Minor Update - Stats Widget + BigCube Generation WIP - V10.2.0

This commit is contained in:
CatChow0 2025-05-07 17:15:11 +02:00
parent 2744c809d3
commit 94fd900ce8
13 changed files with 552 additions and 66 deletions

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@ -7,8 +7,16 @@
<list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/fpsclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/fpsclass.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/object.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/object.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/fpsclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/fpsclass.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
@ -29,25 +37,7 @@
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="cidr-memory-view://3" root0="FORCE_HIGHLIGHTING" />
<setting file="cidr-memory-view://4" root0="FORCE_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/enginecustom/include/Vulkan/Include/vulkan/vulkan_core.h" root0="SKIP_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/../../IDE_VS/VC/Tools/MSVC/14.38.33130/include/type_traits" root0="SKIP_HIGHLIGHTING" />
@ -202,7 +192,8 @@
<workItem from="1746526901276" duration="2023000" />
<workItem from="1746536290167" duration="1908000" />
<workItem from="1746538260893" duration="5781000" />
<workItem from="1746546014271" duration="1490000" />
<workItem from="1746546014271" duration="1814000" />
<workItem from="1746619988287" duration="10779000" />
</task>
<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" />

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@ -35,9 +35,9 @@ DockId=0x00000001,2
[Window][Engine Settings]
Pos=8,27
Size=289,826
Size=289,547
Collapsed=0
DockId=0x00000007,0
DockId=0x00000007,1
[Window][DockSpace Demo]
Size=1584,861
@ -78,7 +78,7 @@ DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=Y
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Split=Y Selected=0x031DC75C
DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x031DC75C
DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y

View File

@ -11,21 +11,21 @@ DockId=0x00000005,0
[Window][Objects]
Pos=8,27
Size=289,826
Size=289,547
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,0
[Window][Terrain]
Pos=8,27
Size=250,826
Size=281,826
Collapsed=0
DockId=0x00000007,0
DockId=0x00000008,0
[Window][Light]
Pos=8,27
Size=290,866
Collapsed=0
DockId=0x00000007,1
DockId=0x0000000B,1
[Window][Shader Manager]
Pos=8,27
@ -35,9 +35,9 @@ DockId=0x00000001,2
[Window][Engine Settings]
Pos=8,27
Size=289,826
Size=289,547
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,1
[Window][DockSpace Demo]
Size=1584,861
@ -47,7 +47,7 @@ Collapsed=0
Pos=8,27
Size=1559,974
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,0
[Window][DockSpace]
Pos=0,0
@ -71,19 +71,27 @@ Size=16,19
Collapsed=0
DockId=0x00000006,0
[Window][Render Stats]
Pos=8,628
Size=1568,225
Collapsed=0
DockId=0x0000000E,0
[Docking][Data]
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB
DockNode ID=0x00000008 Parent=0x0000000B SizeRef=971,826 CentralNode=1 Selected=0x031DC75C
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
DockNode ID=0x0000000A Parent=0xCCBD8CF7 SizeRef=1568,599 Split=Y
DockNode ID=0x00000004 Parent=0x0000000A SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=281,974 Split=Y Selected=0x031DC75C
DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x031DC75C
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1285,974 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=940,826 Split=Y
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 CentralNode=1
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
DockNode ID=0x00000006 Parent=0x0000000A SizeRef=1568,226 Selected=0xAB74BEE9
DockNode ID=0x0000000E Parent=0xCCBD8CF7 SizeRef=1568,225 Selected=0xD99DEA49

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@ -41,6 +41,7 @@
#include <map>
#include <algorithm>
#include <DirectXMath.h>
#include <mutex>
/////////////
@ -67,12 +68,17 @@ public:
ApplicationClass();
~ApplicationClass();
D3DClass* GetDirect3D();
RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; };
RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; };
RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; };
RenderTextureClass* GetReflectionTexture() const { return m_ReflectionTexture; };
int GetTotalVertexCount() const;
int GetTotalTriangleCount() const;
int GetVisibleTriangleCount() const;
void CreateBigCube(int sideCount);
bool Initialize(int, int, HWND, bool IsVulkan);
void Shutdown();
bool Frame(InputClass*);
@ -131,6 +137,19 @@ public:
Physics* GetPhysics() const { return m_Physics; };
// ------------------------------------- //
// --------------- Stats --------------- //
// ------------------------------------- //
int GetCurrentFps() const;
int GetMinFps() const;
int GetMaxFps() const;
float GetFrameTime() const;
int GetDrawCalls() const;
void ResetFpsStats();
void IncrementDrawCallCount();
void ResetDrawCallCount();
// ----------------------------------- //
// ------------- Culling ------------- //
// ----------------------------------- //
@ -202,6 +221,7 @@ private :
int m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
int m_drawcalls;
// ------------------------------------ //
// ------------- OBJECTS -------------- //

