Compare commits
21 Commits
V10.0.0
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8b77b189a8
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94fd900ce8 | |||
2744c809d3 | |||
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96aa41f649 | |||
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5a3a4f73a8 | |||
c442a87883 | |||
e681943aa8 | |||
e68f1d5dd0 |
170
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
170
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
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@@ -41,7 +38,120 @@
|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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@@ -58,25 +168,25 @@
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@@ -190,6 +300,20 @@
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<option name="closed" value="true" />
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||||
|
16
README.md
16
README.md
@@ -2,13 +2,13 @@
|
||||
|
||||
Khaotic Engine Reborn reprend comme base le moteur Khaotic Engine pour lui ajouter plus de fonctionalité.
|
||||
|
||||
Ce moteur est basé sur **DirectX11** utilise **ImGui** 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
|
||||
|
||||
@@ -36,13 +36,20 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
|
||||
**SHADER** :
|
||||
|
||||
+ Sunlight shader
|
||||
+ Cel Shading (Work In Progress)
|
||||
+ Cel Shading
|
||||
+ Skysphere
|
||||
|
||||
**Interface Graphique** :
|
||||
|
||||
+ Console link to the Logger object
|
||||
+ Shader Manager
|
||||
+ Engine Settings
|
||||
+ Sunlight Settings
|
||||
|
||||
**Save And Load of a Scene** :
|
||||
|
||||
+ Save All Custom object
|
||||
+ Save All Custom Texture for Custom Object
|
||||
|
||||
**Texture File** :
|
||||
|
||||
@@ -53,10 +60,11 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
|
||||
- Shader rendering
|
||||
- Frustum culling
|
||||
- Object rendering
|
||||
- Terrain Instancing
|
||||
|
||||
## Demo :
|
||||
|
||||
[](https://www.youtube.com/watch?v=qCOCTyB_97c)
|
||||
[](https://youtu.be/DYgT1Nu7B4c)
|
||||
|
||||
## Engine Build by :
|
||||
|
||||
|
0
enginecustom/DemoScene_V10.1.2.ker
Normal file
0
enginecustom/DemoScene_V10.1.2.ker
Normal file
@@ -4,28 +4,28 @@ Size=400,400
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||||
Collapsed=0
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||||
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||||
[Window][Khaotic Engine]
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||||
Pos=1233,27
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Size=343,826
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Pos=1697,27
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Size=343,1094
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Collapsed=0
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DockId=0x00000005,0
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[Window][Objects]
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Pos=8,27
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Collapsed=0
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DockId=0x00000009,0
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[Window][Terrain]
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Pos=299,27
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Size=250,826
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Size=289,547
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||||
Collapsed=0
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DockId=0x00000007,0
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[Window][Terrain]
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Pos=8,576
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Size=289,545
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Collapsed=0
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||||
DockId=0x00000008,0
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||||
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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]
|
||||
Pos=8,27
|
||||
@@ -35,9 +35,9 @@ DockId=0x00000001,2
|
||||
|
||||
[Window][Engine Settings]
|
||||
Pos=8,27
|
||||
Size=289,826
|
||||
Size=289,547
|
||||
Collapsed=0
|
||||
DockId=0x00000009,0
|
||||
DockId=0x00000007,1
|
||||
|
||||
[Window][DockSpace Demo]
|
||||
Size=1584,861
|
||||
@@ -47,11 +47,11 @@ Collapsed=0
|
||||
Pos=8,27
|
||||
Size=1559,974
|
||||
Collapsed=0
|
||||
DockId=0x00000009,0
|
||||
DockId=0x00000007,0
|
||||
|
||||
[Window][DockSpace]
|
||||
Pos=0,0
|
||||
Size=1584,861
|
||||
Size=2048,1129
|
||||
Collapsed=0
|
||||
|
||||
[Window][Add Object]
|
||||
@@ -66,8 +66,8 @@ Collapsed=0
|
||||
DockId=0x0000000C,0
|
||||
|
||||
[Window][Log Window]
|
||||
Pos=8,627
|
||||
Size=1568,226
|
||||
Pos=8,37
|
||||
Size=16,19
|
||||
Collapsed=0
|
||||
DockId=0x00000006,0
|
||||
|
||||
@@ -75,14 +75,14 @@ DockId=0x00000006,0
|
||||
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
