Major Update - Complete Rework Texture System - V10.0.0

This commit is contained in:
CatChow0 2025-05-03 16:37:27 +02:00
parent 7dbd735416
commit 8e6b7409d9
12 changed files with 523 additions and 365 deletions

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@ -310,6 +310,22 @@
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<ItemGroup>
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<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
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@ -480,5 +480,17 @@
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<Filter>Assets\Model\OBJ</Filter>
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<Filter>Texture</Filter>
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<Filter>Texture</Filter>
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<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Skybox\skybox.png">
<Filter>Assets\Skybox</Filter>
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@ -22,7 +22,78 @@ using namespace std;
///////////////////////
#include "textureclass.h"
enum class TextureType
{
Diffuse,
Normal,
Specular,
Alpha
};
struct TextureContainer
{
std::vector<ID3D11ShaderResourceView*> diffuse;
std::vector<ID3D11ShaderResourceView*> normal;
std::vector<ID3D11ShaderResourceView*> specular;
std::vector<ID3D11ShaderResourceView*> alpha;
std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
switch (type) {
case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
case TextureType::Normal: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(normal);
case TextureType::Specular: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(specular);
case TextureType::Alpha: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(alpha);
default: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
}
}
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const {
auto& vec = Get(type);
if (index >= 0 && index < vec.size())
return vec[index];
return nullptr;
}
void ReleaseAll() {
ReleaseVector(diffuse);
ReleaseVector(normal);
ReleaseVector(specular);
ReleaseVector(alpha);
}
void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture, int index)
{
switch (index)
{
case 0:
textContainer.diffuse.push_back(texture);
break;
case 1:
textContainer.normal.push_back(texture);
break;
case 2:
textContainer.specular.push_back(texture);
break;
case 3:
textContainer.alpha.push_back(texture);
break;
default:
textContainer.diffuse.push_back(texture);
break;
}
}
private:
void ReleaseVector(std::vector<ID3D11ShaderResourceView*>& vec) {
for (auto& tex : vec) {
if (tex) {
tex->Release();
tex = nullptr;
}
}
vec.clear();
}
};
////////////////////////////////////////////////////////////////////////////////
// Class name: ModelClass
////////////////////////////////////////////////////////////////////////////////
@ -83,15 +154,25 @@ public:
ModelClass(const ModelClass&);
~ModelClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
//bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
// Nouvelle surcharge avec TextureContainer
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, const TextureContainer&);
// Nouvelle méthode - initialisation sans textures
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*);
void Shutdown();
void Render(ID3D11DeviceContext*);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture(int index) const;
bool ChangeTexture(ID3D11Device*, ID3D11DeviceContext*, std::wstring filename, int index);
//ID3D11ShaderResourceView* GetTexture(int index) const;
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
//bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index);
bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type, int index);
// Méthodes pour ajouter une nouvelle texture
bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type);
bool AddTexture(ID3D11ShaderResourceView* texture, TextureType type);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
@ -106,11 +187,10 @@ private:
void CalculateModelVectors();
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
std::vector<ID3D11ShaderResourceView*> m_Textures;
TextureContainer m_Textures;
ModelType* m_model;
};

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@ -29,12 +29,13 @@ Object* Skybox::ConstructSkybox()
char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/OBJ/skysphere.obj");
textures.clear();
std::vector<std::wstring> skyboxTextures = {
L"assets/Skybox/skybox.png",
};
TextureContainer SkyboxTextures;
// Load the textures
for (const auto& textureFilename : skyboxTextures)
{
@ -45,12 +46,14 @@ Object* Skybox::ConstructSkybox()
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return nullptr;
}
textures.push_back(texture);
SkyboxTextures.diffuse.push_back(texture);
}
// Create the model object
m_Skybox = new Object();
HRESULT result = m_Skybox->Initialize(m_d3dClassRef->GetDevice(), m_d3dClassRef->GetDeviceContext(), modelFilename, textures);
HRESULT result = m_Skybox->Initialize(m_d3dClassRef->GetDevice(), m_d3dClassRef->GetDeviceContext(), modelFilename, SkyboxTextures);
if (!result)
{
Logger::Get().Log("Could not initialize the skybox model object", __FILE__, __LINE__, Logger::LogLevel::Error);

View File

@ -78,10 +78,10 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
bool result;
HRESULT Hresult;
m_RenderQueues.push_back(std::ref(m_Skybox)); // Skybox doit être rendu en premier pour être derrière touts les autres objets
m_RenderQueues.push_back(std::ref(m_object));
m_RenderQueues.push_back(std::ref(m_cubes));
m_RenderQueues.push_back(std::ref(m_terrainChunk));
m_RenderQueues.push_back(std::ref(m_Skybox));
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
@ -226,6 +226,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
L"assets/Texture/stone01.png"
};
TextureContainer CubeTextures;
for (const auto& textureFilename : textureFilenames)
{
ID3D11ShaderResourceView* texture = nullptr;
@ -235,13 +237,14 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textures.push_back(texture);
CubeTextures.diffuse.push_back(texture);
}
// Create and initialize the model object.