View File

@ -28,9 +28,19 @@ public:
void Frame();
int GetFps();
int GetMinFps() const;
int GetMaxFps() const;
float GetFrameTime() const;
void ResetStats();
private:
int m_fps, m_count;
unsigned long m_startTime;
int m_minFps;
int m_maxFps;
float m_frameTime;
unsigned long m_previousTime;
};
#endif

View File

@ -38,6 +38,7 @@ public:
void WidgetEngineSettingsWindow(ApplicationClass* app);
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
void WidgetLogWindow(ApplicationClass* app);
void WidgetRenderStats(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app);
@ -65,6 +66,11 @@ private:
bool showOldSceneWindow;
bool showEngineSettingsWindow;
bool showLogWindow;
bool showStatsWindow;
static const int FRAME_HISTORY_COUNT = 3600; // 1min secondes à 60 FPS
float m_frameTimeHistory[FRAME_HISTORY_COUNT] = {};
int m_frameTimeHistoryIndex = 0;
bool m_isPhyiscsEnabled = false;
bool m_isGravityEnabled = false;

View File

@ -213,9 +213,13 @@ public:
void Render(ID3D11DeviceContext*);
int GetIndexCount();
int GetVertexCount() const { return m_vertexCount; }
// TEXTURE //
//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);
@ -227,7 +231,11 @@ public:
TextureContainer GetTextureContainer() const { return m_Textures; }
bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
protected:
int m_vertexCount, m_indexCount;
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
@ -243,8 +251,6 @@ private:
void CalculateModelVectors();
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
TextureContainer m_Textures;
ModelType* m_model;
};

View File

@ -50,6 +50,7 @@ public:
XMVECTOR GetPosition();
XMVECTOR GetRotation();
void Render(ID3D11DeviceContext* deviceContext);
XMVECTOR GetScale();
void SetVelocity(XMVECTOR);
@ -63,7 +64,8 @@ public:
bool IsGrounded() const;
bool IsPhysicsEnabled() const;
void SetPhysicsEnabled(bool state);
void SetVisible (bool state) { m_isVisible = state; }
bool IsVisible() const { return m_isVisible; }
void UpdateWorldMatrix();
void UpdateSRMatrix();
@ -100,6 +102,12 @@ public:
void LaunchObject();
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D);
bool SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms);
void EnableInstancing(bool enabled);
void SetInstanceCount(int count);
bool IsInstancingEnabled() const;
int GetInstanceCount() const;
ID3D11Buffer* GetInstanceBuffer() const;
void SetAlpha(float alpha) { m_alpha = alpha; }
float GetAlpha() const { return m_alpha; }
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
@ -128,6 +136,7 @@ private:
float m_mass;
bool m_isGrounded;
bool m_isPhysicsEnabled;
bool m_isVisible;
std::string m_name;
ObjectType m_type = ObjectType::Unknown;
@ -140,5 +149,9 @@ private:
float m_initialStretch = 0.0f;
float m_springConstant = 10.0f;
bool m_instancingEnabled;
int m_instanceCount;
ID3D11Buffer* m_instanceBuffer;
std::vector<XMMATRIX> m_instanceTransforms;
};

