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127 Commits

Author SHA1 Message Date
ae3fc21ffc Patch - Fix release and debug config - V11.2.1 2025-06-03 19:58:01 +02:00
315d259acd Minor - Stats Update - V11.2.0 2025-06-03 18:35:51 +02:00
2a1b474df0 Minor - architecture rework pt.2 - V11.1.0 2025-06-03 17:01:18 +02:00
d364517633 Major - Architecture Rework - 11.0.0 2025-06-03 16:29:44 +02:00
ce51c11b31 Minor - Add Unitest environment - V10.7.0 2025-06-02 14:15:18 +02:00
0e11ead55b Patch - Deth Shader integration for shadow map - V10.6.1 2025-05-28 15:02:43 +02:00
1af71960c3 Minor - Depth shader - V10.6.0 2025-05-28 13:24:53 +02:00
f20adee22f Patch - Sun camera Depth experiment - V10.5.3 2025-05-26 16:03:51 +02:00
eb2cd17ec3 Patch - Sun Camera - V10.5.2 2025-05-26 13:52:00 +02:00
dbd27d1fe7 Revert "Minor - Start Shadow Map - V10.5.0"
This reverts commit d6b7626446e965d3cf4567f5cd787511c9bbe4f3.
2025-05-25 16:12:39 +02:00
d6b7626446 Minor - Start Shadow Map - V10.5.0 2025-05-22 17:28:29 +02:00
f9d4523f09 Minor - Refactor name - V10.5.0 2025-05-21 16:40:27 +02:00
24203060be Actualiser README.md 2025-05-13 21:18:50 +00:00
8b77b189a8 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-13 21:50:17 +02:00
e5ee8fdad3 Patch Update - BigCube Is Back - V10.4.2 2025-05-13 21:50:05 +02:00
3a2d19dff4 Actualiser README.md 2025-05-13 13:01:35 +00:00
dbc7003569 Patch Update - Remove The """Instancing""" due to unwanted behavior - V10.4.1 2025-05-12 16:14:38 +02:00
c5bfa2e621 Minor Update - Loading Obj Model is now faster than f1 - V10.4.0 2025-05-12 14:18:43 +02:00
32b71ac97f Patch Update - UI Text No Blur - V10.3.1 2025-05-08 17:35:41 +02:00
5c3c6d944c Minor Update - UI Update - V10.3.0 2025-05-08 17:28:06 +02:00
8d32f51e8c Patch Update - Clean Render Pass - V10.2.3 2025-05-08 17:07:45 +02:00
644fc57762 Patch Update - Frustum Culling Thread Independant - V10.2.2 2025-05-08 16:28:27 +02:00
f8bfb62e98 Patch Update - WIP Async Cube Generation - V10.2.1 2025-05-07 17:48:02 +02:00
94fd900ce8 Minor Update - Stats Widget + BigCube Generation WIP - V10.2.0 2025-05-07 17:15:11 +02:00
2744c809d3 Actualiser README.md 2025-05-06 16:28:06 +00:00
b80f66fec3 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-06 18:09:31 +02:00
8bcd3eed48 Patch Update - Fix Memory Leak From terrain genneration and use Instancing to generate big terrain - V10.1.3 2025-05-06 18:09:28 +02:00
2b1e64ffbd Actualiser README.md 2025-05-06 16:08:35 +00:00
96aa41f649 Actualiser README.md 2025-05-06 15:11:14 +00:00
00e6749d01 Patch Update - IDE File - V10.1.2 2025-05-06 17:08:18 +02:00
5a3a4f73a8 Patch Update - Fix the loading and saving of the texture - V10.1.1 2025-05-06 17:07:45 +02:00
c442a87883 Minor Update - Texture Are Saved - V10.1.0 2025-05-06 15:29:23 +02:00
e681943aa8 Patch Update - workspace.xml - V10.0.2 2025-05-05 16:13:44 +02:00
e68f1d5dd0 Patch Update - LoadTexture Tweak - V10.0.1 2025-05-05 16:12:38 +02:00
8e6b7409d9 Major Update - Complete Rework Texture System - V10.0.0 2025-05-03 16:37:27 +02:00
7dbd735416 Patch Update - Clean Comment - V9.3.10 2025-05-02 15:28:18 +02:00
6014c9034c Patch Update - Fix OBJ Copy - V9.3.9 2025-05-01 21:23:47 +02:00
bf6131af55 Patch Update - Skysphere Obj Smooth - V9.3.8 2025-05-01 21:17:08 +02:00
41519f7154 Patch Update - Skysphere texture reading inverted - V9.3.7 2025-05-01 20:54:20 +02:00
74151de6f7 Patch Update - Naming - V9.3.6 2025-05-01 20:09:08 +02:00
f8503e5a2a Patch Update - SkySphere - V9.3.5 2025-05-01 20:05:25 +02:00
c15cb2956d Patch Update - Skysphere 2025-05-01 19:27:14 +02:00
96b0d0e72d Patch Update - Skybox Shader wip - V9.3.2 2025-05-01 18:41:32 +02:00
f1c13a3c8c Patch Update - Start ShaderSkybox - V9.3.1 2025-05-01 17:16:11 +02:00
e34b44996a Minor Update - Skybox Update - V9.3.0 2025-05-01 16:41:33 +02:00
0e45e0688c Patch update - V9.2.13
Physics update
2025-04-01 13:47:45 +02:00
9c6db5c76d Patch update - V9.2.12 2025-03-30 23:45:57 +02:00
3ea5c92028 Patch update - V9.2.11 2025-03-30 23:44:55 +02:00
4d23c481d4 Configuration de Git LFS pour enginecustom/assets/Model/OBJ/*.obj et *.mtl 2025-03-30 23:38:41 +02:00
d8bda97819 Patch update - V9.2.9 2025-03-30 23:34:11 +02:00
ede5080c10 Patch Update - V9.2.8
Remove Vulkan related code
2025-03-23 13:45:17 +01:00
1ea77c909f vulkan test 2025-03-22 19:00:37 +01:00
73727ab45a Patch update - V9.2.6 2025-03-22 15:05:55 +01:00
e991d069fe additional lib for vulkan 2025-03-22 14:52:39 +01:00
648fc887d6 add lib 2025-03-21 19:33:00 +01:00
63482923bb Patch Update - V9.2.3
[FIX] :