m_Model = new ModelClass;
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
result = m_Model->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, CubeTextures);
if (!result)
{
Logger::Get().Log("Could not initialize the model object", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -337,6 +340,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
L"assets/Texture/marble01.png"
};
TextureContainer BathTextures;
textures.clear();
for (const auto& textureFilename : bathTextures)
{
@ -347,7 +352,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textures.push_back(texture);
BathTextures.diffuse.push_back(texture);
}
// Set the file name of the bath model.
@ -356,7 +361,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
// Create and initialize the bath model object.
m_BathModel = new ModelClass;
result = m_BathModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
result = m_BathModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, BathTextures);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the bath model object.", L"Error", MB_OK);
@ -370,6 +375,8 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
L"assets/Texture/water01.png"
};
TextureContainer WaterTextures;
textures.clear();
for (const auto& textureFilename : waterTextures)
{
@ -380,13 +387,13 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textures.push_back(texture);
WaterTextures.diffuse.push_back(texture);
}
// Create and initialize the water model object.
m_WaterModel = new ModelClass;
result = m_WaterModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
result = m_WaterModel->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, WaterTextures);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the water model object.", L"Error", MB_OK);
@ -890,7 +897,7 @@ bool ApplicationClass::RenderRefractionToTexture()
m_BathModel->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderRefractionShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_BathModel->GetTexture(0), m_Lights[0]->GetDirection(), ambientColor, diffuseColor, lightPosition, clipPlane);
m_BathModel->GetTexture(TextureType::Diffuse,0), m_Lights[0]->GetDirection(), ambientColor, diffuseColor, lightPosition, clipPlane);
if (!result)
{
return false;
@ -946,7 +953,7 @@ bool ApplicationClass::RenderSceneToTexture(float rotation)
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0));
m_Model->GetTexture(TextureType::Diffuse,0));
if (!result)
{
return false;
@ -1026,7 +1033,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
m_Model->Render(m_Direct3D->GetDeviceContext());
// Render the model using the light shader.
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0),
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(TextureType::Diffuse,0),
diffuseColor, lightPosition, ambientColor);
UpdateSkyboxPosition(); // Update the position of the skybox to match the camera position.
@ -1061,7 +1068,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Render the bath model using the light shader.
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_BathModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_BathModel->GetTexture(0), diffuseColor, lightPosition, ambientColor);
m_BathModel->GetTexture(TextureType::Diffuse,0), diffuseColor, lightPosition, ambientColor);
if (!result)
{
return false;
@ -1081,7 +1088,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// Render the water model using the water shader.
result = m_ShaderManager->RenderWaterShader(m_Direct3D->GetDeviceContext(), m_WaterModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, reflectionMatrix,
m_ReflectionTexture->GetShaderResourceView(), m_RefractionTexture->GetShaderResourceView(), m_WaterModel->GetTexture(0),
m_ReflectionTexture->GetShaderResourceView(), m_RefractionTexture->GetShaderResourceView(), m_WaterModel->GetTexture(TextureType::Diffuse,0),
m_waterTranslation, 0.01f);
if (!result)
{
@ -1152,178 +1159,19 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
// turn on the Z buffer
m_Direct3D->TurnZBufferOn();
// Render the model using the multitexture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
scaleMatrix = XMMatrixScaling(2.0f, 2.0f, 2.0f); // Build the scaling matrix.
rotateMatrix = XMMatrixRotationY(-rotation); // Build the rotation matrix.
translateMatrix = XMMatrixTranslation(-x, -y, -z); // Build the translation matrix.