|
||||
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
|
||||
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
|
||||
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
|
||||
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=Y
|
||||
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
|
||||
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C
|
||||
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Split=Y Selected=0x031DC75C
|
||||
DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
|
||||
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
|
||||
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
|
||||
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
|
||||
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X
|
||||
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB
|
||||
DockNode ID=0x00000008 Parent=0x0000000B SizeRef=971,826 CentralNode=1 Selected=0x031DC75C
|
||||
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 CentralNode=1
|
||||
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
|
||||
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
|
||||
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
|
||||
|
@@ -1 +1 @@
|
||||
0 86 111.063 12.7056 0 0 -0 0 1 1 1 Content/Assets/Kobject/86.obj CEL_SHADING 1 Cube 1 1
|
||||
1 isosphere 0 10 0 0 -0 0 1 1 1 F:\Github_Repo\khaotic-engine-Reborn\x64\Debug\Content/Assets/Kobject/isosphere.obj SUNLIGHT 1 Unknown 1 0 2 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\stone01.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\dirt01.png 1 assets/Texture/BricksNRM2K.png 1 assets/Texture/BricksGLOSS2K.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\alpha01.png
|
||||
|
@@ -4,28 +4,28 @@ Size=400,400
|
||||
Collapsed=0
|
||||
|
||||
[Window][Khaotic Engine]
|
||||
Pos=1233,27
|
||||
Size=343,826
|
||||
Pos=1281,19
|
||||
Size=303,842
|
||||
Collapsed=0
|
||||
DockId=0x00000005,0
|
||||
|
||||
[Window][Objects]
|
||||
Pos=8,27
|
||||
Size=289,826
|
||||
Collapsed=0
|
||||
DockId=0x00000009,0
|
||||
|
||||
[Window][Terrain]
|
||||
Pos=8,27
|
||||
Size=250,826
|
||||
Pos=0,19
|
||||
Size=281,615
|
||||
Collapsed=0
|
||||
DockId=0x00000007,0
|
||||
|
||||
[Window][Light]
|
||||
Pos=8,27
|
||||
Size=290,866
|
||||
[Window][Terrain]
|
||||
Pos=0,19
|
||||
Size=281,615
|
||||
Collapsed=0
|
||||
DockId=0x00000007,1
|
||||
DockId=0x00000008,0
|
||||
|
||||
[Window][Light]
|
||||
Pos=0,328
|
||||
Size=281,306
|
||||
Collapsed=0
|
||||
DockId=0x00000008,1
|
||||
|
||||
[Window][Shader Manager]
|
||||
Pos=8,27
|
||||
@@ -34,10 +34,10 @@ Collapsed=0
|
||||
DockId=0x00000001,2
|
||||
|
||||
[Window][Engine Settings]
|
||||
Pos=8,27
|
||||
Size=289,826
|
||||
Pos=0,19
|
||||
Size=281,615
|
||||
Collapsed=0
|
||||
DockId=0x00000009,0
|
||||
DockId=0x00000007,1
|
||||
|
||||
[Window][DockSpace Demo]
|
||||
Size=1584,861
|
||||
@@ -47,7 +47,7 @@ Collapsed=0
|
||||
Pos=8,27
|
||||
Size=1559,974
|
||||
Collapsed=0
|
||||
DockId=0x00000009,0
|
||||
DockId=0x00000007,0
|
||||
|
||||
[Window][DockSpace]
|
||||
Pos=0,0
|
||||
@@ -66,24 +66,32 @@ Collapsed=0
|
||||
DockId=0x0000000C,0
|
||||
|
||||
[Window][Log Window]
|
||||
Pos=8,627
|
||||
Size=1568,226
|
||||
Pos=641,636
|
||||
Size=638,225
|
||||
Collapsed=0
|
||||
DockId=0x00000006,0
|
||||
|
||||
[Window][Render Stats]
|
||||
Pos=0,636
|
||||
Size=1279,225
|
||||
Collapsed=0
|
||||
DockId=0x00000004,0
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
|
||||
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
|
||||
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
|
||||
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
|
||||
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
|
||||
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C
|
||||
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
|
||||
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
|
||||
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X
|
||||
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB
|
||||
DockNode ID=0x00000008 Parent=0x0000000B SizeRef=971,826 CentralNode=1 Selected=0x031DC75C
|
||||
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
|
||||
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
|
||||
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
|
||||
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=1584,842 Split=X
|
||||
DockNode ID=0x00000002 Parent=0xCCBD8CF7 SizeRef=1743,826 Split=Y
|
||||
DockNode ID=0x0000000A Parent=0x00000002 SizeRef=1568,599 Split=X
|
||||
DockNode ID=0x00000009 Parent=0x0000000A SizeRef=281,974 Split=Y Selected=0x031DC75C
|
||||
DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
|
||||
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
|
||||
DockNode ID=0x0000000D Parent=0x0000000A SizeRef=1460,974 Split=Y
|
||||
DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 CentralNode=1 Selected=0x321620B2
|
||||
DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
