
||||||
if (object == nullptr)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Check if the object has physics enabled
|
|
||||||
if (object->IsPhysicsEnabled())
|
|
||||||
{
|
|
||||||
object->UpdatePosition(timer_->GetTime());
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!object->IsVisible())
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
renderCount++;
|
|
||||||
|
|
||||||
scaleMatrix = object->GetScaleMatrix();
|
|
||||||
rotateMatrix = object->GetRotateMatrix();
|
|
||||||
translateMatrix = object->GetTranslateMatrix();
|
|
||||||
|
|
||||||
XMMATRIX worldMatrix = XMMatrixMultiply(
|
|
||||||
XMMatrixMultiply(scaleMatrix, rotateMatrix),
|
|
||||||
translateMatrix
|
|
||||||
);
|
|
||||||
|
|
||||||
object->get_model()->Render(direct_3d_->get_device_context());
|
|
||||||
|
|
||||||
if (active_camera_ == sun_camera_)
|
|
||||||
{
|
|
||||||
result = shader_manager_->render_depth_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0)
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Utiliser l'enum ShaderType pour déterminer quel shader utiliser
|
|
||||||
switch (object->GetActiveShader())
|
|
||||||
{
|
|
||||||
|
|
||||||
case ShaderType::ALPHA_MAPPING:
|
|
||||||
|
|
||||||
// Enable alpha blending for transparency.
|
|
||||||
direct_3d_->enable_alpha_blending();
|
|
||||||
|
|
||||||
result = shader_manager_->render_alpha_map_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,1),
|
|
||||||
object->get_model()->GetTexture(TextureType::Alpha,0)
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the model using the alpha map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
direct_3d_->disable_alpha_blending();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
direct_3d_->disable_alpha_blending();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case ShaderType::CEL_SHADING:
|
|
||||||
result = shader_manager_->render_cel_shading_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
|
||||||
sun_light_->GetDiffuseColor(),
|
|
||||||
sun_light_->GetAmbientColor(),
|
|
||||||
sun_light_->GetDirection(),
|
|
||||||
sun_light_->GetIntensity()
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case ShaderType::NORMAL_MAPPING:
|
|
||||||
result = shader_manager_->render_normal_map_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
|
||||||
object->get_model()->GetTexture(TextureType::Normal,0),
|
|
||||||
lights_[0]->GetDirection(),
|
|
||||||
lights_[0]->GetDiffuseColor()
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the model using the normal map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case ShaderType::SPECULAR_MAPPING:
|
|
||||||
result = shader_manager_->render_spec_map_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
|
||||||
object->get_model()->GetTexture(TextureType::Normal,0),
|
|
||||||
object->get_model()->GetTexture(TextureType::Specular,0),
|
|
||||||
lights_[0]->GetDirection(),
|
|
||||||
lights_[0]->GetDiffuseColor(),
|
|
||||||
camera_->get_position(),
|
|
||||||
lights_[0]->GetSpecularColor(),
|
|
||||||
lights_[0]->GetSpecularPower()
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the model using the specular map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case ShaderType::TEXTURE:
|
|
||||||
result = shader_manager_->render_texture_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0)
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case ShaderType::LIGHTING:
|
|
||||||
result = shader_manager_->renderlight_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
|
||||||
diffuse,
|
|
||||||
position,
|
|
||||||
ambient
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case ShaderType::SKYBOX:
|
|
||||||
result = shader_manager_->render_skybox_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
|
||||||
sun_light_->GetDiffuseColor(),
|
|
||||||
sun_light_->GetAmbientColor(),
|
|
||||||
sun_light_->GetDirection(),
|
|
||||||
sun_light_->GetIntensity()
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case ShaderType::SUNLIGHT:
|
|
||||||
result = shader_manager_->render_sunlight_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
|
||||||
sun_light_->GetDiffuseColor(),
|
|
