Patch Update - Fix the loading and saving of the texture - V10.1.1

This commit is contained in:
CatChow0 2025-05-06 17:07:45 +02:00
parent c442a87883
commit 5a3a4f73a8
8 changed files with 249 additions and 134 deletions

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@ -7,12 +7,12 @@
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@ -32,7 +32,37 @@
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@ -49,25 +79,25 @@
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@ -185,7 +215,8 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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@ -243,11 +274,6 @@
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@ -1 +1 @@
0 isosphere 0 10 0 0 -0 0 1 1 1 Content/Assets/Kobject/isosphere.obj ALPHA_MAPPING 1 Unknown 1 0 2 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\stone01.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\moss01.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\normal01.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\spec02.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\light01.png
1 isosphere 0 10 0 0 -0 0 1 1 1 F:\Github_Repo\khaotic-engine-Reborn\x64\Debug\Content/Assets/Kobject/isosphere.obj SUNLIGHT 1 Unknown 1 0 2 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\stone01.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\dirt01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\alpha01.png

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@ -66,8 +66,8 @@ Collapsed=0
DockId=0x0000000C,0
[Window][Log Window]
Pos=8,627
Size=1568,226
Pos=8,37
Size=16,19
Collapsed=0
DockId=0x00000006,0

View File

@ -151,7 +151,7 @@ public:
// Save and load scene
void SaveScene();
void LoadScene();
bool LoadScene();
void SetScenePath(std::string path) { m_scenePath = path; };
std::wstring GetScenePath();

View File

@ -225,6 +225,8 @@ public:
void SetTextureContainer (TextureContainer& texturesContainer) { m_Textures = texturesContainer; }
TextureContainer GetTextureContainer() const { return m_Textures; }
bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
private:
bool InitializeBuffers(ID3D11Device*);