|
||||
DockNode ID=0x0000000E Parent=0x00000002 SizeRef=1568,225 Split=X Selected=0xD99DEA49
|
||||
DockNode ID=0x00000004 Parent=0x0000000E SizeRef=882,225 Selected=0xD99DEA49
|
||||
DockNode ID=0x00000006 Parent=0x0000000E SizeRef=881,225 Selected=0xAB74BEE9
|
||||
DockNode ID=0x00000005 Parent=0xCCBD8CF7 SizeRef=303,826 Selected=0x9F035453
|
||||
|
||||
|
@@ -41,6 +41,7 @@
|
||||
#include <map>
|
||||
#include <algorithm>
|
||||
#include <DirectXMath.h>
|
||||
#include <mutex>
|
||||
|
||||
|
||||
/////////////
|
||||
@@ -67,12 +68,18 @@ public:
|
||||
ApplicationClass();
|
||||
~ApplicationClass();
|
||||
D3DClass* GetDirect3D();
|
||||
|
||||
RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; };
|
||||
RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; };
|
||||
RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; };
|
||||
RenderTextureClass* GetReflectionTexture() const { return m_ReflectionTexture; };
|
||||
|
||||
int GetTotalVertexCount() const;
|
||||
int GetTotalTriangleCount() const;
|
||||
int GetVisibleTriangleCount() const;
|
||||
|
||||
void CreateBigCube(int sideCount);
|
||||
void ProcessTerrainGeneration();
|
||||
bool Initialize(int, int, HWND, bool IsVulkan);
|
||||
void Shutdown();
|
||||
bool Frame(InputClass*);
|
||||
@@ -131,6 +138,19 @@ public:
|
||||
|
||||
Physics* GetPhysics() const { return m_Physics; };
|
||||
|
||||
// ------------------------------------- //
|
||||
// --------------- Stats --------------- //
|
||||
// ------------------------------------- //
|
||||
|
||||
int GetCurrentFps() const;
|
||||
int GetMinFps() const;
|
||||
int GetMaxFps() const;
|
||||
float GetFrameTime() const;
|
||||
int GetDrawCalls() const;
|
||||
void ResetFpsStats();
|
||||
void IncrementDrawCallCount();
|
||||
void ResetDrawCallCount();
|
||||
|
||||
// ----------------------------------- //
|
||||
// ------------- Culling ------------- //
|
||||
// ----------------------------------- //
|
||||
@@ -151,7 +171,7 @@ public:
|
||||
|
||||
// Save and load scene
|
||||
void SaveScene();
|
||||
void LoadScene();
|
||||
bool LoadScene();
|
||||
|
||||
void SetScenePath(std::string path) { m_scenePath = path; };
|
||||
std::wstring GetScenePath();
|
||||
@@ -176,6 +196,18 @@ public :
|
||||
|
||||
private :
|
||||
|
||||
// Thread de culling
|
||||
std::thread m_CullingThread;
|
||||
std::atomic<bool> m_CullingActive;
|
||||
std::mutex m_ObjectsMutex;
|
||||
void CullingThreadFunction();
|
||||
|
||||
|
||||
std::mutex m_TerrainMutex;
|
||||
std::vector<std::tuple<float, float, float, std::string, int>> m_TerrainGenerationData;
|
||||
bool m_TerrainGenerationReady;
|
||||
int m_NextTerrainObjectId;
|
||||
|
||||
// ------------------------------------- //
|
||||
// ------------- DIRECT3D -------------- //
|
||||
// ------------------------------------- //
|
||||
@@ -202,6 +234,7 @@ private :
|
||||
int m_screenWidth, m_screenHeight;
|
||||
CameraClass* m_Camera;
|
||||
PositionClass* m_Position;
|
||||
int m_drawcalls;
|
||||
|
||||
// ------------------------------------ //
|
||||
// ------------- OBJECTS -------------- //
|
||||
|
@@ -28,9 +28,19 @@ public:
|
||||
void Frame();
|
||||
int GetFps();
|
||||
|
||||
int GetMinFps() const;
|
||||
int GetMaxFps() const;
|
||||
float GetFrameTime() const;
|
||||
void ResetStats();
|
||||
|
||||
private:
|
||||
int m_fps, m_count;
|
||||
unsigned long m_startTime;
|
||||
|
||||
int m_minFps;
|
||||
int m_maxFps;
|
||||
float m_frameTime;
|
||||
unsigned long m_previousTime;
|
||||
};
|
||||
|
||||
#endif
|
@@ -38,6 +38,7 @@ public:
|
||||
void WidgetEngineSettingsWindow(ApplicationClass* app);
|
||||
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
|
||||
void WidgetLogWindow(ApplicationClass* app);
|
||||
void WidgetRenderStats(ApplicationClass* app);
|
||||
|
||||
bool ImGuiWidgetRenderer(ApplicationClass* app);
|
||||
|
||||
@@ -65,6 +66,13 @@ private:
|
||||
bool showOldSceneWindow;
|
||||
bool showEngineSettingsWindow;
|
||||
bool showLogWindow;
|
||||
bool showStatsWindow;
|
||||
|
||||
int m_SideCount = 0;
|
||||
|
||||
static const int FRAME_HISTORY_COUNT = 3600; // 1min secondes <20> 60 FPS
|
||||
float m_frameTimeHistory[FRAME_HISTORY_COUNT] = {};
|
||||
int m_frameTimeHistoryIndex = 0;
|
||||
|
||||
bool m_isPhyiscsEnabled = false;
|
||||
bool m_isGravityEnabled = false;
|
||||
|
@@ -32,11 +32,21 @@ enum class TextureType
|
||||
|
||||
struct TextureContainer
|
||||
{
|
||||
|
||||
// Textures
|
||||
std::vector<ID3D11ShaderResourceView*> diffuse;
|
||||
std::vector<ID3D11ShaderResourceView*> normal;
|
||||
std::vector<ID3D11ShaderResourceView*> specular;
|
||||
std::vector<ID3D11ShaderResourceView*> alpha;
|
||||
|
||||
// Textures Paths
|
||||
std::vector<std::wstring> diffusePaths;
|
||||
std::vector<std::wstring> normalPaths;
|
||||
std::vector<std::wstring> specularPaths;
|
||||
std::vector<std::wstring> alphaPaths;
|
||||
|
||||
|
||||
// Get the vector of textures based on the type