~ Use The Already Implemented IsKeyDown avoid calling each tick the method bound to the input
2025-03-20 13:59:01 +01:00
987ad6784e Patch Update - V9.2.2
FIX RELEASE BUILD CONFIGURATION
2025-03-20 00:15:34 +01:00
f2a8bb6b5b Patch update - V9.2.1 2025-03-19 13:22:56 +01:00
606aaa76e9 Minor Update - V.9.2.0
[FEAT] :

- Add More Object Property to the save and load
2025-03-19 12:05:15 +01:00
3930c5eff7 Minor Update - V9.1.0
[FEAT] :

+ Import Assets in project copy file in project
2025-03-19 10:55:10 +01:00
eea7b4c067 Major Update - V9.0.0
[FEAT] :

+ Add Save and Load system for scene but only for kobject
2025-03-18 22:43:23 +01:00
6583f74a5f Patch Update - V8.1.1
+ Define the struct of the scene save file
2025-03-17 17:49:16 +01:00
7eb6ed72e6 Minor Update - V8.1.0
[FIX] :

- Alpha Shader

[FEAT] :

- Add Scene action in bar menu
- Start to implemented Save And Load Logique
2025-03-17 12:59:04 +01:00
8b9e860c00 Major Update - Scene Window Rework 2025-03-11 17:46:36 +01:00
5e68105fe1 ALED 2025-02-02 22:35:41 +01:00
af01f223c1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2025-02-01 00:46:41 +01:00
118e967412 Patch update - add menu button 2025-01-29 21:13:35 +01:00
452e84aa16 Minor update - viewport window tweak 2025-01-29 19:31:12 +01:00
151ea9b191 Minor update - celshading rework started 2025-01-28 17:42:23 +01:00
0d5e26266b Major update - Architecture Rework 2025-01-27 22:46:27 +01:00
425224a96c patch update - fix sunlight shader
Prend en compte les paramètres direction et intensité
2025-01-23 22:45:59 +01:00
d8851cc679 minor update - light ui tweak 2025-01-23 20:55:55 +01:00
c355509870 patch readme 2025-01-23 17:31:36 +01:00
51b29f77aa Minor update - Sunlight shader 2025-01-23 17:29:29 +01:00
d8552d3f91 minor update - préparation sunlight 2025-01-22 19:56:28 +01:00
261df5e257 Minor update - Skybox baby
Faudra mettre une texture numéroté pour la skybox afin de verifié l'orientation des plan qui la constitue
2025-01-21 17:43:02 +01:00
172db0b96d Skybox WIP 2025-01-21 15:28:37 +01:00
296e04692a patch debug - exec 2025-01-20 23:13:35 +01:00
fec593205b log tweak 2025-01-19 21:49:40 +01:00
161166837f Minor update - Log system rework
+ GetLogLevelInfo return a struct of info relative to a type of log

+ filtered log in the UI
2025-01-19 14:41:37 +01:00
a88ed06198 minor log - update 2025-01-18 15:56:25 +01:00
cb3f10b7d5 Minor update - Log window in Ui 2025-01-17 17:57:58 +01:00
4ae55e73b2 Major Update - Physique Fixed Update And Thread
Physics process run in a fixed update in a thread
2025-01-17 15:47:09 +01:00
15217a5df8 Patch update - Scene window 2025-01-16 21:02:17 +01:00
06efdf6f6c Imgui Update for the patch 2025-01-16 17:52:49 +01:00
b029018552 Major update - IMGUI Change
New ImGui version : Branch Doking
2025-01-16 17:31:13 +01:00
39fa32603f Minor update - ui x physix 2025-01-15 20:42:42 +01:00
c707e49561 Physic rebuild start 2025-01-15 18:33:02 +01:00
58cafd7682 faut tout pt encore 2025-01-14 16:10:40 +01:00
c5de18a9b3 Patch - Logger opti 2025-01-12 18:40:23 +01:00
f337e58dcc Merge branch 'main' of https://github.com/CatChow0/khaotic-engine-Reborn 2025-01-12 01:12:34 +01:00
CatChow0
af98e5edc7
Update README.md 2025-01-12 01:10:08 +01:00
01a9c940f0 Minor update - frustum rework
Complete overhaul of frustum culling
2025-01-12 00:59:43 +01:00
ab0355ed97 Minor update - Add Render Queues 2025-01-11 22:18:19 +01:00
915c0cdd7f Minor Update - Object Rendering change
+ RenderPass (render object in a vector)
2025-01-11 13:53:35 +01:00
bce659e55d Minor - Vsync toggle
New Method :

+ Set Vsync
+ Set Screen Width
+ Set Screen Height
+ Get Hwnd
+ Set Hwnd
+ IsWindowed
+ SetWindowed

New UI For Engine Settings :