View File

@ -48,6 +48,7 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
TrueLightPosition = XMFLOAT3(0.0f, 0.0f, 0.0f);
m_LightModel = nullptr;
m_renderCount = 0;
m_drawcalls = 0;
}
ApplicationClass::~ApplicationClass()
@ -708,6 +709,8 @@ void ApplicationClass::Shutdown()
bool ApplicationClass::Frame(InputClass* Input)
{
ResetDrawCallCount();
int mouseX, mouseY, currentMouseX, currentMouseY;
bool result, leftMouseDown, rightMouseDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
@ -1598,7 +1601,6 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
ConstructFrustum();
for (const auto& RenderQueue : RenderQueues)
{
// Désactiver le Z-buffer si la RenderQueue est m_Skybox
@ -1631,9 +1633,10 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
// Vérifie si l'objet est dans le frustum
if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
{
object->SetVisible(false);
continue;
}
object->SetVisible(true); // L'objet est visible
renderCount++;
scaleMatrix = object->GetScaleMatrix();
@ -1828,6 +1831,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
}
break;
}
IncrementDrawCallCount();
}
if (isSkybox)
@ -2252,4 +2257,206 @@ std::wstring ApplicationClass::GetScenePath()
return filepath.wstring();
}
return L"";
}
int ApplicationClass::GetTotalVertexCount() const
{
int totalVertices = 0;
for (const auto& obj : m_object)
{
if (obj)
{
totalVertices += obj->GetVertexCount();
}
}
// Ajoutez le nombre de sommets pour les cubes
for (const auto& cube : m_cubes)
{
if (cube)
{
totalVertices += cube->GetVertexCount();
}
}
// Ajoutez le nombre de sommets pour le terrain
for (const auto& chunk : m_terrainChunk)
{
if (chunk)
{
totalVertices += chunk->GetVertexCount();
}
}
return totalVertices;
}
int ApplicationClass::GetTotalTriangleCount() const
{
int totalTriangles = 0;
for (const auto& obj : m_object)
{
if (obj)
{
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
totalTriangles += obj->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles pour les cubes
for (const auto& cube : m_cubes)
{
if (cube)
{
totalTriangles += cube->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles pour le terrain
for (const auto& chunk : m_terrainChunk)
{
if (chunk)
{
totalTriangles += chunk->GetIndexCount() / 3;
}
}
return totalTriangles;
}
int ApplicationClass::GetVisibleTriangleCount() const
{
int visibleTriangles = 0;
for (const auto& obj : m_object)
{
if (obj && obj->IsVisible())
{
visibleTriangles += obj->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles visibles pour les cubes
for (const auto& cube : m_cubes)
{
if (cube && cube->IsVisible())
{
visibleTriangles += cube->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles visibles pour le terrain
for (const auto& chunk : m_terrainChunk)
{
if (chunk && chunk->IsVisible())
{
visibleTriangles += chunk->GetIndexCount() / 3;
}
}
return visibleTriangles;
}
int ApplicationClass::GetCurrentFps() const
{
return m_Fps->GetFps();
}
int ApplicationClass::GetMinFps() const
{
return m_Fps->GetMinFps();
}
int ApplicationClass::GetMaxFps() const
{
return m_Fps->GetMaxFps();
}
float ApplicationClass::GetFrameTime() const
{
return m_Fps->GetFrameTime();
}
int ApplicationClass::GetDrawCalls() const
{
return m_drawcalls;
}
void ApplicationClass::ResetFpsStats()
{
m_Fps->ResetStats();
}
void ApplicationClass::IncrementDrawCallCount()
{
m_drawcalls++;
}
void ApplicationClass::ResetDrawCallCount()
{
m_drawcalls = 0;
}
void ApplicationClass::CreateBigCube(int sideCount)
{
Logger::Get().Log("Génération du terrain avec instanciation", __FILE__, __LINE__, Logger::LogLevel::Info);
// Nettoyer les objets terrain existants pour éviter les fuites
for (auto* chunk : m_terrainChunk)
{
if (chunk)
{
chunk->Shutdown();
delete chunk;
}
}
m_terrainChunk.clear();
// Dimensions du terrain
float scaleX = 1.0f;
float scaleY = 1.0f;
float scaleZ = 1.0f;
// Créer un conteneur de textures partagé
TextureContainer textureContainer;
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
// Précharger les textures une seule fois
ModelClass* sharedModel = new ModelClass();
sharedModel->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureContainer);
char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
// Générer les tuiles de terrain
for (int i = 0; i < sideCount; i++)
{
for (int j = 0; j < sideCount; j++)
{
for (int k = 0; k < sideCount; k++)
{
// Créer un nouvel objet de terrain
Object* terrain = new Object();
// Initialiser avec le modèle et les textures préchargées
if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
{
Logger::Get().Log("Échec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
delete terrain;
continue;
}
// Définir la position dans la grille
XMFLOAT3 position(i * scaleX, k * scaleY, j * scaleZ);
XMFLOAT3 scale(scaleX, scaleY, scaleZ);
terrain->SetPosition(XMLoadFloat3(&position));
terrain->SetScale(XMLoadFloat3(&scale));
// Configurer les propriétés
terrain->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
terrain->SetType(ObjectType::Cube);
terrain->SetActiveShader(ShaderType::TEXTURE);
terrain->SetId(m_ObjectId++);
// Ajouter à la liste des chunks de terrain
m_terrainChunk.push_back(terrain);
}
}
}
Logger::Get().Log("Terrain généré avec " + std::to_string(m_terrainChunk.size()) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
}

