Minor Update - Stats Widget + BigCube Generation WIP - V10.2.0
This commit is contained in:
parent
2744c809d3
commit
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31
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
31
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
@ -7,8 +7,16 @@
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<list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
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<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/fpsclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/fpsclass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/object.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/object.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/fpsclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/fpsclass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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@ -29,25 +37,7 @@
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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<setting file="cidr-memory-view://3" root0="FORCE_HIGHLIGHTING" />
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<setting file="cidr-memory-view://4" root0="FORCE_HIGHLIGHTING" />
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<setting file="file://$PROJECT_DIR$/enginecustom/include/Vulkan/Include/vulkan/vulkan_core.h" root0="SKIP_HIGHLIGHTING" />
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<setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" />
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<setting file="file://$PROJECT_DIR$/../../IDE_VS/VC/Tools/MSVC/14.38.33130/include/type_traits" root0="SKIP_HIGHLIGHTING" />
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@ -202,7 +192,8 @@
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<workItem from="1746526901276" duration="2023000" />
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<workItem from="1746536290167" duration="1908000" />
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<workItem from="1746538260893" duration="5781000" />
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<workItem from="1746546014271" duration="1490000" />
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<workItem from="1746546014271" duration="1814000" />
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<workItem from="1746619988287" duration="10779000" />
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</task>
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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<option name="closed" value="true" />
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@ -35,9 +35,9 @@ DockId=0x00000001,2
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[Window][Engine Settings]
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Pos=8,27
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Size=289,826
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Size=289,547
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Collapsed=0
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DockId=0x00000007,0
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DockId=0x00000007,1
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[Window][DockSpace Demo]
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Size=1584,861
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@ -78,7 +78,7 @@ DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=Y
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DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
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DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Split=Y Selected=0x031DC75C
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DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x031DC75C
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DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
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DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
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DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
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DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
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@ -11,21 +11,21 @@ DockId=0x00000005,0
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[Window][Objects]
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Pos=8,27
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Size=289,826
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Size=289,547
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Collapsed=0
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DockId=0x00000009,0
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DockId=0x00000007,0
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[Window][Terrain]
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Pos=8,27
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Size=250,826
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Size=281,826
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Collapsed=0
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DockId=0x00000007,0
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DockId=0x00000008,0
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[Window][Light]
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Pos=8,27
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Size=290,866
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Collapsed=0
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DockId=0x00000007,1
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DockId=0x0000000B,1
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[Window][Shader Manager]
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Pos=8,27
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@ -35,9 +35,9 @@ DockId=0x00000001,2
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[Window][Engine Settings]
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Pos=8,27
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Size=289,826
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Size=289,547
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Collapsed=0
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DockId=0x00000009,0
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DockId=0x00000007,1
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[Window][DockSpace Demo]
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Size=1584,861
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@ -47,7 +47,7 @@ Collapsed=0
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Pos=8,27
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Size=1559,974
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Collapsed=0
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DockId=0x00000009,0
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DockId=0x00000007,0
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[Window][DockSpace]
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Pos=0,0
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@ -71,19 +71,27 @@ Size=16,19
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Collapsed=0
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DockId=0x00000006,0
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[Window][Render Stats]
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Pos=8,628
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Size=1568,225
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Collapsed=0
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DockId=0x0000000E,0
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[Docking][Data]
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DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
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DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
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DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
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DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C
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DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
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DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
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DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X
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DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB
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DockNode ID=0x00000008 Parent=0x0000000B SizeRef=971,826 CentralNode=1 Selected=0x031DC75C
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DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
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DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
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DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
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DockNode ID=0x0000000A Parent=0xCCBD8CF7 SizeRef=1568,599 Split=Y
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DockNode ID=0x00000004 Parent=0x0000000A SizeRef=1568,598 Split=X
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DockNode ID=0x00000009 Parent=0x00000004 SizeRef=281,974 Split=Y Selected=0x031DC75C
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DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x031DC75C
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DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
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||||
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1285,974 Split=X
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||||
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=940,826 Split=Y
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||||
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 CentralNode=1
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DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
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||||
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
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||||
DockNode ID=0x00000006 Parent=0x0000000A SizeRef=1568,226 Selected=0xAB74BEE9
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DockNode ID=0x0000000E Parent=0xCCBD8CF7 SizeRef=1568,225 Selected=0xD99DEA49
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@ -41,6 +41,7 @@
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#include <map>
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#include <algorithm>
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#include <DirectXMath.h>
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#include <mutex>
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/////////////
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@ -67,12 +68,17 @@ public:
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ApplicationClass();
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~ApplicationClass();
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D3DClass* GetDirect3D();
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RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; };
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RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; };
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RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; };
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RenderTextureClass* GetReflectionTexture() const { return m_ReflectionTexture; };
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int GetTotalVertexCount() const;
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int GetTotalTriangleCount() const;
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int GetVisibleTriangleCount() const;
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void CreateBigCube(int sideCount);
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bool Initialize(int, int, HWND, bool IsVulkan);
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void Shutdown();
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bool Frame(InputClass*);