View File

@ -2028,8 +2028,11 @@ void ApplicationClass::SaveScene() {
Logger::Get().Log("Scene saved successfully to " + m_scenePath, __FILE__, __LINE__, Logger::LogLevel::Info);
}
void ApplicationClass::LoadScene() {
bool ApplicationClass::LoadScene() {
Logger::Get().Log("Loading scene from " , __FILE__, __LINE__, Logger::LogLevel::Info);
std::wstring scenePath = GetScenePath();
if (!scenePath.empty())
{
@ -2038,14 +2041,15 @@ void ApplicationClass::LoadScene() {
if (m_scenePath.empty()) {
Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
return false;
}
std::ifstream inFile(scenePath);
if (!inFile.is_open()) {
Logger::Get().Log("Failed to open file for loading scene: ", __FILE__, __LINE__, Logger::LogLevel::Error);
}
std::ifstream inFile(scenePath);
if (!inFile.is_open()) {
Logger::Get().Log("Failed to open file for loading scene: ", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Nettoyer les objets existants
for (auto& obj : m_object) {
if (obj) {
@ -2055,119 +2059,149 @@ void ApplicationClass::LoadScene() {
}
m_object.clear();
m_ObjectId = 0;
// Sauvegarder le répertoire de travail actuel
std::wstring currentDirectory = m_WFolder;
std::string line;
while (std::getline(inFile, line)) {
std::istringstream iss(line);
int id;
std::string name;
float posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ;
std::string modelPath, shaderTypeStr, objectTypeStr;
float boundingRadius, mass;
XMFLOAT3 position, rotation, scale;
std::string modelPath;
std::string shaderTypeStr;
float boundingRadius;
std::string objectTypeStr;
float mass;
bool physicsEnabled;
// Lire les données de base
iss >> id >> name >> posX >> posY >> posZ >> rotX >> rotY >> rotZ
>> scaleX >> scaleY >> scaleZ >> modelPath >> shaderTypeStr
>> boundingRadius >> objectTypeStr >> mass >> physicsEnabled;
// Convertir les chemins de modèle en wstring pour Windows
std::wstring wModelPath(modelPath.begin(), modelPath.end());
// Lire les données de base de l'objet
iss >> id >> name
>> position.x >> position.y >> position.z
>> rotation.x >> rotation.y >> rotation.z
>> scale.x >> scale.y >> scale.z
>> modelPath >> shaderTypeStr
>> boundingRadius >> objectTypeStr
>> mass >> physicsEnabled;
if (iss.fail()) {
Logger::Get().Log("Failed to parse object data", __FILE__, __LINE__, Logger::LogLevel::Error);
continue;
}
// Créer un nouvel objet
Object* newObject = new Object();
// Convertir le chemin du modèle en wstring
std::wstring wModelPath(modelPath.begin(), modelPath.end());
// Vérifier si le chemin est relatif (ne commence pas par un disque comme C:)
if (modelPath.length() > 1 && modelPath[1] != ':') {
// C'est un chemin relatif, préfixer avec le répertoire de travail
if (currentDirectory.back() != L'/' && currentDirectory.back() != L'\\') {
// Ajouter un séparateur si nécessaire
wModelPath = currentDirectory + L"\\" + wModelPath;
} else {
wModelPath = currentDirectory + wModelPath;
}
}
// Créer le conteneur de textures pour stocker les chemins
TextureContainer objectTextures;
// Lire les chemins de textures
TextureContainer textures;
// Textures diffuses
int diffuseCount;
iss >> diffuseCount;
std::vector<std::wstring> diffusePaths;
for (int i = 0; i < diffuseCount; i++) {
std::string path;
iss >> path;
diffusePaths.push_back(std::wstring(path.begin(), path.end()));
// IMPORTANT: Vider les conteneurs de chemins de textures
objectTextures.diffusePaths.clear();
objectTextures.normalPaths.clear();
objectTextures.specularPaths.clear();
objectTextures.alphaPaths.clear();
// Lire les chemins des textures diffuses
int diffuseTextureCount;
iss >> diffuseTextureCount;
for (int i = 0; i < diffuseTextureCount; i++) {
std::string texturePath;
iss >> texturePath;
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
objectTextures.diffusePaths.push_back(wTexturePath);
}
// Textures normales
int normalCount;
iss >> normalCount;
std::vector<std::wstring> normalPaths;
for (int i = 0; i < normalCount; i++) {
std::string path;
iss >> path;
normalPaths.push_back(std::wstring(path.begin(), path.end()));
// Lire les chemins des textures normales
int normalTextureCount;
iss >> normalTextureCount;
for (int i = 0; i < normalTextureCount; i++) {
std::string texturePath;
iss >> texturePath;
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
objectTextures.normalPaths.push_back(wTexturePath);
}
// Textures spéculaires
int specularCount;
iss >> specularCount;
std::vector<std::wstring> specularPaths;
for (int i = 0; i < specularCount; i++) {
std::string path;
iss >> path;
specularPaths.push_back(std::wstring(path.begin(), path.end()));
// Lire les chemins des textures spéculaires
int specularTextureCount;
iss >> specularTextureCount;
for (int i = 0; i < specularTextureCount; i++) {
std::string texturePath;
iss >> texturePath;
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
objectTextures.specularPaths.push_back(wTexturePath);
}
// Textures alpha
int alphaCount;
iss >> alphaCount;
std::vector<std::wstring> alphaPaths;
for (int i = 0; i < alphaCount; i++) {
std::string path;
iss >> path;
alphaPaths.push_back(std::wstring(path.begin(), path.end()));
// Lire les chemins des textures alpha
int alphaTextureCount;
iss >> alphaTextureCount;
for (int i = 0; i < alphaTextureCount; i++) {
std::string texturePath;
iss >> texturePath;
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
objectTextures.alphaPaths.push_back(wTexturePath);
}
// Combiner tous les chemins de textures
std::vector<std::wstring> allTextures;
allTextures.insert(allTextures.end(), diffusePaths.begin(), diffusePaths.end());
allTextures.insert(allTextures.end(), normalPaths.begin(), normalPaths.end());
allTextures.insert(allTextures.end(), specularPaths.begin(), specularPaths.end());
allTextures.insert(allTextures.end(), alphaPaths.begin(), alphaPaths.end());
// Charger les textures
newObject->LoadTexturesFromPath(allTextures, textures, m_Direct3D);
// Convertir le chemin du modèle en char* pour l'initialisation
char modelFilename[128];
wcstombs_s(nullptr, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
// Initialiser l'objet avec le modèle et les textures
if (!newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures)) {
Logger::Get().Log("Failed to initialize object from scene file", __FILE__, __LINE__, Logger::LogLevel::Error);
// preload texture
if (!newObject->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), objectTextures))
{
// Gérer l'erreur
return false;
}
// Initialiser l'objet avec le modèle et les chemins de textures
char modelFilename[256];
size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
Logger::Get().Log("Loading model: " + std::string(modelFilename), __FILE__, __LINE__, Logger::LogLevel::Info);
// NE PAS charger les textures avant Initialize
// Laisser la méthode Initialize s'en charger à partir des chemins
if (!newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, objectTextures)) {
Logger::Get().Log("Failed to initialize object: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
delete newObject;
continue;
}
// Définir les propriétés de l'objet
newObject->SetPosition(XMVectorSet(posX, posY, posZ, 1.0f));
newObject->SetRotation(XMVectorSet(rotX, rotY, rotZ, 1.0f));
newObject->SetScale(XMVectorSet(scaleX, scaleY, scaleZ, 1.0f));
newObject->SetName(name);
newObject->SetId(id);
newObject->SetName(name);
newObject->SetPosition(XMLoadFloat3(&position));
newObject->SetRotation(XMLoadFloat3(&rotation));
newObject->SetScale(XMLoadFloat3(&scale));
newObject->SetModelPath(wModelPath);
newObject->SetActiveShader(newObject->StringToShaderType(shaderTypeStr));
newObject->SetBoundingRadius(boundingRadius);
newObject->SetType(newObject->StringToObjectType(objectTypeStr));
newObject->SetMass(mass);
newObject->SetPhysicsEnabled(physicsEnabled);
// Mettre à jour les matrices de l'objet
newObject->Update();
// Ajouter l'objet à la liste
m_object.push_back(newObject);
// Mettre à jour l'ID global
// Mettre à jour l'ID global si nécessaire
if (id >= m_ObjectId) {
m_ObjectId = id + 1;
}
m_object.push_back(newObject);
Logger::Get().Log("Loaded object: " + name, __FILE__, __LINE__, Logger::LogLevel::Info);
}
inFile.close();
Logger::Get().Log("Scene loaded successfully from ", __FILE__, __LINE__, Logger::LogLevel::Info);
return true;
}
std::wstring ApplicationClass::GetScenePath()