|
||||
std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
|
||||
switch (type) {
|
||||
case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
|
||||
@@ -47,6 +57,20 @@ struct TextureContainer
|
||||
}
|
||||
}
|
||||
|
||||
// Get the vector of textures paths based on the type
|
||||
std::vector<std::wstring> GetPaths(TextureType type) const {
|
||||
switch (type)
|
||||
{
|
||||
case TextureType::Diffuse: return std::vector<std::wstring>(diffusePaths);
|
||||
case TextureType::Normal: return std::vector<std::wstring>(normalPaths);
|
||||
case TextureType::Specular: return std::vector<std::wstring>(specularPaths);
|
||||
case TextureType::Alpha: return std::vector<std::wstring>(alphaPaths);
|
||||
default: return std::vector<std::wstring>(diffusePaths);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Get The texture based on the type and index
|
||||
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const {
|
||||
auto& vec = Get(type);
|
||||
if (index >= 0 && index < vec.size())
|
||||
@@ -54,31 +78,53 @@ struct TextureContainer
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Get The texture path based on the type and index
|
||||
std::wstring GetTexturePath(TextureType type, int index) const
|
||||
{
|
||||
std::vector<std::wstring> path = GetPaths(type);
|
||||
if (index >= 0 && index < path.size())
|
||||
return path[index];
|
||||
return L"";
|
||||
}
|
||||
|
||||
// Release all textures and textures paths
|
||||
|
||||
void ReleaseAll() {
|
||||
ReleaseVector(diffuse);
|
||||
ReleaseVector(normal);
|
||||
ReleaseVector(specular);
|
||||
ReleaseVector(alpha);
|
||||
|
||||
ReleaseVector(diffusePaths);
|
||||
ReleaseVector(normalPaths);
|
||||
ReleaseVector(specularPaths);
|
||||
ReleaseVector(alphaPaths);
|
||||
}
|
||||
|
||||
void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture, int index)
|
||||
// Assign a texture and its path to the appropriate vector based on the index
|
||||
void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture , const std::wstring paths, int index)
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
case 0:
|
||||
textContainer.diffuse.push_back(texture);
|
||||
textContainer.diffusePaths.push_back(paths);
|
||||
break;
|
||||
case 1:
|
||||
textContainer.normal.push_back(texture);
|
||||
textContainer.normalPaths.push_back(paths);
|
||||
break;
|
||||
case 2:
|
||||
textContainer.specular.push_back(texture);
|
||||
textContainer.specularPaths.push_back(paths);
|
||||
break;
|
||||
case 3:
|
||||
textContainer.alpha.push_back(texture);
|
||||
textContainer.alphaPaths.push_back(paths);
|
||||
break;
|
||||
default:
|
||||
textContainer.diffuse.push_back(texture);
|
||||
textContainer.diffusePaths.push_back(paths);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -93,6 +139,10 @@ private:
|
||||
}
|
||||
vec.clear();
|
||||
}
|
||||
|
||||
void ReleaseVector(std::vector<std::wstring>& vec) {
|
||||
vec.clear();
|
||||
}
|
||||
};
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: ModelClass
|
||||
@@ -151,7 +201,8 @@ protected:
|
||||
|
||||
public:
|
||||
ModelClass();
|
||||
ModelClass(const ModelClass&);
|
||||
ModelClass(const ModelClass&) = delete;
|
||||
ModelClass& operator=(const ModelClass&) = delete;
|
||||
~ModelClass();
|
||||
|
||||
//bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
|
||||
@@ -163,6 +214,10 @@ public:
|
||||
void Render(ID3D11DeviceContext*);
|
||||
|
||||
int GetIndexCount();
|
||||
int GetVertexCount() const { return m_vertexCount; }
|
||||
|
||||
// TEXTURE //
|
||||
|
||||
//ID3D11ShaderResourceView* GetTexture(int index) const;
|
||||
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
|
||||
|
||||
@@ -173,11 +228,19 @@ public:
|
||||
bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type);
|
||||
bool AddTexture(ID3D11ShaderResourceView* texture, TextureType type);
|
||||
|
||||
void SetTextureContainer (TextureContainer& texturesContainer) { m_Textures = texturesContainer; }
|
||||
TextureContainer GetTextureContainer() const { return m_Textures; }
|
||||
|
||||
bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
|
||||
|
||||
protected:
|
||||
int m_vertexCount, m_indexCount;
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
void RenderBuffers(ID3D11DeviceContext*);
|
||||
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, vector<string> filename);
|
||||
void ReleaseTextures();
|
||||
|
||||
bool LoadModel(char*);
|
||||
@@ -188,8 +251,6 @@ private:
|
||||
void CalculateModelVectors();
|
||||
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
|
||||
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
int m_vertexCount, m_indexCount;
|
||||
TextureContainer m_Textures;
|
||||
ModelType* m_model;
|
||||
};
|
||||
|
@@ -3,6 +3,8 @@
|
||||
#include <WICTextureLoader.h>
|
||||
#include <SimpleMath.h>
|
||||
|
||||
#include "d3dclass.h"
|
||||
|
||||
enum class ObjectType
|
||||
{
|
||||
Sphere,
|
||||