+ Add Vsync Toggle to UI
2025-01-10 20:43:36 +01:00
79f266b479 Quick Test and organization tweak 2025-01-09 23:00:03 +01:00
b4804c2df2 boo 2024-10-02 12:44:00 +02:00
7d2b962420 Patch Update - Terrain Tweak 2024-10-01 20:44:46 +02:00
d7965fec64 plane obj tweak 2024-10-01 19:04:41 +02:00
7f84ab39a1 ajout des fichier obj forcer 2024-10-01 18:48:01 +02:00
975edf0e62 Améliorations de la gestion des chemins et textures
- Ajout de la récupération du chemin d'exécution du module dans `WinMain` et transmission à `SystemClass`.
- Ajout de la méthode `SendPath` dans `SystemClass` pour transmettre le chemin et le dossier de travail à `ApplicationClass`.
- Remplacement de la variable `result` par `Hresult` pour les résultats des appels DirectX dans `ApplicationClass::Initialize`.
- Définition du chemin de travail courant avant de charger les textures dans `ApplicationClass::AddKobject`.
- Vérification que l'objet a bien reçu les textures après l'initialisation dans `ApplicationClass::AddKobject`.
- Ajout des méthodes `SetPath` et `SetWFolder` dans `ApplicationClass` pour définir le chemin et le dossier de travail.
- Réduction du nombre de catégories de textures affichées dans `imguiManager::WidgetObjectWindow`.
2024-10-01 16:02:30 +02:00
b3af9f4ce7 Minor Update - Fix Release Version 2024-09-30 16:13:52 +02:00
8f20397130 sus 2024-09-30 15:29:49 +02:00
3aafec5bf8 Set Up DirextXTK in git 2024-09-30 13:53:03 +02:00
79558eed4f prout 2024-09-29 18:30:50 +02:00
3e3620d925 Patch - Update 2024-09-29 18:19:49 +02:00
c9ece7b9b9 ajout des fichier obj forcer 2024-09-29 17:57:16 +02:00
97e4a62f20 obj gitignore 2024-09-29 17:52:25 +02:00
64ae50814f Mise à jour des inclusions de fichiers OBJ
Les fichiers OBJ dans `enginecustom.vcxproj` ont été modifiés pour être inclus en tant que `CopyFileToFolders` au lieu de `Object`, avec le type de fichier spécifié comme `Document`. Les filtres correspondants dans `enginecustom.vcxproj.filters` ont également été mis à jour pour refléter ce changement, en maintenant le filtre `Assets\Model\OBJ` pour chaque fichier OBJ.
2024-09-29 17:43:56 +02:00
9f3b4c4f1a Archi update 2024-09-29 17:39:22 +02:00
0ce02071bb gitignore 2024-09-29 17:30:38 +02:00
48624a2135 gitignore 2024-09-29 17:28:55 +02:00
fa2544d596 MAJOR UPDATE - ARCHITECTURE 2024-09-29 17:27:30 +02:00
68e460c5df Major Update - Texture Change 2024-09-29 13:57:26 +02:00
bbbea117c3 MAJOR UPDATE - REWORK TEXTURE
-support texture tga retirer

+support texture format standard ajouter
2024-09-29 13:24:18 +02:00
c4b4ef83e3 hummm 2024-09-28 22:03:35 +02:00
6e6db2cf87 Project Name - Update 2024-09-28 20:24:39 +02:00
b45707c620 Patch - Rename Project 2024-09-28 20:23:19 +02:00
e20a2aa365 MAJOR UPDATE - BROKEN
- New way of loading Texture
2024-09-28 20:16:44 +02:00
CatChow0
6a8172ab1f
Merge pull request #2 from CatChow0/Cel-Shading
Cel shading
2024-09-27 14:36:44 +02:00
1e6ea97fd0 MONKEYYYY 2024-09-26 21:55:33 +02:00
002edb6651 FIX DEBUG VS 2024-09-26 20:51:39 +02:00
30b41922d9 Cel shade c'est mieux mais ALED 2024-09-26 11:30:26 +02:00
71403c614d Cel shading Update 2024-09-25 12:40:02 +02:00
CatChow0
1b8b25ce2a
Update README.md 2024-09-24 12:24:57 +02:00
eea4518a0a Cel Shading [WIP]
+ Cel shading shader
+ Shader Manager window
2024-09-24 12:16:22 +02:00
1449 changed files with 774521 additions and 808671 deletions

2
.gitattributes vendored Normal file
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enginecustom/assets/Model/OBJ/*.obj filter=lfs diff=lfs merge=lfs -text
enginecustom/assets/Model/OBJ/*.mtl filter=lfs diff=lfs merge=lfs -text

8
.gitignore vendored
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@ -9,14 +9,6 @@
*.slo
*.lo
*.o
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!enginecustom/monke.obj
!enginecustom/isosphere.obj
!enginecustom/cone.obj
!enginecustom/vaisseau.obj
!enginecustom/86.obj
# Precompiled Headers
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int main()
{
return 0;
}