// Multiply the scale, rotation, and translation matrices together to create the final world transformation matrix.
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
// Get the light properties.
for (i = 0; i < m_numLights; i++)
{
// Create the diffuse color array from the four light colors.
diffuseColor[i] = m_Lights[i]->GetDiffuseColor();
// Create the light position array from the four light positions.
lightPosition[i] = m_Lights[i]->GetPosition();
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-5.0f, 1.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the alpha map shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderAlphaMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(5), m_Model->GetTexture(3));
if (!result)
{
Logger::Get().Log("Could not render the model using the alpha map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-5.0f, -5.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the texture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0));
if (!result)
{
Logger::Get().Log("Could not render the model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, 1.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the render map shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Lights[0]->GetDirection(), m_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;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, -2.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the multitexture shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderMultitextureShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(5));
if (!result)
{
Logger::Get().Log("Could not render the model using the multitexture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(0.0f, -5.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the translate shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTranslateShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), textureTranslation);
if (!result)
{
Logger::Get().Log("Could not render the model using the translate shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-5.0f, -2.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the specular map shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderSpecMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
m_Model->GetTexture(0), m_Model->GetTexture(1), m_Model->GetTexture(2), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(),
m_Camera->GetPosition(), m_Lights[0]->GetSpecularColor(), m_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;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-10.0f, -5.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the transparent shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderTransparentShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), blendAmount);
if (!result)
{
Logger::Get().Log("Could not render the model using the transparent shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-10.0f, -2.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the transparent shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderlightShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), diffuseColor, lightPosition, ambientColor);
if (!result)
{
return false;
}
// Setup matrices.
rotateMatrix = XMMatrixRotationY(rotation);
translateMatrix = XMMatrixTranslation(-10.0f, 1.0f, -20.0f);
worldMatrix = XMMatrixMultiply(rotateMatrix, translateMatrix);
// Render the model using the transparent shader.
m_Model->Render(m_Direct3D->GetDeviceContext());
result = m_ShaderManager->RenderlightMapShader(m_Direct3D->GetDeviceContext(), m_Model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, m_Model->GetTexture(0), m_Model->GetTexture(4));
if (!result)
{
return false;
}
// Enable the Z buffer and disable alpha blending now that 2D rendering is complete.
// Réinitialiser la cible de rendu au back buffer.