@@ -30,6 +32,9 @@ public:
|
||||
Object();
|
||||
~Object();
|
||||
|
||||
Object(const Object&) = delete;
|
||||
Object& operator=(const Object&) = delete;
|
||||
|
||||
void SetScaleMatrix(XMMATRIX scaleMatrix);
|
||||
void SetRotateMatrix(XMMATRIX rotateMatrix);
|
||||
void SetTranslateMatrix(XMMATRIX translateMatrix);
|
||||
@@ -61,7 +66,8 @@ public:
|
||||
bool IsGrounded() const;
|
||||
bool IsPhysicsEnabled() const;
|
||||
void SetPhysicsEnabled(bool state);
|
||||
|
||||
void SetVisible (bool state) { m_isVisible = state; }
|
||||
bool IsVisible() const { return m_isVisible; }
|
||||
|
||||
void UpdateWorldMatrix();
|
||||
void UpdateSRMatrix();
|
||||
@@ -96,6 +102,14 @@ public:
|
||||
std::string ObjectTypeToString(ObjectType objectType);
|
||||
|
||||
void LaunchObject();
|
||||
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
|
||||
D3DClass* m_Direct3D);
|
||||
bool SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms);
|
||||
void EnableInstancing(bool enabled);
|
||||
void SetInstanceCount(int count);
|
||||
bool IsInstancingEnabled() const;
|
||||
int GetInstanceCount() const;
|
||||
ID3D11Buffer* GetInstanceBuffer() const;
|
||||
void SetAlpha(float alpha) { m_alpha = alpha; }
|
||||
float GetAlpha() const { return m_alpha; }
|
||||
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
|
||||
@@ -124,18 +138,17 @@ private:
|
||||
float m_mass;
|
||||
bool m_isGrounded;
|
||||
bool m_isPhysicsEnabled;
|
||||
bool m_isVisible;
|
||||
|
||||
std::string m_name;
|
||||
ObjectType m_type = ObjectType::Unknown;
|
||||
|
||||
|
||||
ShaderType m_activeShader = ShaderType::LIGHTING;
|
||||
|
||||
float m_boundingRadius;
|
||||
std::wstring m_modelPath;
|
||||
TextureContainer m_texturesContainer;
|
||||
float m_alpha = 0.0f;
|
||||
float m_initialStretch = 0.0f;
|
||||
float m_springConstant = 10.0f;
|
||||
|
||||
|
||||
};
|
||||
|
@@ -48,7 +48,6 @@ Object* Skybox::ConstructSkybox()
|
||||
}
|
||||
SkyboxTextures.diffuse.push_back(texture);
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Create the model object
|
||||
|
@@ -48,18 +48,25 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
|
||||
TrueLightPosition = XMFLOAT3(0.0f, 0.0f, 0.0f);
|
||||
m_LightModel = nullptr;
|
||||
m_renderCount = 0;
|
||||
m_drawcalls = 0;
|
||||
}
|
||||
|
||||
ApplicationClass::~ApplicationClass()
|
||||
{
|
||||
m_ShouldQuit = true;
|
||||
m_CullingActive = false;
|
||||
|
||||
// Joindre le thread pour s'assurer qu'il se termine correctement
|
||||
// Joindre les threads pour s'assurer qu'ils se terminent correctement
|
||||
if (m_PhysicsThread.joinable())
|
||||
{
|
||||
m_PhysicsThread.join();
|
||||
}
|
||||
|
||||
if (m_CullingThread.joinable())
|
||||
{
|
||||
m_CullingThread.join();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -467,6 +474,9 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
skybox->Initialize(m_Direct3D);
|
||||
m_Skybox.push_back(skybox->ConstructSkybox());
|
||||
|
||||
m_CullingActive = true;
|
||||
m_CullingThread = std::thread(&ApplicationClass::CullingThreadFunction, this);
|
||||
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
@@ -709,6 +719,9 @@ void ApplicationClass::Shutdown()
|
||||
bool ApplicationClass::Frame(InputClass* Input)
|
||||
{
|
||||
|
||||
ProcessTerrainGeneration();
|
||||
ResetDrawCallCount();
|
||||
|
||||
int mouseX, mouseY, currentMouseX, currentMouseY;
|
||||
bool result, leftMouseDown, rightMouseDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
|
||||
float rotationY, rotationX, positionX, positionY, positionZ;
|
||||
@@ -1192,82 +1205,74 @@ int ApplicationClass::GetScreenHeight() const
|
||||
|
||||
void ApplicationClass::GenerateTerrain()
|
||||
{
|
||||
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration du terrain avec instanciation", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
Logger::Get().Log("Generating terrain", __FILE__, __LINE__);
|
||||
// Nettoyer les objets terrain existants pour <20>viter les fuites
|
||||
for (auto* chunk : m_terrainChunk)
|
||||
{
|
||||
if (chunk)
|
||||
{
|
||||
chunk->Shutdown();
|
||||
delete chunk;
|
||||
}
|
||||
}
|
||||
m_terrainChunk.clear();
|
||||
|
||||
// Dimensions du terrain
|
||||
float scaleX = 10.0f;
|
||||
float scaleY = 1.0f;
|
||||
float scaleZ = 10.0f;
|
||||
int gridSizeX = 20;
|
||||
int gridSizeZ = 20;
|
||||
|
||||
// Cr<43>er un conteneur de textures partag<61>
|
||||
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");
|
||||
|
||||
// Pr<50>charger les textures une seule fois
|
||||
ModelClass* sharedModel = new ModelClass();
|
||||
sharedModel->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureContainer);
|
||||
|
||||
char modelFilename[128];
|
||||
|
||||
XMMATRIX scaleMatrix;
|
||||
float scaleX, scaleY, scaleZ;
|
||||
|
||||
scaleX = 10.0f;
|
||||
scaleY = 1.0f;
|
||||
scaleZ = 10.0f;
|
||||
|
||||
scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ);
|
||||
|
||||
// Set the file name of the model.
