Minor - Smart pointer and switch from composition to aggregation for object relation with modelclass - V11.3.0
This commit is contained in:
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56
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
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56
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@ -42,6 +42,7 @@
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#include <algorithm>
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#include <DirectXMath.h>
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#include <mutex>
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#include <memory>
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#include "shadow_map.h"
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#include "stats.h"
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ImVec2 GetWindowSize() const { return windowSize; }
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// Getters
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void SetApp(application_class* app) { app_ = app; }
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void SetApp(std::shared_ptr<application_class> app) { app_ = app; }
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// Shader toggles
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std::vector<widget_entry> widgets_;
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application_class* app_;
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std::shared_ptr<application_class> app_;
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scene_manager* scene_manager_;
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stats* stats_;
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@ -26,7 +26,7 @@ enum class ShaderType
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ALPHA_MAPPING
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};
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class object : public model_class
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class object
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{
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public:
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object();
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object(const object&) = delete;
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object& operator=(const object&) = delete;
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bool Initialize(
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ID3D11Device* device,
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ID3D11DeviceContext* deviceContext,
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char* modelFilename,
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TextureContainer& texturesContainer
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);
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void SetScaleMatrix(XMMATRIX scaleMatrix);
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void SetRotateMatrix(XMMATRIX rotateMatrix);
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void SetTranslateMatrix(XMMATRIX translateMatrix);
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bool IsGravityEnabled() const { return m_gravityEnabled; }
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void SetGravityEnabled(bool state) { m_gravityEnabled = state; }
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std::shared_ptr<model_class> get_model() const { return m_model_; }
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void SetModel(std::shared_ptr<model_class> model) { m_model_ = model; }
|
||||
|
||||
public :
|
||||
bool m_demoSpinning = false;
|
||||
XMVECTOR m_previousPosition;
|
||||
@ -149,5 +159,7 @@ private:
|
||||
float m_alpha = 0.0f;
|
||||
float m_initialStretch = 0.0f;
|
||||
float m_springConstant = 10.0f;
|
||||
|
||||
std::shared_ptr<model_class> m_model_;
|
||||
|
||||
};
|
||||
|
@ -32,20 +32,12 @@ public:
|
||||
|
||||
void send_path(wchar_t* path, std::filesystem::path w_folder);
|
||||
|
||||
application_class* get_application_class() const { return application_; }
|
||||
void set_application_class(application_class* application) {
|
||||
if (application_) {
|
||||
delete application_;
|
||||
}
|
||||
application_ = application;
|
||||
}
|
||||
input_class* get_input_class() const { return input_; }
|
||||
void set_input(input_class* input) {
|
||||
if (input_) {
|
||||
delete input_;
|
||||
}
|
||||
input_ = input;
|
||||
}
|
||||
std::shared_ptr<application_class> get_application_class() const { return application_; }
|
||||
void set_application_class(std::shared_ptr<application_class> application) { application_ = std::move(application); }
|
||||
|
||||
std::shared_ptr<input_class> get_input_class() const { return input_; }
|
||||
void set_input(std::shared_ptr<input_class> input) { input_ = std::move(input); }
|
||||
|
||||
HWND get_hwnd() const { return hwnd_; }
|
||||
|
||||
void set_d_3D_mock(d_3d_class* mock) {application_->set_direct_3d(mock);}
|
||||
@ -61,9 +53,9 @@ private:
|
||||
HINSTANCE hinstance_;
|
||||
HWND hwnd_;
|
||||
|
||||
input_class* input_;
|
||||
application_class* application_;
|
||||
imguiManager* imgui_manager_;
|
||||
std::shared_ptr<input_class> input_;
|
||||
std::shared_ptr<application_class> application_;
|
||||
std::shared_ptr<imguiManager> imgui_manager_;
|
||||
|
||||
int initial_window_width_;
|
||||
int initial_window_height_;
|
||||
|
@ -1133,10 +1133,10 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
// -------------------------------------------------------- //
|
||||
|
||||
// set the active camera to the sun camera for rendering the shadow map.
|
||||
// active_camera_ = sun_camera_;
|
||||
// active_camera_->render();
|
||||
// // Render the objects in the render queues. with depth only pass.
|
||||
// active_camera_->get_view_matrix(viewMatrix);
|
||||
active_camera_ = sun_camera_;
|
||||
active_camera_->render();
|
||||
// Render the objects in the render queues. with depth only pass.