m_Direct3D->SetBackBufferRenderTarget();
m_Direct3D->TurnZBufferOn();
m_Direct3D->DisableAlphaBlending();
return true;
}
@ -1368,11 +1216,10 @@ void ApplicationClass::GenerateTerrain()
L"assets/Texture/BricksGLOSS2K.png"
};
textures.clear();
TextureContainer TerrainTextures;
int i = 0;
for (const auto& textureFilename : terrainTexture)
{
ID3D11ShaderResourceView* texture = nullptr;
HRESULT result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
if (FAILED(result))
@ -1391,7 +1238,9 @@ void ApplicationClass::GenerateTerrain()
__FILE__, __LINE__, Logger::LogLevel::Error);
return ; // Assurez-vous de retourner false ou de gérer l'erreur de manière appropriée
}
textures.push_back(texture);
TerrainTextures.AssignTexture(TerrainTextures, texture, i);
i++;
// log success message
Logger::Get().Log("Texture loaded: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -1408,7 +1257,7 @@ void ApplicationClass::GenerateTerrain()
for (int j = 0; j < 20; j++)
{
Object* newTerrain = new Object();
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, TerrainTextures);
newTerrain->SetScaleMatrix(scaleMatrix);
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * scaleX , -12.0f, j * scaleZ));
newTerrain->SetName(filenameWithoutExtension);
@ -1437,14 +1286,16 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
filesystem::current_path(m_WFolder);
TextureContainer KobjectsTextures;
// Liste des fichiers de texture
std::vector<std::wstring> kobjTexture = {
L"assets/Texture/Bricks2K.png",
L"assets/Texture/BricksNRM2K.png",
L"assets/Texture/EmptyTexture.png"
L"assets/Texture/BricksGLOSS2K.png"
};
textures.clear();
int i = 0;
for (const auto& textureFilename : kobjTexture)
{
ID3D11ShaderResourceView* texture = nullptr;
@ -1453,11 +1304,13 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
{
// Handle error
}
textures.push_back(texture);
KobjectsTextures.AssignTexture(KobjectsTextures, texture, i);
i++;
}
Object* newObject = new Object();
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, KobjectsTextures);
newObject->SetMass(1.0f);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
newObject->SetName(filename);
@ -1469,7 +1322,7 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
m_object.push_back(newObject);
// Vérifiez que l'objet a bien reçu les textures
if (newObject->GetTexture(0) == nullptr)
if (newObject->GetTexture(TextureType::Diffuse,0) == nullptr)
{
Logger::Get().Log("Object texture is null after initialization", __FILE__, __LINE__, Logger::LogLevel::Error);
}
@ -1491,8 +1344,9 @@ void ApplicationClass::AddCube()
L"assets/Texture/Bricks2K.png"
};
textures.clear();
TextureContainer CubeTexture;
int i = 0;
for (const auto& textureFilename : cubeTexture)
{
ID3D11ShaderResourceView* texture = nullptr;
@ -1502,13 +1356,14 @@ void ApplicationClass::AddCube()
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
textures.push_back(texture);
CubeTexture.AssignTexture(CubeTexture, texture, i);
i++;
}
static int cubeCount = 0;
float position = cubeCount * 2.0f;
Object* newCube = new Object();
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures);
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, CubeTexture);
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
@ -1789,7 +1644,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
for (const auto& RenderQueue : RenderQueues)
{
// Désactiver le Z-buffer si la RenderQueue est m_Skybox
if (&RenderQueue.get() == &m_Skybox)
bool isSkybox = (&RenderQueue.get() == &m_Skybox);
if (isSkybox)
{
m_Direct3D->TurnZBufferOff();
}
@ -1846,9 +1702,9 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(5),
object->GetTexture(3)
object->GetTexture(TextureType::Diffuse,0),
object->GetTexture(TextureType::Diffuse,1),
object->GetTexture(TextureType::Alpha,0)
);
if (!result)
{
@ -1866,7 +1722,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(TextureType::Diffuse,0),
m_SunLight->GetDiffuseColor(),
m_SunLight->GetAmbientColor(),
m_SunLight->GetDirection(),
@ -1886,8 +1742,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(1),
object->GetTexture(TextureType::Diffuse,0),
object->GetTexture(TextureType::Normal,0),
m_Lights[0]->GetDirection(),
m_Lights[0]->GetDiffuseColor()
);
@ -1905,9 +1761,9 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(1),
object->GetTexture(2),
object->GetTexture(TextureType::Diffuse,0),
object->GetTexture(TextureType::Normal,0),
object->GetTexture(TextureType::Specular,0),
m_Lights[0]->GetDirection(),
m_Lights[0]->GetDiffuseColor(),
m_Camera->GetPosition(),
@ -1928,7 +1784,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0)
object->GetTexture(TextureType::Diffuse,0)
);
if (!result)
{
@ -1944,7 +1800,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(TextureType::Diffuse,0),
diffuse,
position,
ambient
@ -1963,7 +1819,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(TextureType::Diffuse,0),
m_SunLight->GetDiffuseColor(),
m_SunLight->GetAmbientColor(),
m_SunLight->GetDirection(),
@ -1983,7 +1839,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(TextureType::Diffuse,0),
m_SunLight->GetDiffuseColor(),
m_SunLight->GetAmbientColor(),
m_SunLight->GetDirection(),
@ -2002,7 +1858,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
worldMatrix,
view,
projection,
object->GetTexture(0),
object->GetTexture(TextureType::Diffuse,0),
diffuse,
position,
ambient
@ -2015,7 +1871,13 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