View File

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/////////////
// GLOBALS //
/////////////
SamplerState SampleType : register(s0);
Texture2D reflectionTexture : register(t0);
Texture2D refractionTexture : register(t1);
Texture2D normalTexture : register(t2);
cbuffer WaterBuffer
{
float waterTranslation;
float reflectRefractScale;
float2 padding;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
float4 refractionPosition : TEXCOORD2;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 WaterPixelShader(PixelInputType input) : SV_TARGET
{
float2 reflectTexCoord;
float2 refractTexCoord;
float4 normalMap;
float3 normal;
float4 reflectionColor;
float4 refractionColor;
float4 color;
// Move the position the water normal is sampled from to simulate moving water.
input.tex.y += waterTranslation;
// Calculate the projected reflection texture coordinates.
reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f;
reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f;
// Calculate the projected refraction texture coordinates.
refractTexCoord.x = input.refractionPosition.x / input.refractionPosition.w / 2.0f + 0.5f;
refractTexCoord.y = -input.refractionPosition.y / input.refractionPosition.w / 2.0f + 0.5f;
// Sample the normal from the normal map texture.
normalMap = normalTexture.Sample(SampleType, input.tex);
// Expand the range of the normal from (0,1) to (-1,+1).
normal = (normalMap.xyz * 2.0f) - 1.0f;
// Re-position the texture coordinate sampling position by the normal map value to simulate the rippling wave effect.
reflectTexCoord = reflectTexCoord + (normal.xy * reflectRefractScale);
refractTexCoord = refractTexCoord + (normal.xy * reflectRefractScale);
// Sample the texture pixels from the textures using the updated texture coordinates.
reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
refractionColor = refractionTexture.Sample(SampleType, refractTexCoord);
// Combine the reflection and refraction results for the final color.
color = lerp(reflectionColor, refractionColor, 0.6f);
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# Khaotic Engine - C++ Custom Engine
# Khaotic Engine Reborn - C++ Custom Engine
Khaotic Engine est un moteur de rendu fait en **C++** réalisé par une petite équipe dans le but d'apprendre à utiliser les API de rendu (OpenGL,DirectX 11/12 et Vulkan).
Khaotic Engine Reborn reprend comme base le moteur Khaotic Engine pour lui ajouter plus de fonctionalité.
Ce moteur est basé sur **DirectX11** utilise **ImGui** et **Boost** avec une couche d'abstraction pour permetre son usage avec d'autres API.
Ce moteur est basé sur **DirectX11** et utilise **ImGui** pour son interface graphique.
---
Khaotic Engine is a rendering engine made in **C++** by a small team with the aim of learning how to use rendering APIs (OpenGL, DirectX 11/12 and Vulkan).
This **DirectX11** based engine uses **ImGui** with an abstraction layer to enable its use with other APIs.
This **DirectX11** based engine uses **ImGui** for the user interface.
## Installation
@ -31,77 +31,44 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
## Shaders list:
## Nouvauté Aporté par Khaotic Engine Reborn
**SHADER** :
- **Diffuse Lighting**
- **Ambiant Lighting**
- **Specular Lighting**
- **Light Shader**
- **Light Map Shader**
- **Alpha Mapping**
- **Normal Mapping**
- **Specular Mapping**
- **Clipping Planes**
- **Texture Translation**
- **Transparency**
- **Water**
- **Refraction**
- *Reflection (cassé / broken)*
+ Sunlight shader
+ Cel Shading
+ Skysphere
*Plus de shaders seront disponibles dans le futur*
**Interface Graphique** :
---
+ Console link to the Logger object
+ Shader Manager
+ Engine Settings
+ Sunlight Settings
*More shaders will be added in the future*
**Save And Load of a Scene** :
+ Save All Custom object
+ Save All Custom Texture for Custom Object
**Texture File** :
## ImGui:
*Cette partie du moteur est encore en développement, d'autres fonctionnalitées seront ajoutées dans le futur*
La librairie ImGui est utilisée afin d'intéragir avec les éléments du moteur comme les objets.
### Fonctionnalitées:
- Importer des objets 3D sous format **.obj**
- Ajout d'un cube à la scène
- Modifier les propriétées d'un objet (Position, Rotation, Taille)
- Modifier les objets présents dans la scène
- Création d'un terrain
- Modifier les propriétées des lumières (Position, Couleur RVB)
----
*This part of the engine is still in development, other features will be added in the future*
ImGui is used to allow interaction between the user and the objects in the scene.
### Features:
- Import 3D objects with the **.obj** format
- Can add a cube to the scene
- Edit an object properties (Position, Rotation, Scale)
- Edit objects in the current scene
- Terrain generation
- Edit lights properties (Position, RGB Color)
+ All the format supported by Windows Imaging Component (WIC)
**Optimization** :
- Shader rendering
- Frustum culling
- Object rendering
- Terrain Instancing
## Demo :
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://www.youtube.com/watch?v=qCOCTyB_97c)
## Bug Report :
Vous pouvez signalez les problèmes en ouvrant un ticket dans [Issues](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine/issues)
----
You can report bugs with the program by creating a ticket in [Issues](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine/issues)
[![Demo Video](https://img.youtube.com/vi/CbK1a0Ar94Q/0.jpg)](https://youtu.be/CbK1a0Ar94Q)
## Engine Build by :
[](https://github.com/GamingCampus-AdrienBourgois/khaotic-engine?tab=readme-ov-file#engine-build-by-)
**Moteur D'origine** :
- [@CatChow0](https://github.com/CatChow0)
- [@miragefr0st](https://github.com/miragefr0st)
@ -110,9 +77,9 @@ You can report bugs with the program by creating a ticket in [Issues](https://gi
- [@Harpie94](https://github.com/Harpie94)
- [@axelpicou](https://github.com/axelpicou)
- [@GolfOcean334](https://github.com/GolfOcean334)
- [@sutabasuto](https://github.com/sutabasuto)
- [@sutabasuto](https://github.com/sutabasuto)
**Moteur Reborn** :
- [@CatChow0](https://github.com/CatChow0)

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////////////////////////////////////////////////////////////////////////////////
// Filename: cameraclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _CAMERACLASS_H_
#define _CAMERACLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: CameraClass
////////////////////////////////////////////////////////////////////////////////
class CameraClass
{
public:
CameraClass();
CameraClass(const CameraClass&);
~CameraClass();
void SetPosition(float, float, float);
void SetRotation(float, float, float);
XMFLOAT3 GetPosition();
XMFLOAT3 GetRotation();
void Render();
XMMATRIX GetViewMatrix(XMMATRIX& viewMatrix) const;
void RenderReflection(float);
void GetReflectionViewMatrix(XMMATRIX&) const;
private:
float m_positionX, m_positionY, m_positionZ;
float m_rotationX, m_rotationY, m_rotationZ;
XMMATRIX m_viewMatrix;
XMMATRIX m_reflectionViewMatrix;
};
#endif