|
||||
active_camera_->get_view_matrix(viewMatrix);
|
||||
result = render_pass(render_queues_, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
|
||||
if (!result)
|
||||
{
|
||||
@ -1145,17 +1145,17 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
}
|
||||
|
||||
// Reset the active camera to the main camera.
|
||||
// active_camera_ = camera_;
|
||||
// active_camera_->render();
|
||||
// active_camera_->get_view_matrix(viewMatrix);
|
||||
//
|
||||
// // render the objects in the render queues. with standard pass.
|
||||
// result = render_pass(render_queues_, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
|
||||
// if (!result)
|
||||
// {
|
||||
// Logger::Get().Log("Could not render the model using any shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
// return false;
|
||||
// }
|
||||
active_camera_ = camera_;
|
||||
active_camera_->render();
|
||||
active_camera_->get_view_matrix(viewMatrix);
|
||||
|
||||
// render the objects in the render queues. with standard pass.
|
||||
result = render_pass(render_queues_, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using any shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Update the render count text.
|
||||
@ -1300,16 +1300,7 @@ int application_class::get_screen_height() const
|
||||
void application_class::generate_terrain()
|
||||
{
|
||||
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 : terrain_chunk_)
|
||||
{
|
||||
if (chunk)
|
||||
{
|
||||
chunk->Shutdown();
|
||||
delete chunk;
|
||||
}
|
||||
}
|
||||
|
||||
terrain_chunk_.clear();
|
||||
|
||||
// Dimensions du terrain
|
||||
@ -1405,7 +1396,7 @@ void application_class::add_kobject(std::wstring& filepath)
|
||||
object_.push_back(newObject);
|
||||
|
||||
// Vérifiez que l'objet a bien reçu les textures_
|
||||
if (newObject->GetTexture(TextureType::Diffuse,0) == nullptr)
|
||||
if (newObject->get_model()->GetTexture(TextureType::Diffuse,0) == nullptr)
|
||||
{
|
||||
Logger::Get().Log("object texture is null after initialization", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
}
|
||||
@ -1442,8 +1433,6 @@ void application_class::delete_kobject(int index)
|
||||
|
||||
if (index < object_.size())
|
||||
{
|
||||
object_[index]->Shutdown();
|
||||
delete object_[index];
|
||||
object_.erase(object_.begin() + index);
|
||||
}
|
||||
}
|
||||
@ -1451,12 +1440,6 @@ void application_class::delete_kobject(int index)
|
||||
void application_class::delete_terrain()
|
||||
{
|
||||
Logger::Get().Log("Deleting terrain", __FILE__, __LINE__);
|
||||
|
||||
for (auto cube : terrain_chunk_)
|
||||
{
|
||||
cube->Shutdown();
|
||||
delete cube;
|
||||
}
|
||||
terrain_chunk_.clear();
|
||||
}
|
||||
|
||||
@ -1819,17 +1802,17 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
translateMatrix
|
||||
);
|
||||
|
||||
object->Render(direct_3d_->get_device_context());
|
||||
object->get_model()->Render(direct_3d_->get_device_context());
|
||||
|
||||
if (active_camera_ == sun_camera_)
|
||||
{
|
||||
result = shader_manager_->render_depth_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0)
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0)
|
||||
);
|
||||
}
|
||||
|
||||
@ -1844,13 +1827,13 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
|
||||
result = shader_manager_->render_alpha_map_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->GetTexture(TextureType::Diffuse,1),
|
||||
object->GetTexture(TextureType::Alpha,0)
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,1),
|
||||
object->get_model()->GetTexture(TextureType::Alpha,0)
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
@ -1864,11 +1847,11 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
case ShaderType::CEL_SHADING:
|
||||
result = shader_manager_->render_cel_shading_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
sun_light_->GetDiffuseColor(),
|
||||
sun_light_->GetAmbientColor(),
|
||||
sun_light_->GetDirection(),
|
||||
@ -1884,12 +1867,12 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
case ShaderType::NORMAL_MAPPING:
|
||||
result = shader_manager_->render_normal_map_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->GetTexture(TextureType::Normal,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Normal,0),
|
||||
lights_[0]->GetDirection(),
|
||||
lights_[0]->GetDiffuseColor()
|
||||
);
|
||||
@ -1903,13 +1886,13 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