break;
}
}
if (isSkybox)
{
m_Direct3D->TurnZBufferOn();
}
}
SetRenderCount(renderCount);

View File

@ -272,69 +272,116 @@ void imguiManager::WidgetObjectWindow(ApplicationClass* app)
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
}
ImGui::Separator();
ImGui::Separator();
// Texture
// add all texture category names to a vector
std::vector<std::string> textureCategories = {
"Diffuse",
"Normal",
"Specular",
"Reflection",
"Refraction"
};
// Définir les types de textures
std::vector<std::string> textureCategories = {
"Diffuse", "Normal", "Specular", "Alpha"
};
// Display all images
ImGui::BeginChild("TextureChild", ImVec2(0, 100), false, ImGuiWindowFlags_HorizontalScrollbar);
for (int count = 0; count < textureCategories.size(); count++)
{
std::string textureLabel = "Texture##" + std::to_string(index) + "##" + std::to_string(count);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
if (texture != nullptr)
{
ImGui::Text(textureCategories[count].c_str());
ImGui::SameLine();
std::vector<TextureType> textureTypes = {
TextureType::Diffuse, TextureType::Normal,
TextureType::Specular, TextureType::Alpha
};
std::string buttonLabel = "button " + std::to_string(count);
if (ImGui::ImageButton(buttonLabel.c_str(), (ImTextureID)texture, ImVec2(64, 64)))
{
// Open file dialog
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
szFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png\0";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
// Créer un espace pour afficher les textures avec défilement
ImGui::BeginChild("TextureChild", ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
// Pour chaque type de texture
for (int typeIndex = 0; typeIndex < textureCategories.size(); typeIndex++)
{
TextureType type = textureTypes[typeIndex];
std::string typeName = textureCategories[typeIndex];
// Afficher le titre de la catégorie
ImGui::Text("%s:", typeName.c_str());
ImGui::SameLine();
if (GetOpenFileName(&ofn))
{
// Load the selected texture
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, count);
}
}
// Compter combien de textures de ce type existent
int textureCount = 0;
while (object->GetTexture(type, textureCount) != nullptr)
{
textureCount++;
}
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Image((ImTextureID)texture, ImVec2(256, 256));
ImGui::EndTooltip();
}
// Afficher toutes les textures existantes
ImGui::BeginGroup();
for (int texIndex = 0; texIndex < textureCount; texIndex++)
{
ID3D11ShaderResourceView* texture = object->GetTexture(type, texIndex);
if (texture)
{
// ID unique pour chaque bouton de texture
std::string buttonId = "tex##" + std::to_string(index) + "_" +
std::to_string(typeIndex) + "_" +
std::to_string(texIndex);
if (ImGui::ImageButton(buttonId.c_str(), (ImTextureID)texture, ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour changer la texture
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
szFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (count < textureCategories.size() - 1)
{
ImGui::SameLine();
}
}
}
ImGui::EndChild();
if (GetOpenFileName(&ofn))
{
// Changer la texture existante
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
}
}
// Afficher l'indice de texture et prévisualisation au survol
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("%s %d", typeName.c_str(), texIndex);
ImGui::Image((ImTextureID)texture, ImVec2(192, 192));
ImGui::EndTooltip();
}
ImGui::SameLine();
}
}
// Bouton pour ajouter une nouvelle texture
std::string addButtonLabel = "+##" + std::to_string(index) + "_" + std::to_string(typeIndex);
if (ImGui::Button(addButtonLabel.c_str(), ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour ajouter une texture
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
szFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Ajouter une nouvelle texture
object->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
}
}
ImGui::EndGroup();
ImGui::Separator();
}
ImGui::EndChild();
ImGui::Separator();

View File

@ -18,8 +18,41 @@ ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) {
Logger::Get().Log("Initializing model class with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
// bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) {
// Logger::Get().Log("Initializing model class with preloaded textures (vector)", __FILE__, __LINE__, Logger::LogLevel::Initialize);
//
// bool result = Initialize(device, deviceContext, modelFilename);
// if (!result) {
// return false;
// }
//
// // Ajouter toutes les textures au container comme textures diffuses
// for (auto& tex : textures) {
// m_Textures.diffuse.push_back(tex);
// }
//
// return true;
// }
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
Logger::Get().Log("Initializing model class with preloaded texture container", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result = Initialize(device, deviceContext, modelFilename);
if (!result) {
return false;
}
// 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;
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) {
Logger::Get().Log("Initializing model class without textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@ -40,14 +73,11 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
m_Textures = textures;
Logger::Get().Log("Model class initialized with preloaded textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ModelClass::Shutdown()
{
// Release the model textures.