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1 isosphere 0 10 0 0 -0 0 1 1 1 Content/Assets/Kobject/isosphere.obj ALPHA_MAPPING 1 Unknown 1 0 2 assets/Texture/Bricks2K.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\moss01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\alpha01.png

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0 vaisseautri 0 50 0 0 -0 0 1 1 1 Content/Assets/Kobject/vaisseautri.obj CEL_SHADING 1 Unknown 1 0 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\marble01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 0

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////////////////////////////////////////////////////////////////////////////////
// Filename: light.ps
////////////////////////////////////////////////////////////////////////////////
/////////////
// DEFINES //
/////////////
#define NUM_LIGHTS 4
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
{
float4 ambientColor;
float3 lightDirection;
float padding;
float specularPower;
float4 specularColor;
};
cbuffer LightColorBuffer
{
float4 diffuseColor[NUM_LIGHTS];
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float4 color;
float3 reflection;
float4 specular;
float lightIntensity[NUM_LIGHTS];
float4 colorArray[NUM_LIGHTS];
float4 colorSum;
int i;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
for(i=0; i<NUM_LIGHTS; i++)
{
// Calculate the different amounts of light on this pixel based on the positions of the lights.
lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
// Determine the diffuse color amount of each of the four lights.
colorArray[i] = diffuseColor[i] * lightIntensity[i];
}
// Initialize the sum of colors.
colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
// Add all of the light colors up.
for(i=0; i<NUM_LIGHTS; i++)
{
colorSum.r += colorArray[i].r;
colorSum.g += colorArray[i].g;
colorSum.b += colorArray[i].b;
}
// Multiply the texture pixel by the combination of all four light colors to get the final result.
color = saturate(colorSum) * textureColor;
return color;
}

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////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "lightclass.h"
LightClass::LightClass()
{
}
LightClass::LightClass(const LightClass& other)
{
}
LightClass::~LightClass()
{
}
void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
{
m_ambientColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
{
m_diffuseColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetDirection(float x, float y, float z)
{
m_direction = XMFLOAT3(x, y, z);
return;
}
void LightClass::SetSpecularColor(float red, float green, float blue, float alpha)
{
m_specularColor = XMFLOAT4(red, green, blue, alpha);
return;
}
void LightClass::SetSpecularPower(float power)
{
m_specularPower = power;
return;
}
void LightClass::SetPosition(float x, float y, float z)
{
m_position = XMFLOAT4(x, y, z, 1.0f);
return;
}
XMFLOAT4 LightClass::GetAmbientColor()
{
return m_ambientColor;
}
XMFLOAT4 LightClass::GetDiffuseColor()
{
return m_diffuseColor;
}
XMFLOAT3 LightClass::GetDirection()
{
return m_direction;
}
XMFLOAT4 LightClass::GetSpecularColor()
{
return m_specularColor;
}
float LightClass::GetSpecularPower()
{
return m_specularPower;
}
XMFLOAT4 LightClass::GetPosition()
{
return m_position;
}

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#pragma once
////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTCLASS_H_
#define _LIGHTCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightClass
////////////////////////////////////////////////////////////////////////////////
class LightClass
{
public:
LightClass();
LightClass(const LightClass&);
~LightClass();
void SetAmbientColor(float, float, float, float);
void SetDiffuseColor(float, float, float, float);
void SetDirection(float, float, float);
void SetSpecularColor(float, float, float, float);
void SetSpecularPower(float);
void SetPosition(float, float, float);
XMFLOAT4 GetAmbientColor();
XMFLOAT4 GetDiffuseColor();
XMFLOAT3 GetDirection();
XMFLOAT4 GetSpecularColor();
float GetSpecularPower();
XMFLOAT4 GetPosition();
private:
XMFLOAT4 m_ambientColor;
XMFLOAT4 m_diffuseColor;
XMFLOAT3 m_direction;
XMFLOAT4 m_specularColor;
float m_specularPower;
XMFLOAT4 m_position;
};
#endif

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////////////////////////////////////////////////////////////////////////////////
// Filename: lightshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTSHADERCLASS_H_
#define _LIGHTSHADERCLASS_H_
/////////////
// GLOBALS //
/////////////
const int NUM_LIGHTS = 4;
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: LightShaderClass
////////////////////////////////////////////////////////////////////////////////
class LightShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct CameraBufferType
{
XMFLOAT3 cameraPosition;
float padding;
};
struct LightBufferType
{
XMFLOAT4 ambientColor;
XMFLOAT4 diffuseColor;
XMFLOAT3 lightDirection;
float padding; // Added extra padding so structure is a multiple of 16 for CreateBuffer function requirements.
float specularPower;
XMFLOAT4 specularColor;
};
struct LightColorBufferType
{
XMFLOAT4 diffuseColor[NUM_LIGHTS];
};
struct LightPositionBufferType
{
XMFLOAT4 lightPosition[NUM_LIGHTS];
};
public:
LightShaderClass();
LightShaderClass(const LightShaderClass&);
~LightShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_matrixBuffer;
ID3D11Buffer* m_cameraBuffer;
ID3D11Buffer* m_lightBuffer;
ID3D11Buffer* m_lightColorBuffer;
ID3D11Buffer* m_lightPositionBuffer;
};
#endif

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#include "systemclass.h"
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR pScmdline, int iCmdshow)
{
SystemClass* System;
bool result;
// Create the system object.
System = new SystemClass;
// Initialize and run the system object.
result = System->Initialize();
if (result)
{
Logger::Get().Log("System initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
System->Run();
}
// Shutdown and release the system object.
System->Shutdown();
delete System;
System = 0;
return 0;
}