||||||
sun_light_->GetAmbientColor(),
|
|
||||||
sun_light_->GetDirection(),
|
|
||||||
sun_light_->GetIntensity()
|
|
||||||
//shadow_map_srv_
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
result = shader_manager_->renderlight_shader(
|
|
||||||
direct_3d_->get_device_context(),
|
|
||||||
object->get_model()->GetIndexCount(),
|
|
||||||
worldMatrix,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
|
||||||
diffuse,
|
|
||||||
position,
|
|
||||||
ambient
|
|
||||||
);
|
|
||||||
if (!result)
|
|
||||||
{
|
|
||||||
Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
stats_->increment_draw_call_count();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (isSkybox)
|
|
||||||
{
|
|
||||||
direct_3d_->turn_z_buffer_on();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// if (active_camera_ == sun_camera_)
|
// if (active_camera_ == sun_camera_)
|
||||||
// {
|
// {
|
||||||
// direct_3d_->set_back_buffer_render_target();
|
// direct_3d_->set_back_buffer_render_target();
|
||||||
@ -2161,28 +1993,56 @@ bool application_class::create_big_cube(int side_count)
|
|||||||
sharedModel = newModel;
|
sharedModel = newModel;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Créer temporairement les cubes dans un vecteur local
|
// Version ECS - Créer les entités pour le cube
|
||||||
std::vector<object*> tempCubes;
|
if (entity_manager_) {
|
||||||
tempCubes.reserve(side_count * side_count * side_count);
|
for (int x = 0; x < side_count; x++) {
|
||||||
|
for (int y = 0; y < side_count; y++) {
|
||||||
|
for (int z = 0; z < side_count; z++) {
|
||||||
|
// Créer une entité
|
||||||
|
auto entity = entity_manager_->CreateEntity();
|
||||||
|
|
||||||
// Générer side_count³ cubes
|
// Ajouter un composant d'identité
|
||||||
for (int x = 0; x < side_count; x++)
|
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||||
{
|
identity->SetName("CubePart_" + std::to_string(x) + "_" + std::to_string(y) + "_" + std::to_string(z));
|
||||||
for (int y = 0; y < side_count; y++)
|
identity->SetType(ecs::ObjectType::Cube);
|
||||||
{
|
|
||||||
for (int z = 0; z < side_count; z++)
|
// Ajouter un composant de transformation
|
||||||
{
|
auto transform = entity->AddComponent<ecs::TransformComponent>();
|
||||||
object* cubePart = new object(*this);
|
transform->SetPosition(XMVectorSet(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), 0.0f));
|
||||||
cubePart->SetModel(sharedModel);
|
transform->SetScale(XMVectorSet(1.0f, 1.0f, 1.0f, 0.0f));
|
||||||
cubePart->SetTranslateMatrix(XMMatrixTranslation(static_cast<float>(x),static_cast<float>(y),static_cast<float>(z)));
|
transform->UpdateWorldMatrix();
|
||||||
tempCubes.push_back(cubePart);
|
|
||||||
|
// Ajouter un composant de rendu
|
||||||
|
auto render = entity->AddComponent<ecs::RenderComponent>();
|
||||||
|
render->InitializeWithModel(sharedModel);
|
||||||
|
|
||||||
|
// Ajouter un composant de shader
|
||||||
|
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||||
|
shader->SetActiveShader(ecs::ShaderType::LIGHTING);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
} else {
|
||||||
// Transférer les cubes du vecteur temporaire au vecteur membre
|
// Ancien système - Créer temporairement les cubes dans un vecteur local
|
||||||
cubes_ = std::move(tempCubes);
|
std::vector<object*> tempCubes;
|
||||||
|
tempCubes.reserve(side_count * side_count * side_count);
|
||||||
|
|
||||||
update_stats_after_modification();
|
// Générer side_count³ cubes
|
||||||
|
for (int x = 0; x < side_count; x++) {
|
||||||
|
for (int y = 0; y < side_count; y++) {
|
||||||
|
for (int z = 0; z < side_count; z++) {
|
||||||
|
object* cubePart = new object(*this);
|
||||||
|
cubePart->SetModel(sharedModel);
|
||||||
|
cubePart->SetTranslateMatrix(XMMatrixTranslation(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z)));
|
||||||
|
tempCubes.push_back(cubePart);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Transférer les cubes du vecteur temporaire au vecteur membre
|
||||||
|
cubes_ = std::move(tempCubes);
|
||||||
|
}
|
||||||
|
|
||||||
|
update_stats_after_modification();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user