View File

@ -19,27 +19,63 @@ void FpsClass::Initialize()
{
m_fps = 0;
m_count = 0;
m_startTime = timeGetTime();
m_minFps = INT_MAX;
m_maxFps = 0;
m_frameTime = 0.0f;
m_previousTime = timeGetTime();
m_startTime = m_previousTime;
return;
}
void FpsClass::Frame()
{
unsigned int currentTime = timeGetTime();
m_frameTime = (currentTime - m_previousTime) * 0.001f;
m_previousTime = currentTime;
m_count++;
if (timeGetTime() >= (m_startTime + 1000))
{
m_fps = m_count;
m_count = 0;
if (m_fps < m_minFps)
m_minFps = m_fps;
if (m_fps > m_maxFps)
m_maxFps = m_fps;
m_count = 0;
m_startTime = timeGetTime();
}
return;
}
int FpsClass::GetMinFps() const
{
return m_minFps;
}
int FpsClass::GetMaxFps() const
{
return m_maxFps;
}
float FpsClass::GetFrameTime() const
{
return m_frameTime;
}
void FpsClass::ResetStats()
{
m_minFps = INT_MAX;
m_maxFps = 0;
}
int FpsClass::GetFps()
{
return m_fps;

View File

@ -4,6 +4,13 @@
imguiManager::imguiManager()
{
io = nullptr;
m_frameTimeHistoryIndex = 0;
// Initialiser l'historique des frametimes à zéro
for (int i = 0; i < FRAME_HISTORY_COUNT; i++)
{
m_frameTimeHistory[i] = 0.0f;
}
}
imguiManager::~imguiManager()
@ -94,6 +101,7 @@ void imguiManager::SetupDockspace(ApplicationClass* app) {
ImGui::MenuItem("Light Window", NULL, &showLightWindow);
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow);
ImGui::MenuItem("Log Window", NULL, &showLogWindow);
ImGui::MenuItem("Render Stats", NULL, &showStatsWindow);
ImGui::EndMenu();
}
@ -134,11 +142,6 @@ void imguiManager::WidgetButton()
ImGui::Text("counter = %d", counter);
}
void imguiManager::WidgetFPS()
{
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
}
void imguiManager::WidgetAddObject(ApplicationClass* app)
{
if (ImGui::CollapsingHeader("Objects"))
@ -529,18 +532,36 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
ImGui::Separator();
if (ImGui::Button("Generate Terrain"))
if (ImGui::Button("Generate Flat Terrain"))
{
app->GenerateTerrain();
}
ImGui::SameLine();
ImGui::Separator();
// int input area for the number of cubes
static int numCubes = 10;
ImGui::InputInt("Number of Cubes", &numCubes);
if (numCubes < 1)
{
numCubes = 1;
}
ImGui::Separator();
if (ImGui::Button("Generate Big Cube Terrain"))
{
app->CreateBigCube(numCubes);
}
ImGui::Separator();
if (ImGui::Button("Delete All Terrain Cubes"))
{
app->DeleteTerrain();
}
ImGui::End();
}
@ -560,7 +581,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetSpeedSlider(&speed);
app->SetSpeed(speed);
WidgetButton();
WidgetFPS();
// WidgetFPS();
WidgetAddObject(app);
ImGui::End();
@ -595,6 +616,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
{
WidgetRenderWindow(app, ImVec2(800, 600));
}
if (showStatsWindow)
{
WidgetRenderStats(app);
}
//render imgui
@ -843,4 +869,64 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
}
ImGui::End();
}
void imguiManager::WidgetRenderStats(ApplicationClass* app)
{
ImGui::Begin("Render Stats");
// Récupérer le frametime actuel et le mettre dans l'historique
float currentFrameTime = app->GetFrameTime();
m_frameTimeHistory[m_frameTimeHistoryIndex] = currentFrameTime;
m_frameTimeHistoryIndex = (m_frameTimeHistoryIndex + 1) % FRAME_HISTORY_COUNT;
ImGui::Text("FPS: %d", app->GetCurrentFps());
ImGui::SameLine();
ImGui::Text("Min Fps: %d", app->GetMinFps());
ImGui::SameLine();
ImGui::Text("Max Fps: %d", app->GetMaxFps());
ImGui::Separator();
// Trouver les valeurs min/max pour l'échelle du graphique
float frameTimeMin = FLT_MAX;
float frameTimeMax = 0.0f;
for (int i = 0; i < FRAME_HISTORY_COUNT; i++) {
if (m_frameTimeHistory[i] > 0.0f) {
frameTimeMin = min(frameTimeMin, m_frameTimeHistory[i]);
frameTimeMax = max(frameTimeMax, m_frameTimeHistory[i]);
}
}
// S'assurer d'avoir au moins une petite plage
if (frameTimeMax == 0.0f) frameTimeMax = 0.033f; // ~30 FPS
if (frameTimeMin == FLT_MAX) frameTimeMin = 0.0f;
// Ajouter 10% de marge pour la lisibilité
float margin = (frameTimeMax - frameTimeMin) * 0.1f;
frameTimeMin = max(0.0f, frameTimeMin - margin);
frameTimeMax += margin;
// Afficher le graphique
ImGui::Text("Frame Time: %.3f ms", currentFrameTime * 1000.0f);
ImGui::PlotLines("FrameTimeGraph", // Au lieu de chaîne vide ""
m_frameTimeHistory,
FRAME_HISTORY_COUNT,
m_frameTimeHistoryIndex,
"",
frameTimeMin,
frameTimeMax,
ImVec2(0, 80));
ImGui::Text("Draw Calls: %d", app->GetDrawCalls());
ImGui::Separator();
ImGui::Text("Statistiques de rendu:");
ImGui::Text("Vertices total: %d", app->GetTotalVertexCount());
ImGui::Text("Triangles total: %d", app->GetTotalTriangleCount());
ImGui::SameLine();
ImGui::Text("Triangles visibles: %d", app->GetVisibleTriangleCount());
ImGui::End();
}