@ -77,11 +107,13 @@ int ModelClass::GetIndexCount()
return m_indexCount;
}
ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const {
if (index >= 0 && index < m_Textures.size()) {
return m_Textures[index];
}
return nullptr; // Retourne nullptr si l'index est hors limites
// ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const {
// // Pour compatibilité, utilise la texture diffuse par défaut
// return m_Textures.GetTexture(TextureType::Diffuse, index);
// }
ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
return m_Textures.GetTexture(type, index);
}
bool ModelClass::InitializeBuffers(ID3D11Device* device)
@ -216,19 +248,10 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
void ModelClass::ReleaseTextures()
{
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
// Release the texture object array.
for (auto& texture : m_Textures)
{
if (texture)
{
texture->Release();
texture = nullptr;
}
}
m_Textures.clear();
// Utilise la méthode ReleaseAll de TextureContainer
m_Textures.ReleaseAll();
Logger::Get().Log("Textures released", __FILE__, __LINE__);
}
@ -551,41 +574,71 @@ void ModelClass::ReleaseModel()
return;
}
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index)
{
// bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index) {
// // Pour compatibilité, utilise la texture diffuse par défaut
// return ChangeTexture(device, deviceContext, filename, TextureType::Diffuse, index);
// }
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) {
Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr;
// Load the new texture using WICTextureLoader.
// Charger la nouvelle texture
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result))
{
Logger::Get().Log("Failed to load new texture", __FILE__, __LINE__, Logger::LogLevel::Error);
if (FAILED(result)) {
Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Release the old texture if it exists.
if (index >= 0 && index < m_Textures.size() && m_Textures[index])
{
m_Textures[index]->Release();
m_Textures[index] = nullptr;
// Récupérer le vecteur correspondant au type de texture
auto& textureVector = m_Textures.Get(type);
// Si l'index est hors limites, redimensionner le vecteur
if (index >= textureVector.size()) {
textureVector.resize(index + 1, nullptr);
}
// Assign the new texture to the specified index.
if (index >= 0 && index < m_Textures.size())
{
m_Textures[index] = newTexture;
}
else
{
// If the index is out of range, log an error and release the new texture.
Logger::Get().Log("Texture index out of range", __FILE__, __LINE__, Logger::LogLevel::Error);
newTexture->Release();
return false;
// Libérer l'ancienne texture si elle existe
if (textureVector[index]) {
textureVector[index]->Release();
}
// Assigner la nouvelle texture
textureVector[index] = newTexture;
Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
bool ModelClass::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type) {
Logger::Get().Log("Adding texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr;
// Charger la nouvelle texture
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result)) {
Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Ajouter la texture au vecteur correspondant
m_Textures.Get(type).push_back(newTexture);
Logger::Get().Log("Texture added successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
bool ModelClass::AddTexture(ID3D11ShaderResourceView* texture, TextureType type) {
if (!texture) {
Logger::Get().Log("Cannot add null texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Ajouter la texture au vecteur correspondant
m_Textures.Get(type).push_back(texture);
return true;
}