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////////////////////////////////////////////////////////////////////////////////
// Filename: multitextureshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _MULTITEXTURESHADERCLASS_H_
#define _MULTITEXTURESHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: MultiTextureShaderClass
////////////////////////////////////////////////////////////////////////////////
class MultiTextureShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
MultiTextureShaderClass();
MultiTextureShaderClass(const MultiTextureShaderClass&);
~MultiTextureShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

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- Scene Manager :
TODO : Save and Load Scene
- ImguiManager :
TODO : Add Save and Load Scene Button in the bar menu
TODO : Add a preview of the game in a new window

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#ifndef _ALPHAMAPSHADERCLASS_H_
#define _ALPHAMAPSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: AlphaMapShaderClass
////////////////////////////////////////////////////////////////////////////////
class AlphaMapShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
AlphaMapShaderClass();
AlphaMapShaderClass(const AlphaMapShaderClass&);
~AlphaMapShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif

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#ifndef _APPLICATIONCLASS_H_
#define _APPLICATIONCLASS_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "object.h"
#include "lightclass.h"
#include <vector>
#include <filesystem>
#include "bitmapclass.h"
#include "spriteclass.h"
#include "timerclass.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
#include "fpsclass.h"
#include "inputclass.h"
#include "shadermanagerclass.h"
#include "modellistclass.h"
#include "positionclass.h"
#include "frustumclass.h"
#include "rendertextureclass.h"
#include "displayplaneclass.h"
#include "translateshaderclass.h"
#include "reflectionshaderclass.h"
#include "physics.h"
/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.3f;
////////////////////////////////////////////////////////////////////////////////
// Class name: ApplicationClass
////////////////////////////////////////////////////////////////////////////////
class ApplicationClass
{
public:
ApplicationClass();
ApplicationClass(const ApplicationClass&);
~ApplicationClass();
D3DClass* GetDirect3D();
bool Initialize(int, int, HWND);
void Shutdown();
bool Frame(InputClass*);
int GetScreenWidth() const;
int GetScreenHeight() const;
float GetSpeed() const { return m_speed; };
void SetSpeed(float speed) { this->m_speed = speed; };
void AddCube();
void DeleteKobject(int index);
size_t GetCubeCount() const { return m_cubes.size(); };
size_t GetTerrainCubeCount() const { return m_terrainChunk.size(); };
std::vector<Object*> GetCubes() const { return m_cubes; };
std::vector<Object*> GetTerrainCubes() const { return m_terrainChunk; };
std::vector<Object*> GetKobjects() const { return m_object; };
void AddKobject(WCHAR* filepath);
void GenerateTerrain();
void DeleteTerrain();
XMVECTOR GetLightPosition(int index);
XMVECTOR GetLightColor(int index);
void SetLightPosition(int index, XMVECTOR color);
void SetLightColor(int index, XMVECTOR color);
void DeleteLight(int index);
void AddLight();
std::vector<LightClass*> GetLights() const { return m_Lights; };
bool GetShouldQuit() const { return m_ShouldQuit; };
void SetShouldQuit(bool shouldQuit) { m_ShouldQuit = shouldQuit; };
private:
bool Render(float, float, float, float, float);
bool UpdateMouseStrings(int, int, bool);
bool UpdateFps();
bool UpdateRenderCountString(int);
bool RenderSceneToTexture(float);
bool RenderRefractionToTexture();
bool RenderReflectionToTexture();
private :
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
D3DClass* m_Direct3D;
IDXGISwapChain* m_swapChain;
ModelClass* m_Model,* m_GroundModel, * m_WallModel, * m_BathModel, * m_WaterModel;
ModelListClass* m_ModelList;
// ------------------------------------- //
// ------------- RENDERING ------------- //
// ------------------------------------- //
XMMATRIX m_baseViewMatrix;
RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture;
DisplayPlaneClass* m_DisplayPlane;
int m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
FrustumClass* m_Frustum;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
// ------------------------------------ //
Object* m_SelectedObject;
std::vector<Object*> m_cubes;
std::vector<Object*> m_terrainChunk;
float m_speed = 0.1f; // speed for the demo spinning object
std::vector<Object*> m_object;
int m_ObjectId = 0;
// ----------------------------------- //
// ------------- LIGHTS -------------- //
// ----------------------------------- //
LightClass* m_Light;
std::vector<LightClass*> m_Lights;
int m_numLights;
// ----------------------------------- //
// ------------- SHADERS ------------- //
// ----------------------------------- //
ShaderManagerClass* m_ShaderManager;
FontShaderClass* m_FontShader;
BitmapClass* m_Bitmap;
SpriteClass* m_Sprite;
// ----------------------------------- //
// ------------ VARIABLES ------------ //
// ----------------------------------- //
float m_waterHeight, m_waterTranslation;
// ------------------------------------------------- //
// ------------- FPS AND INFO ON SCREEN ------------ //
// ------------------------------------------------- //
TimerClass* m_Timer;
TextClass* m_MouseStrings;
TextClass* m_RenderCountString;
FontClass* m_Font;
FpsClass* m_Fps;
TextClass* m_FpsString;
int m_previousFps;
// ------------------------------------------------- //
// ------------------- OTHER ----------------------- //
// ------------------------------------------------- //
bool m_ShouldQuit;
Physics* m_Physics;
float m_gravity;
XMVECTOR m_previousPosition;
};
#endif