case ShaderType::SPECULAR_MAPPING:
|
||||
result = shader_manager_->render_spec_map_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->GetTexture(TextureType::Normal,0),
|
||||
object->GetTexture(TextureType::Specular,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Normal,0),
|
||||
object->get_model()->GetTexture(TextureType::Specular,0),
|
||||
lights_[0]->GetDirection(),
|
||||
lights_[0]->GetDiffuseColor(),
|
||||
camera_->get_position(),
|
||||
@ -1926,11 +1909,11 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
case ShaderType::TEXTURE:
|
||||
result = shader_manager_->render_texture_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0)
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0)
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
@ -1942,11 +1925,11 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
case ShaderType::LIGHTING:
|
||||
result = shader_manager_->renderlight_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
diffuse,
|
||||
position,
|
||||
ambient
|
||||
@ -1961,11 +1944,11 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
case ShaderType::SKYBOX:
|
||||
result = shader_manager_->render_skybox_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
sun_light_->GetDiffuseColor(),
|
||||
sun_light_->GetAmbientColor(),
|
||||
sun_light_->GetDirection(),
|
||||
@ -1981,11 +1964,11 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
case ShaderType::SUNLIGHT:
|
||||
result = shader_manager_->render_sunlight_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
sun_light_->GetDiffuseColor(),
|
||||
sun_light_->GetAmbientColor(),
|
||||
sun_light_->GetDirection(),
|
||||
@ -2001,11 +1984,11 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
default:
|
||||
result = shader_manager_->renderlight_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->GetIndexCount(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
diffuse,
|
||||
position,
|
||||
ambient
|
||||
@ -2242,15 +2225,7 @@ void application_class::process_terrain_generation()
|
||||
}
|
||||
|
||||
Logger::Get().Log("Création des objets terrain à partir des données préparées", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// Nettoyer les objets terrain existants
|
||||
for (auto* chunk : terrain_chunk_)
|
||||
{
|
||||
if (chunk) {
|
||||
chunk->Shutdown();
|
||||
delete chunk;
|
||||
}
|
||||
}
|
||||
|
||||
terrain_chunk_.clear();
|
||||
|
||||
// Créer un conteneur de textures_ partagé
|
||||
|
@ -165,7 +165,7 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
|
||||
// initialize the scene manager
|
||||
scene_manager_ = new scene_manager;
|
||||
if (!scene_manager_->initialize(app_)) {
|
||||
if (!scene_manager_->initialize(app_.get())) {
|
||||
Logger::Get().Log("Failed to initialize scene manager", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
@ -441,7 +441,7 @@ void imguiManager::WidgetObjectWindow()
|
||||
|
||||
// Compter combien de textures_ de ce type existent
|
||||
int textureCount = 0;
|
||||
while (object->GetTexture(type, textureCount) != nullptr)
|
||||
while (object->get_model()->GetTexture(type, textureCount) != nullptr)
|
||||
{
|
||||
textureCount++;
|
||||
}
|
||||
@ -450,7 +450,7 @@ void imguiManager::WidgetObjectWindow()
|
||||
ImGui::BeginGroup();
|
||||
for (int texIndex = 0; texIndex < textureCount; texIndex++)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = object->GetTexture(type, texIndex);
|
||||
ID3D11ShaderResourceView* texture = object->get_model()->GetTexture(type, texIndex);
|
||||
if (texture)
|
||||
{
|
||||
// ID unique pour chaque bouton de texture
|
||||
@ -477,7 +477,7 @@ void imguiManager::WidgetObjectWindow()
|
||||
if (GetOpenFileName(&ofn))
|
||||
{
|
||||
// Changer la texture existante
|
||||
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
|
||||
object->get_model()->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
|
||||
}
|
||||
}
|
||||
|
||||
@ -515,7 +515,7 @@ void imguiManager::WidgetObjectWindow()
|
||||
if (GetOpenFileName(&ofn))
|
||||
{
|
||||
// Ajouter une nouvelle texture
|
||||
object->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
|
||||
object->get_model()->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -24,6 +24,17 @@ object::~object()
|
||||
{
|
||||
}
|
||||
|
||||
bool object::Initialize(
|
||||
ID3D11Device* device,
|
||||
ID3D11DeviceContext* deviceContext,
|
||||
char* modelFilename,
|
||||
TextureContainer& texturesContainer