|
||||
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
|
||||
|
||||
// Liste des fichiers de texture
|
||||
std::vector<std::wstring> terrainTexture = {
|
||||
L"assets/Texture/Bricks2K.png",
|
||||
L"assets/Texture/BricksNRM2K.png",
|
||||
L"assets/Texture/BricksGLOSS2K.png"
|
||||
};
|
||||
|
||||
TextureContainer TerrainTextures;
|
||||
int i = 0;
|
||||
for (const auto& textureFilename : terrainTexture)
|
||||
// G<>n<EFBFBD>rer les tuiles de terrain
|
||||
for (int i = 0; i < gridSizeX; i++)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
HRESULT result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
|
||||
if (FAILED(result))
|
||||
for (int j = 0; j < gridSizeZ; j++)
|
||||
{
|
||||
// Utiliser _com_error pour obtenir des informations d<>taill<6C>es sur l'erreur
|
||||
_com_error err(result);
|
||||
LPCTSTR errMsg = err.ErrorMessage();
|
||||
|
||||
//convertie errMessage en std::wstring
|
||||
std::wstring ws(errMsg);
|
||||
std::string str(ws.begin(), ws.end());
|
||||
|
||||
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()) +
|
||||
"\nError: " + std::to_string(result) +
|
||||
"\nDescription: " + str,
|
||||
__FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return ; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
|
||||
}
|
||||
TerrainTextures.AssignTexture(TerrainTextures, texture, i);
|
||||
i++;
|
||||
|
||||
|
||||
// log success message
|
||||
Logger::Get().Log("Texture loaded: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
// Cr<43>er un nouvel objet de terrain
|
||||
Object* terrain = new Object();
|
||||
|
||||
// Initialiser avec le mod<6F>le et les textures pr<70>charg<72>es
|
||||
if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
|
||||
{
|
||||
Logger::Get().Log("<EFBFBD>chec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
delete terrain;
|
||||
continue;
|
||||
}
|
||||
|
||||
std::filesystem::path p(modelFilename);
|
||||
std::string filenameWithoutExtension = p.stem().string();
|
||||
// D<>finir la position dans la grille
|
||||
XMFLOAT3 position(i * scaleX, -12.0f, j * scaleZ);
|
||||
XMFLOAT3 scale(scaleX, scaleY, scaleZ);
|
||||
|
||||
terrain->SetPosition(XMLoadFloat3(&position));
|
||||
terrain->SetScale(XMLoadFloat3(&scale));
|
||||
|
||||
// for loop to generate terrain chunks for a 10x10 grid
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
for (int j = 0; j < 20; j++)
|
||||
{
|
||||
Object* newTerrain = new Object();
|
||||
newTerrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, TerrainTextures);
|
||||
newTerrain->SetScaleMatrix(scaleMatrix);
|
||||
newTerrain->SetTranslateMatrix(XMMatrixTranslation(i / 2 * scaleX , -12.0f, j * scaleZ));
|
||||
newTerrain->SetName(filenameWithoutExtension);
|
||||
newTerrain->SetType(ObjectType::Cube);
|
||||
newTerrain->SetActiveShader(ShaderType::SUNLIGHT);
|
||||
m_terrainChunk.push_back(newTerrain);
|
||||
// Configurer les propri<72>t<EFBFBD>s
|
||||
terrain->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
|
||||
terrain->SetType(ObjectType::Cube);
|
||||
terrain->SetActiveShader(ShaderType::SUNLIGHT);
|
||||
terrain->SetId(m_ObjectId++);
|
||||
|
||||
// Ajouter <20> la liste des chunks de terrain
|
||||
m_terrainChunk.push_back(terrain);
|
||||
}
|
||||
}
|
||||
|
||||
Logger::Get().Log("Terrain g<>n<EFBFBD>r<EFBFBD> avec " + std::to_string(m_terrainChunk.size()) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
|
||||
void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
@@ -1276,18 +1281,15 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
|
||||
char modelFilename[128];
|
||||
vector<string> Filename;
|
||||
HRESULT result;
|
||||
|
||||
TextureContainer KobjectsTextures;
|
||||
filesystem::path p(filepath);
|
||||
string filename = p.stem().string();
|
||||
|
||||
size_t convertedChars = 0;
|
||||
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
|
||||
(void)wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
|
||||
|
||||
filesystem::current_path(m_WFolder);
|
||||
|
||||
TextureContainer KobjectsTextures;
|
||||
|
||||
// Liste des fichiers de texture
|
||||
std::vector<std::wstring> kobjTexture = {
|
||||
L"assets/Texture/Bricks2K.png",
|
||||
@@ -1295,21 +1297,8 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
L"assets/Texture/BricksGLOSS2K.png"
|
||||
};
|
||||
|
||||
int i = 0;
|
||||
for (const auto& textureFilename : kobjTexture)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// Handle error
|
||||
}
|
||||
KobjectsTextures.AssignTexture(KobjectsTextures, texture, i);
|
||||
i++;
|
||||
|
||||
}
|
||||
|
||||
Object* newObject = new Object();
|
||||
newObject->LoadTexturesFromPath(kobjTexture,KobjectsTextures, m_Direct3D); // Load textures from the path
|
||||
newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, KobjectsTextures);
|
||||
newObject->SetMass(1.0f);
|
||||
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
|
||||
@@ -1330,12 +1319,10 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
|
||||
|
||||
void ApplicationClass::AddCube()
|
||||
{
|
||||
|
||||
Logger::Get().Log("Adding cube", __FILE__, __LINE__);
|
||||
|
||||
char modelFilename[128];
|
||||
HRESULT result;
|
||||
|
||||
TextureContainer CubeTexture;
|
||||
// Set the file name of the model.