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[Window][Debug##Default]
Pos=60,60
Size=400,400
[Window][Khaotic Engine]
Pos=1120,51
Size=392,273
[Window][Objects]
Pos=930,39
Size=457,294
[Window][Terrain]
Pos=60,60
Size=342,82
[Window][Light]
Pos=1551,17
Size=358,535
[Window][Shader Manager]
Pos=30,255
Size=172,284

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[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1180,27
Size=396,826
Collapsed=0
DockId=0x00000005,0
[Window][Objects]
Pos=8,442
Size=290,411
Collapsed=0
DockId=0x0000000A,0
[Window][Terrain]
Pos=8,27
Size=290,413
Collapsed=0
DockId=0x00000009,0
[Window][Light]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000004,1
[Window][Shader Manager]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000004,2
[Window][Engine Settings]
Pos=1180,27
Size=396,826
Collapsed=0
DockId=0x00000005,1
[Window][DockSpace Demo]
Size=1584,861
Collapsed=0
[Window][Render Window]
Pos=300,27
Size=878,826
Collapsed=0
DockId=0x00000002,0
[Window][DockSpace]
Pos=0,0
Size=1584,861
Collapsed=0
[Window][Add Object]
Pos=1188,0
Size=396,430
Collapsed=0
[Window][Log]
Pos=8,518
Size=1568,335
Collapsed=0
DockId=0x0000000C,0
[Window][Log Window]
Pos=8,627
Size=1568,226
Collapsed=0
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0 isosphere 0 10 0 1 1 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Model\OBJ\isosphere.obj

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@ -1,59 +0,0 @@
#ifndef _BITMAPCLASS_H_
#define _BITMAPCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <directxmath.h>
using namespace DirectX;
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "textureclass.h"
////////////////////////////////////////////////////////////////////////////////
// Class name: BitmapClass
////////////////////////////////////////////////////////////////////////////////
class BitmapClass
{
private:
struct VertexType
{
XMFLOAT3 position;
XMFLOAT2 texture;
};
public:
BitmapClass();
BitmapClass(const BitmapClass&);
~BitmapClass();
bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
void Shutdown();
bool Render(ID3D11DeviceContext*);
int GetIndexCount();
ID3D11ShaderResourceView* GetTexture();
void SetRenderLocation(int, int);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
bool UpdateBuffers(ID3D11DeviceContext*);
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
void ReleaseTexture();
private:
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
TextureClass* m_Texture;
};
#endif

View File

@ -1,328 +0,0 @@
# Blender 4.0.1
# www.blender.org
o Cone
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s 0
f 1/1/1 65/2/1 2/3/1
f 2/3/2 65/2/2 3/4/2
f 3/4/3 65/2/3 4/5/3
f 4/5/4 65/2/4 5/6/4
f 5/6/5 65/2/5 6/7/5
f 6/7/6 65/2/6 7/8/6
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f 11/12/11 65/2/11 12/13/11
f 12/13/12 65/2/12 13/14/12
f 13/14/13 65/2/13 14/15/13
f 14/15/14 65/2/14 15/16/14
f 15/16/15 65/2/15 16/17/15
f 16/17/16 65/2/16 17/18/16
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@ -1,88 +0,0 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: d3dclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _D3DCLASS_H_
#define _D3DCLASS_H_
/////////////
// LINKING //
/////////////
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3dcompiler.lib")
//////////////
// INCLUDES //
//////////////
#include "imguiManager.h"
#include "d3d11.h"
#include "fontshaderclass.h"
#include "fontclass.h"
#include "textclass.h"
using namespace DirectX;
////////////////////////////////////////////////////////////////////////////////
// Class name: D3DClass
////////////////////////////////////////////////////////////////////////////////
class D3DClass
{
public:
D3DClass();
D3DClass(const D3DClass&);
~D3DClass();
bool Initialize(int, int, bool, HWND, bool, float, float);
void Shutdown();
void BeginScene(float, float, float, float);
void EndScene();
ID3D11Device* GetDevice();
ID3D11DeviceContext* GetDeviceContext();
XMMATRIX GetProjectionMatrix(XMMATRIX& projectionMatrix);
IDXGISwapChain* m_swapChain;
IDXGISwapChain* GetSwapChain();
void ResizeSwapChain(int, int);
XMMATRIX GetProjectionMatrix();
void GetWorldMatrix(XMMATRIX&);
void GetOrthoMatrix(XMMATRIX&);
void GetVideoCardInfo(char*, int&);
void SetBackBufferRenderTarget();
void ResetViewport();
void ReleaseResources();
void ResetResources(int newWidth, int newHeight);
void TurnZBufferOn();
void TurnZBufferOff();
void EnableAlphaBlending();
void DisableAlphaBlending();
private:
bool m_vsync_enabled;
int m_videoCardMemory;
char m_videoCardDescription[128];
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ID3D11RenderTargetView* m_renderTargetView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilState* m_depthStencilState;
ID3D11DepthStencilView* m_depthStencilView;
ID3D11RasterizerState* m_rasterState;
XMMATRIX m_projectionMatrix;
XMMATRIX m_worldMatrix;
XMMATRIX m_orthoMatrix;
D3D11_VIEWPORT m_viewport;
ID3D11DepthStencilState* m_depthDisabledStencilState;
ID3D11BlendState* m_alphaEnableBlendingState;
ID3D11BlendState* m_alphaDisableBlendingState;
};
#endif