|
||||
)
|
||||
{
|
||||
m_model_ = std::make_shared<model_class>();
|
||||
return m_model_->Initialize(device, deviceContext, modelFilename, texturesContainer);
|
||||
}
|
||||
|
||||
void object::SetScaleMatrix(XMMATRIX scaleMatrix)
|
||||
{
|
||||
m_scaleMatrix = scaleMatrix;
|
||||
|
@ -84,14 +84,7 @@ bool scene_manager::load_scene() {
|
||||
Logger::Get().Log("Failed to open file for loading scene: ", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Nettoyer les objets existants
|
||||
for (auto& obj : object_vec_) {
|
||||
if (obj) {
|
||||
obj->Shutdown();
|
||||
delete obj;
|
||||
}
|
||||
}
|
||||
|
||||
object_vec_.clear();
|
||||
object_id_ = 0;
|
||||
|
||||
@ -192,7 +185,7 @@ bool scene_manager::load_scene() {
|
||||
}
|
||||
|
||||
// preload texture
|
||||
if (!newObject->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), objectTextures))
|
||||
if (!newObject->get_model()->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), objectTextures))
|
||||
{
|
||||
// Gérer l'erreur
|
||||
return false;
|
||||
@ -281,28 +274,28 @@ bool scene_manager::save_scene() {
|
||||
// Même chose pour les autres types de textures_
|
||||
|
||||
// Textures diffuses
|
||||
const auto& diffusePaths = object->GetTextureContainer().GetPaths(TextureType::Diffuse);
|
||||
const auto& diffusePaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Diffuse);
|
||||
outFile << " " << diffusePaths.size();
|
||||
for (const auto& path : diffusePaths) {
|
||||
outFile << " " << convert_w_string_to_string(path);
|
||||
}
|
||||
|
||||
// Textures normales
|
||||
const auto& normalPaths = object->GetTextureContainer().GetPaths(TextureType::Normal);
|
||||
const auto& normalPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Normal);
|
||||
outFile << " " << normalPaths.size();
|
||||
for (const auto& path : normalPaths) {
|
||||
outFile << " " << convert_w_string_to_string(path);
|
||||
}
|
||||
|
||||
// Textures spéculaires
|
||||
const auto& specularPaths = object->GetTextureContainer().GetPaths(TextureType::Specular);
|
||||
const auto& specularPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Specular);
|
||||
outFile << " " << specularPaths.size();
|
||||
for (const auto& path : specularPaths) {
|
||||
outFile << " " << convert_w_string_to_string(path);
|
||||
}
|
||||
|
||||
// Textures alpha
|
||||
const auto& alphaPaths = object->GetTextureContainer().GetPaths(TextureType::Alpha);
|
||||
const auto& alphaPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Alpha);
|
||||
outFile << " " << alphaPaths.size();
|
||||
for (const auto& path : alphaPaths) {
|
||||
outFile << " " << convert_w_string_to_string(path);
|
||||
|
@ -71,7 +71,7 @@ int stats::get_total_vertex_count() const
|
||||
{
|
||||
if (obj)
|
||||
{
|
||||
totalVertices += obj->GetVertexCount();
|
||||
totalVertices += obj->get_model()->GetVertexCount();
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de sommets pour les cubes
|
||||
@ -79,7 +79,7 @@ int stats::get_total_vertex_count() const
|
||||
{
|
||||
if (cube)
|
||||
{
|
||||
totalVertices += cube->GetVertexCount();
|
||||
totalVertices += cube->get_model()->GetVertexCount();
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de sommets pour le terrain
|
||||
@ -87,7 +87,7 @@ int stats::get_total_vertex_count() const
|
||||
{
|
||||
if (chunk)
|
||||
{
|
||||
totalVertices += chunk->GetVertexCount();
|
||||
totalVertices += chunk->get_model()->GetVertexCount();
|
||||
}
|
||||
}
|
||||
return totalVertices;
|
||||
@ -101,7 +101,7 @@ int stats::get_total_triangle_count() const
|
||||
if (obj)
|
||||
{
|
||||
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
|
||||
totalTriangles += obj->GetIndexCount() / 3;
|
||||
totalTriangles += obj->get_model()->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de triangles pour les cubes
|
||||
@ -109,7 +109,7 @@ int stats::get_total_triangle_count() const
|
||||
{
|
||||
if (cube)
|
||||
{
|
||||
totalTriangles += cube->GetIndexCount() / 3;
|
||||
totalTriangles += cube->get_model()->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de triangles pour le terrain
|
||||
@ -117,7 +117,7 @@ int stats::get_total_triangle_count() const
|
||||
{
|
||||
if (chunk)
|
||||
{
|
||||
totalTriangles += chunk->GetIndexCount() / 3;
|
||||
totalTriangles += chunk->get_model()->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
return totalTriangles;
|