View File

@ -92,7 +92,6 @@ void imguiManager::SetupDockspace(ApplicationClass* app) {
ImGui::MenuItem("Object Window", NULL, &showObjectWindow);
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow);
ImGui::MenuItem("Light Window", NULL, &showLightWindow);
ImGui::MenuItem("Old Scene Window", NULL, &showOldSceneWindow);
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow);
ImGui::MenuItem("Log Window", NULL, &showLogWindow);
ImGui::EndMenu();

View File

@ -44,12 +44,6 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
m_Textures = textures; // Copie de la structure de textures
// // Copie de toutes les textures de la structure
// for (auto& tex : textures.diffuse) m_Textures.diffuse.push_back(tex);
// for (auto& tex : textures.normal) m_Textures.normal.push_back(tex);
// for (auto& tex : textures.specular) m_Textures.specular.push_back(tex);
// for (auto& tex : textures.alpha) m_Textures.alpha.push_back(tex);
return true;
}
@ -581,6 +575,65 @@ void ModelClass::ReleaseModel()
// return ChangeTexture(device, deviceContext, filename, TextureType::Diffuse, index);
// }
bool ModelClass::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer)
{
HRESULT hResult;
// Charger les textures diffuses
for (const auto& texturePath : textureContainer.diffusePaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("Échec du chargement de la texture diffuse: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.diffuse.push_back(texture);
}
// Charger les textures normales
for (const auto& texturePath : textureContainer.normalPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("Échec du chargement de la texture normale: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.normal.push_back(texture);
}
// Charger les textures spéculaires
for (const auto& texturePath : textureContainer.specularPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("Échec du chargement de la texture spéculaire: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.specular.push_back(texture);
}
// Charger les textures alpha
for (const auto& texturePath : textureContainer.alphaPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("Échec du chargement de la texture alpha: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.alpha.push_back(texture);
}
return true;
}
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) {
Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -705,4 +758,5 @@ bool ModelClass::AddTexture(ID3D11ShaderResourceView* texture, TextureType type)
break;
}
return true;
}
}