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@ -131,6 +137,19 @@ public:
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Physics* GetPhysics() const { return m_Physics; };
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// ------------------------------------- //
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// --------------- Stats --------------- //
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// ------------------------------------- //
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int GetCurrentFps() const;
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int GetMinFps() const;
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int GetMaxFps() const;
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float GetFrameTime() const;
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int GetDrawCalls() const;
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void ResetFpsStats();
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void IncrementDrawCallCount();
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void ResetDrawCallCount();
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// ----------------------------------- //
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// ------------- Culling ------------- //
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// ----------------------------------- //
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@ -202,6 +221,7 @@ private :
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int m_screenWidth, m_screenHeight;
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CameraClass* m_Camera;
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PositionClass* m_Position;
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int m_drawcalls;
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// ------------------------------------ //
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// ------------- OBJECTS -------------- //
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@ -28,9 +28,19 @@ public:
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void Frame();
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int GetFps();
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int GetMinFps() const;
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int GetMaxFps() const;
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float GetFrameTime() const;
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void ResetStats();
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private:
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int m_fps, m_count;
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unsigned long m_startTime;
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int m_minFps;
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int m_maxFps;
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float m_frameTime;
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unsigned long m_previousTime;
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};
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#endif
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@ -38,6 +38,7 @@ public:
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void WidgetEngineSettingsWindow(ApplicationClass* app);
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void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
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void WidgetLogWindow(ApplicationClass* app);
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void WidgetRenderStats(ApplicationClass* app);
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bool ImGuiWidgetRenderer(ApplicationClass* app);
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@ -65,6 +66,11 @@ private:
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bool showOldSceneWindow;
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bool showEngineSettingsWindow;
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bool showLogWindow;
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bool showStatsWindow;
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static const int FRAME_HISTORY_COUNT = 3600; // 1min secondes à 60 FPS
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float m_frameTimeHistory[FRAME_HISTORY_COUNT] = {};
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int m_frameTimeHistoryIndex = 0;
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bool m_isPhyiscsEnabled = false;
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bool m_isGravityEnabled = false;
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@ -213,9 +213,13 @@ public:
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void Render(ID3D11DeviceContext*);
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int GetIndexCount();
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int GetVertexCount() const { return m_vertexCount; }
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// TEXTURE //
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//ID3D11ShaderResourceView* GetTexture(int index) const;
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ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
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//bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index);
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bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type, int index);
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@ -227,7 +231,11 @@ public:
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TextureContainer GetTextureContainer() const { return m_Textures; }
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bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
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protected:
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int m_vertexCount, m_indexCount;
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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private:
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bool InitializeBuffers(ID3D11Device*);
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void ShutdownBuffers();
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@ -243,8 +251,6 @@ private:
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void CalculateModelVectors();
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void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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int m_vertexCount, m_indexCount;
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TextureContainer m_Textures;
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ModelType* m_model;
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};
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XMVECTOR GetPosition();
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XMVECTOR GetRotation();
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void Render(ID3D11DeviceContext* deviceContext);
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XMVECTOR GetScale();
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void SetVelocity(XMVECTOR);
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@ -63,7 +64,8 @@ public:
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bool IsGrounded() const;
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bool IsPhysicsEnabled() const;
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void SetPhysicsEnabled(bool state);
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void SetVisible (bool state) { m_isVisible = state; }
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bool IsVisible() const { return m_isVisible; }
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void UpdateWorldMatrix();
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void UpdateSRMatrix();
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@ -100,6 +102,12 @@ public:
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void LaunchObject();
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bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
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D3DClass* m_Direct3D);
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bool SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms);
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void EnableInstancing(bool enabled);
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void SetInstanceCount(int count);
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bool IsInstancingEnabled() const;
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int GetInstanceCount() const;
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ID3D11Buffer* GetInstanceBuffer() const;
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void SetAlpha(float alpha) { m_alpha = alpha; }
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float GetAlpha() const { return m_alpha; }
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void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
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@ -128,6 +136,7 @@ private:
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float m_mass;
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bool m_isGrounded;
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bool m_isPhysicsEnabled;
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bool m_isVisible;
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std::string m_name;
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ObjectType m_type = ObjectType::Unknown;
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@ -140,5 +149,9 @@ private:
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float m_initialStretch = 0.0f;
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float m_springConstant = 10.0f;
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bool m_instancingEnabled;
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int m_instanceCount;
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ID3D11Buffer* m_instanceBuffer;
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std::vector<XMMATRIX> m_instanceTransforms;
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};
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@ -48,6 +48,7 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
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TrueLightPosition = XMFLOAT3(0.0f, 0.0f, 0.0f);
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m_LightModel = nullptr;
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m_renderCount = 0;
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m_drawcalls = 0;
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}
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ApplicationClass::~ApplicationClass()
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@ -708,6 +709,8 @@ void ApplicationClass::Shutdown()
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bool ApplicationClass::Frame(InputClass* Input)
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{
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ResetDrawCallCount();
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int mouseX, mouseY, currentMouseX, currentMouseY;
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bool result, leftMouseDown, rightMouseDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
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@ -1598,7 +1601,6 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
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ConstructFrustum();
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for (const auto& RenderQueue : RenderQueues)
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{
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// Désactiver le Z-buffer si la RenderQueue est m_Skybox
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@ -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);
|
||||
}
|
@ -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;
|
||||
|
@ -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();
|
||||
}
|
@ -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;
|
||||
|
@ -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;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user