|
||||
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
|
||||
|
||||
@@ -1344,27 +1331,11 @@ void ApplicationClass::AddCube()
|
||||
L"assets/Texture/Bricks2K.png"
|
||||
};
|
||||
|
||||
TextureContainer CubeTexture;
|
||||
int i = 0;
|
||||
|
||||
for (const auto& textureFilename : cubeTexture)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.c_str(), nullptr, &texture);
|
||||
if (FAILED(result))
|
||||
{
|
||||
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
CubeTexture.AssignTexture(CubeTexture, texture, i);
|
||||
i++;
|
||||
}
|
||||
|
||||
static int cubeCount = 0;
|
||||
float position = cubeCount * 2.0f;
|
||||
Object* newCube = new Object();
|
||||
newCube->LoadTexturesFromPath(cubeTexture, CubeTexture, m_Direct3D); // Load textures from the path
|
||||
newCube->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, CubeTexture);
|
||||
|
||||
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
|
||||
|
||||
m_cubes.push_back(newCube);
|
||||
@@ -1631,15 +1602,77 @@ void ApplicationClass::SetScreenWidth(int width)
|
||||
m_screenWidth = width;
|
||||
}
|
||||
|
||||
void ApplicationClass::CullingThreadFunction()
|
||||
{
|
||||
Logger::Get().Log("Thread de culling d<>marr<72>", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
while (m_CullingActive)
|
||||
{
|
||||
// Construction du frustum une fois par cycle de culling
|
||||
ConstructFrustum();
|
||||
|
||||
// S'assurer que la skybox est toujours visible
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
|
||||
for (auto* skyboxObject : m_Skybox)
|
||||
{
|
||||
if (skyboxObject)
|
||||
{
|
||||
skyboxObject->SetVisible(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Traitement des files d'objets normaux (sans la skybox)
|
||||
std::vector<std::reference_wrapper<std::vector<Object*>>> queues = {
|
||||
std::ref(m_object), std::ref(m_cubes), std::ref(m_terrainChunk)
|
||||
};
|
||||
|
||||
for (auto& queueRef : queues)
|
||||
{
|
||||
std::vector<Object*>& queue = queueRef.get();
|
||||
|
||||
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
|
||||
|
||||
for (auto* object : queue)
|
||||
{
|
||||
if (!object) continue;
|
||||
|
||||
// Extraction des donn<6E>es de position
|
||||
XMVECTOR position = object->GetPosition();
|
||||
float x = XMVectorGetX(position);
|
||||
float y = XMVectorGetY(position);
|
||||
float z = XMVectorGetZ(position);
|
||||
|
||||
// Calcul du rayon approximatif
|
||||
XMVECTOR scale = object->GetScale();
|
||||
float radius = max(max(XMVectorGetX(scale), XMVectorGetY(scale)), XMVectorGetZ(scale));
|
||||
|
||||
// V<>rification du frustum
|
||||
bool visible = m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance());
|
||||
object->SetVisible(visible);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Pause pour <20>viter de surcharger le CPU
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(16)); // ~60 Hz
|
||||
}
|
||||
|
||||
Logger::Get().Log("Thread de culling termin<69>", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
|
||||
{
|
||||
XMMATRIX worldMatrix, scaleMatrix, rotateMatrix, translateMatrix, srMatrix;
|
||||
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
|
||||
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix ;
|
||||
bool result;
|
||||
|
||||
int renderCount = 0;
|
||||
|
||||
ConstructFrustum();
|
||||
|
||||
//ConstructFrustum();
|
||||
|
||||
for (const auto& RenderQueue : RenderQueues)
|
||||
{
|
||||
@@ -1658,20 +1691,13 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
return false;
|
||||
}
|
||||
|
||||
XMVECTOR objposition = object->GetPosition();
|
||||
float x = XMVectorGetX(objposition);
|
||||
float y = XMVectorGetY(objposition);
|
||||
float z = XMVectorGetZ(objposition);
|
||||
float radius = object->GetBoundingRadius();
|
||||
|
||||
// Check if the object has physics enabled
|
||||
if (object->IsPhysicsEnabled())
|
||||
{
|
||||
object->UpdatePosition(m_Timer->GetTime());
|
||||
}
|
||||
|
||||
// V<>rifie si l'objet est dans le frustum
|
||||
if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
|
||||
if (!object->IsVisible())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -1682,8 +1708,10 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
rotateMatrix = object->GetRotateMatrix();
|
||||
translateMatrix = object->GetTranslateMatrix();
|
||||
|
||||
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
|
||||
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
|
||||
XMMATRIX worldMatrix = XMMatrixMultiply(
|
||||
XMMatrixMultiply(scaleMatrix, rotateMatrix),
|
||||
translateMatrix
|
||||
);
|
||||
|
||||
object->Render(m_Direct3D->GetDeviceContext());
|
||||
|
||||
@@ -1870,6 +1898,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
IncrementDrawCallCount();
|
||||
}
|
||||
|
||||
if (isSkybox)
|
||||
@@ -2042,6 +2072,7 @@ void ApplicationClass::SaveScene() {
|
||||
XMStoreFloat3(&scale, object->GetScale());
|
||||
XMStoreFloat3(&rotation, object->GetRotation());
|
||||
|
||||
// <20>crire les donn<6E>es de base de l'objet
|
||||
outFile << object->GetId() << " "
|
||||
<< object->GetName() << " "
|
||||
<< position.x << " " << position.y << " " << position.z << " "
|
||||
@@ -2052,14 +2083,51 @@ void ApplicationClass::SaveScene() {
|
||||
<< object->GetBoundingRadius() << " "
|
||||
<< object->ObjectTypeToString(object->GetType()) << " "
|
||||
<< object->GetMass() << " "
|
||||
<< object->IsPhysicsEnabled() << std::endl;
|
||||
<< object->IsPhysicsEnabled();
|
||||
|
||||
// Sauvegarder les chemins des textures
|
||||
// Format: nombre de textures diffuses, puis les chemins
|
||||
// M<>me chose pour les autres types de textures
|
||||
|
||||
// Textures diffuses
|
||||
const auto& diffusePaths = object->GetTextureContainer().GetPaths(TextureType::Diffuse);
|
||||
outFile << " " << diffusePaths.size();
|
||||