1
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<Filter>assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="cube.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="plane.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="alpha01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="light01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="moss01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="normal01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="spec02.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite01.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite02.tga">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite_data_01.txt">
<Filter>Assets</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite01.tga">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite02.tga">
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite03.tga">
<Filter>Assets</Filter>
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="sprite04.tga">
<Filter>Assets</Filter>
<Filter>Assets\Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Color.ps">
<Filter>shader</Filter>
<CopyFileToFolders Include="src\hlsl\alphamap.ps" />
<CopyFileToFolders Include="src\hlsl\alphamap.vs" />
<CopyFileToFolders Include="src\hlsl\celshading.ps" />
<CopyFileToFolders Include="src\hlsl\celshading.vs" />
<CopyFileToFolders Include="src\hlsl\Color.ps" />
<CopyFileToFolders Include="src\hlsl\Color.vs" />
<CopyFileToFolders Include="src\hlsl\font.ps" />
<CopyFileToFolders Include="src\hlsl\font.vs" />
<CopyFileToFolders Include="src\hlsl\light.ps" />
<CopyFileToFolders Include="src\hlsl\light.vs" />
<CopyFileToFolders Include="src\hlsl\lightmap.ps" />
<CopyFileToFolders Include="src\hlsl\lightmap.vs" />
<CopyFileToFolders Include="src\hlsl\Multitexture.ps" />
<CopyFileToFolders Include="src\hlsl\Multitexture.vs" />
<CopyFileToFolders Include="src\hlsl\normalmap.ps" />
<CopyFileToFolders Include="src\hlsl\normalmap.vs" />
<CopyFileToFolders Include="src\hlsl\reflection.ps" />
<CopyFileToFolders Include="src\hlsl\reflection.vs" />
<CopyFileToFolders Include="src\hlsl\refraction.ps" />
<CopyFileToFolders Include="src\hlsl\refraction.vs" />
<CopyFileToFolders Include="src\hlsl\specmap.ps" />
<CopyFileToFolders Include="src\hlsl\specmap.vs" />
<CopyFileToFolders Include="src\hlsl\sunlight.ps" />
<CopyFileToFolders Include="src\hlsl\sunlight.vs" />
<CopyFileToFolders Include="src\hlsl\texture.ps" />
<CopyFileToFolders Include="src\hlsl\texture.vs" />
<CopyFileToFolders Include="src\hlsl\translate.ps" />
<CopyFileToFolders Include="src\hlsl\translate.vs" />
<CopyFileToFolders Include="src\hlsl\transparent.ps" />
<CopyFileToFolders Include="src\hlsl\transparent.vs" />
<CopyFileToFolders Include="src\hlsl\water.ps" />
<CopyFileToFolders Include="src\hlsl\water.vs" />
<CopyFileToFolders Include="src\hlsl\skybox.ps" />
<CopyFileToFolders Include="src\hlsl\skybox.vs" />
<CopyFileToFolders Include="assets\Model\OBJ\skysphere.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="light.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="lightmap.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="lightmap.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="reflection.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="reflection.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="translate.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="translate.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="transparent.ps">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="transparent.vs">
<Filter>shader</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Multitexture.ps">
<CopyFileToFolders Include="assets\Texture\BricksNRM2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="Multitexture.vs">
<CopyFileToFolders Include="assets\Texture\BricksGLOSS2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="normalmap.ps">
<CopyFileToFolders Include="assets\Texture\Bricks2K.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="normalmap.vs">
<CopyFileToFolders Include="assets\Skybox\skybox.png">
<Filter>Assets\Skybox</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="src\hlsl\depth.ps" />
<CopyFileToFolders Include="src\hlsl\depth.vs" />
<CopyFileToFolders Include="assets\Texture\alpha01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\dirt01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="specmap.ps">
<CopyFileToFolders Include="assets\Texture\EmptyTexture.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="specmap.vs">
<CopyFileToFolders Include="assets\Texture\font01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="texture.ps">
<CopyFileToFolders Include="assets\Texture\ground01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="texture.vs">
<CopyFileToFolders Include="assets\Texture\light01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="alphamap.vs">
<CopyFileToFolders Include="assets\Texture\marble01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="alphamap.ps">
<CopyFileToFolders Include="assets\Texture\moss01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="refraction.ps">
<Filter>shader</Filter>
<CopyFileToFolders Include="assets\Texture\normal01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="refraction.vs">
<Filter>shader</Filter>
<CopyFileToFolders Include="assets\Texture\spec02.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="..\KhaoticDemo\water.ps">
<Filter>shader</Filter>
<CopyFileToFolders Include="assets\Texture\sprite01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="water.vs">
<Filter>shader</Filter>
<CopyFileToFolders Include="assets\Texture\sprite02.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="wall.tga">
<Filter>assets</Filter>
<CopyFileToFolders Include="assets\Texture\sprite03.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="water01.tga">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\sprite04.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="bath.txt">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\stone01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="marble01.tga">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\stone01.tga">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="water.txt">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\wall.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="isosphere.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\wall01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="cone.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Texture\water01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="monke.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Model\OBJ\vaisseautri.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="vaisseau.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Model\OBJ\vaisseau.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="86.obj">
<Filter>Assets</Filter>
<CopyFileToFolders Include="assets\Model\OBJ\plane.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\monke.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\isosphere.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\invertcube.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\cone.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\86.obj">
<Filter>Assets\Model\OBJ</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\bath.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\chunk.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\cube.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\ground.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\plane.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\sphere.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\square.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\wall.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\TXT\water.txt">
<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
<None Include="assets\Texture\imgui.ini">
<Filter>Texture</Filter>
</None>
</ItemGroup>
</Project>

View File

@ -1,62 +0,0 @@
#ifndef _FONTSHADERCLASS_H_
#define _FONTSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include "Logger.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: FontShaderClass
////////////////////////////////////////////////////////////////////////////////
class FontShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
struct PixelBufferType
{
XMFLOAT4 pixelColor;
};
public:
FontShaderClass();
FontShaderClass(const FontShaderClass&);
~FontShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
ID3D11Buffer* m_pixelBuffer;
};
#endif

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