View File

@ -570,11 +570,6 @@ void ModelClass::ReleaseModel()
return;
}
// 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::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer)
{
HRESULT hResult;

View File

@ -18,11 +18,19 @@ Object::Object()// Initialize the reference here
m_isGrounded = false;
m_id = NULL;
m_boundingRadius = 1.0f;
m_instancingEnabled = false;
m_instanceCount = 0;
m_instanceBuffer = nullptr;
}
Object::~Object()
{
// Libérer le buffer d'instances
if (m_instanceBuffer)
{
m_instanceBuffer->Release();
m_instanceBuffer = nullptr;
}
}
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
@ -92,6 +100,44 @@ XMVECTOR Object::GetRotation()
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
}
void Object::Render(ID3D11DeviceContext* deviceContext)
{
unsigned int strides[2];
unsigned int offsets[2];
ID3D11Buffer* bufferPointers[2];
// Configurer les vertex et index buffers
strides[0] = sizeof(VertexType);
offsets[0] = 0;
bufferPointers[0] = m_vertexBuffer;
// Si l'instanciation est activée
if (m_instancingEnabled && m_instanceBuffer)
{
// Configurer le buffer d'instances
strides[1] = sizeof(XMMATRIX);
offsets[1] = 0;
bufferPointers[1] = m_instanceBuffer;
// Définir les deux buffers (vertex et instance) sur le pipeline
deviceContext->IASetVertexBuffers(0, 2, bufferPointers, strides, offsets);
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Dessiner les instances
deviceContext->DrawIndexedInstanced(m_indexCount, m_instanceCount, 0, 0, 0);
}
else
{
// Rendu normal sans instanciation
deviceContext->IASetVertexBuffers(0, 1, bufferPointers, strides, offsets);
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Dessiner l'objet normalement
deviceContext->DrawIndexed(m_indexCount, 0, 0);
}
}
XMVECTOR Object::GetScale()
{
@ -389,4 +435,66 @@ bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
}
return true;
}
bool Object::SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms)
{
// Stocker les matrices de transformation
m_instanceTransforms = instanceTransforms;
m_instanceCount = static_cast<int>(instanceTransforms.size());
// Libérer le buffer d'instances existant si nécessaire
if (m_instanceBuffer)
{
m_instanceBuffer->Release();
m_instanceBuffer = nullptr;
}
// Créer le buffer d'instances
D3D11_BUFFER_DESC instanceBufferDesc;
ZeroMemory(&instanceBufferDesc, sizeof(instanceBufferDesc));
instanceBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
instanceBufferDesc.ByteWidth = sizeof(XMMATRIX) * m_instanceCount;
instanceBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
instanceBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
instanceBufferDesc.MiscFlags = 0;
instanceBufferDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA instanceData;
ZeroMemory(&instanceData, sizeof(instanceData));
instanceData.pSysMem = instanceTransforms.data();
HRESULT result = device->CreateBuffer(&instanceBufferDesc, &instanceData, &m_instanceBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void Object::EnableInstancing(bool enabled)
{
m_instancingEnabled = enabled;
}
void Object::SetInstanceCount(int count)
{
m_instanceCount = count;
}
// Ajoutez également ces méthodes pour accéder aux données d'instanciation
bool Object::IsInstancingEnabled() const
{
return m_instancingEnabled;
}
int Object::GetInstanceCount() const
{
return m_instanceCount;
}
ID3D11Buffer* Object::GetInstanceBuffer() const
{
return m_instanceBuffer;
}