||||
@ -130,7 +130,7 @@ int stats::get_visible_triangle_count() const
|
||||
{
|
||||
if (obj && obj->IsVisible())
|
||||
{
|
||||
visibleTriangles += obj->GetIndexCount() / 3;
|
||||
visibleTriangles += obj->get_model()->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de triangles visibles pour les cubes
|
||||
@ -138,7 +138,7 @@ int stats::get_visible_triangle_count() const
|
||||
{
|
||||
if (cube && cube->IsVisible())
|
||||
{
|
||||
visibleTriangles += cube->GetIndexCount() / 3;
|
||||
visibleTriangles += cube->get_model()->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de triangles visibles pour le terrain
|
||||
@ -146,7 +146,7 @@ int stats::get_visible_triangle_count() const
|
||||
{
|
||||
if (chunk && chunk->IsVisible())
|
||||
{
|
||||
visibleTriangles += chunk->GetIndexCount() / 3;
|
||||
visibleTriangles += chunk->get_model()->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
return visibleTriangles;
|
||||
|
@ -20,27 +20,6 @@ system_class::system_class()
|
||||
|
||||
system_class::~system_class()
|
||||
{
|
||||
|
||||
if (application_handle)
|
||||
{
|
||||
delete application_handle;
|
||||
application_handle = 0;
|
||||
}
|
||||
|
||||
if (input_)
|
||||
{
|
||||
delete input_;
|
||||
input_ = 0;
|
||||
}
|
||||
|
||||
if (imgui_manager_)
|
||||
{
|
||||
delete imgui_manager_;
|
||||
imgui_manager_ = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
bool system_class::initialize()
|
||||
@ -56,7 +35,7 @@ bool system_class::initialize()
|
||||
initialize_windows(screenWidth, screenHeight);
|
||||
|
||||
// Create and initialize the input object. This object will be used to handle reading the keyboard input from the user.
|
||||
input_ = new input_class;
|
||||
input_ = std::make_shared<input_class>();
|
||||
|
||||
result = input_->Initialize(hinstance_, hwnd_, screenWidth, screenHeight);
|
||||
if (!result)
|
||||
@ -66,7 +45,7 @@ bool system_class::initialize()
|
||||
}
|
||||
|
||||
// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
|
||||
application_ = new application_class;
|
||||
application_ = std::make_shared<application_class>();
|
||||
|
||||
result = application_->initialize(screenWidth, screenHeight, hwnd_, false);
|
||||
if (!result)
|
||||
@ -85,7 +64,7 @@ bool system_class::initialize()
|
||||
// initialize imgui
|
||||
if(DEBUG_MODE)
|
||||
{
|
||||
imgui_manager_ = new imguiManager;
|
||||
imgui_manager_ = std::make_shared<imguiManager>();
|
||||
imgui_manager_->SetApp(application_);
|
||||
result = imgui_manager_->Initialize(hwnd_, application_->get_direct_3d()->get_device(), application_->get_direct_3d()->get_device_context());
|
||||
if (!result)
|
||||
@ -112,49 +91,11 @@ void system_class::shutdown()
|
||||
|
||||
std::lock_guard<std::mutex> guard(render_mutex_);
|
||||
|
||||
// shutdown imgui
|
||||
if (imgui_manager_)
|
||||
{
|
||||
Logger::Get().Log("Shutting down imgui manager", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
imgui_manager_->Shutdown();
|
||||
delete imgui_manager_;
|
||||
imgui_manager_ = 0;
|
||||
|
||||
Logger::Get().Log("Imgui manager shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
}
|
||||
|
||||
// Release the application class object.
|
||||
if (application_)
|
||||
{
|
||||
Logger::Get().Log("Shutting down application", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
application_->shutdown();
|
||||
delete application_;
|
||||
application_ = 0;
|
||||
|
||||
Logger::Get().Log("Application shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
}
|
||||
|
||||
// Release the input object.
|
||||
if (input_)
|
||||
{
|
||||
Logger::Get().Log("Shutting down input", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
delete input_;
|
||||
input_ = 0;
|
||||
|
||||
Logger::Get().Log("Input shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// shutdown the window.
|
||||
shutdown_windows();
|
||||
|
||||
Logger::Get().Log("System class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
void system_class::run()
|
||||
@ -224,7 +165,7 @@ bool system_class::frame()
|
||||
}
|
||||
|
||||
// Do the frame processing for the application class object.
|
||||
result = application_->frame(input_);
|
||||
result = application_->frame(input_.get());
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Failed to process application frame", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
|
Loading…
x
Reference in New Issue
Block a user