for (const auto& path : diffusePaths) {
|
||||
outFile << " " << ConvertWStringToString(path);
|
||||
}
|
||||
|
||||
// Textures normales
|
||||
const auto& normalPaths = object->GetTextureContainer().GetPaths(TextureType::Normal);
|
||||
outFile << " " << normalPaths.size();
|
||||
for (const auto& path : normalPaths) {
|
||||
outFile << " " << ConvertWStringToString(path);
|
||||
}
|
||||
|
||||
// Textures sp<73>culaires
|
||||
const auto& specularPaths = object->GetTextureContainer().GetPaths(TextureType::Specular);
|
||||
outFile << " " << specularPaths.size();
|
||||
for (const auto& path : specularPaths) {
|
||||
outFile << " " << ConvertWStringToString(path);
|
||||
}
|
||||
|
||||
// Textures alpha
|
||||
const auto& alphaPaths = object->GetTextureContainer().GetPaths(TextureType::Alpha);
|
||||
outFile << " " << alphaPaths.size();
|
||||
for (const auto& path : alphaPaths) {
|
||||
outFile << " " << ConvertWStringToString(path);
|
||||
}
|
||||
|
||||
outFile << std::endl;
|
||||
}
|
||||
|
||||
outFile.close();
|
||||
Logger::Get().Log("Scene saved successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
Logger::Get().Log("Scene saved successfully to " + m_scenePath, __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
|
||||
void ApplicationClass::LoadScene() {
|
||||
|
||||
|
||||
bool ApplicationClass::LoadScene() {
|
||||
Logger::Get().Log("Loading scene from " , __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
std::wstring scenePath = GetScenePath();
|
||||
if (!scenePath.empty())
|
||||
@@ -2069,22 +2137,34 @@ void ApplicationClass::LoadScene() {
|
||||
|
||||
if (m_scenePath.empty()) {
|
||||
Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
std::ifstream inFile(m_scenePath);
|
||||
std::ifstream inFile(scenePath);
|
||||
if (!inFile.is_open()) {
|
||||
Logger::Get().Log("Failed to open file for loading scene", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
Logger::Get().Log("Failed to open file for loading scene: ", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Nettoyer les objets existants
|
||||
for (auto& obj : m_object) {
|
||||
if (obj) {
|
||||
obj->Shutdown();
|
||||
delete obj;
|
||||
}
|
||||
}
|
||||
m_object.clear();
|
||||
m_ObjectId = 0;
|
||||
|
||||
// Sauvegarder le r<>pertoire de travail actuel
|
||||
std::wstring currentDirectory = m_WFolder;
|
||||
|
||||
std::string line;
|
||||
while (std::getline(inFile, line)) {
|
||||
std::istringstream iss(line);
|
||||
int id;
|
||||
std::string name;
|
||||
float posX, posY, posZ;
|
||||
float rotX, rotY, rotZ;
|
||||
float scaleX, scaleY, scaleZ;
|
||||
XMFLOAT3 position, rotation, scale;
|
||||
std::string modelPath;
|
||||
std::string shaderTypeStr;
|
||||
float boundingRadius;
|
||||
@@ -2092,28 +2172,132 @@ void ApplicationClass::LoadScene() {
|
||||
float mass;
|
||||
bool physicsEnabled;
|
||||
|
||||
while (inFile >> id >> name >> posX >> posY >> posZ >> rotX >> rotY >> rotZ >> scaleX >> scaleY >> scaleZ >> modelPath >> shaderTypeStr >> boundingRadius >> objectTypeStr >> mass >> physicsEnabled) {
|
||||
int size_needed = MultiByteToWideChar(CP_UTF8, 0, modelPath.c_str(), (int)modelPath.size(), NULL, 0);
|
||||
std::wstring wModelPath(size_needed, 0);
|
||||
MultiByteToWideChar(CP_UTF8, 0, modelPath.c_str(), (int)modelPath.size(), &wModelPath[0], size_needed);
|
||||
// Lire les donn<6E>es de base de l'objet
|
||||
iss >> id >> name
|
||||
>> position.x >> position.y >> position.z
|
||||
>> rotation.x >> rotation.y >> rotation.z
|
||||
>> scale.x >> scale.y >> scale.z
|
||||
>> modelPath >> shaderTypeStr
|
||||
>> boundingRadius >> objectTypeStr
|
||||
>> mass >> physicsEnabled;
|
||||
|
||||
AddKobject(wModelPath);
|
||||
if (iss.fail()) {
|
||||
Logger::Get().Log("Failed to parse object data", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
continue;
|
||||
}
|
||||
|
||||
Object* newObject = m_object.back();
|
||||
// Cr<43>er un nouvel objet
|
||||
Object* newObject = new Object();
|
||||
|
||||
// Convertir le chemin du mod<6F>le en wstring
|
||||
std::wstring wModelPath(modelPath.begin(), modelPath.end());
|
||||
|
||||
// V<>rifier si le chemin est relatif (ne commence pas par un disque comme C:)
|
||||
if (modelPath.length() > 1 && modelPath[1] != ':') {
|
||||
// C'est un chemin relatif, pr<70>fixer avec le r<>pertoire de travail
|
||||
if (currentDirectory.back() != L'/' && currentDirectory.back() != L'\\') {
|
||||
// Ajouter un s<>parateur si n<>cessaire
|
||||
wModelPath = currentDirectory + L"\\" + wModelPath;
|
||||
} else {
|
||||
wModelPath = currentDirectory + wModelPath;
|
||||
}
|
||||
}
|
||||
|
||||
// Cr<43>er le conteneur de textures pour stocker les chemins
|
||||
TextureContainer objectTextures;
|
||||
|
||||
// IMPORTANT: Vider les conteneurs de chemins de textures
|
||||
objectTextures.diffusePaths.clear();
|
||||
objectTextures.normalPaths.clear();
|
||||
objectTextures.specularPaths.clear();
|
||||
objectTextures.alphaPaths.clear();
|
||||
|
||||
// Lire les chemins des textures diffuses
|
||||
int diffuseTextureCount;
|
||||
iss >> diffuseTextureCount;
|
||||
for (int i = 0; i < diffuseTextureCount; i++) {
|
||||
std::string texturePath;
|
||||
iss >> texturePath;
|
||||
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
|
||||
objectTextures.diffusePaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// Lire les chemins des textures normales
|
||||
int normalTextureCount;
|
||||
iss >> normalTextureCount;
|
||||
for (int i = 0; i < normalTextureCount; i++) {
|
||||
std::string texturePath;
|
||||
iss >> texturePath;
|
||||
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
|
||||
objectTextures.normalPaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// Lire les chemins des textures sp<73>culaires
|
||||
int specularTextureCount;
|
||||
iss >> specularTextureCount;
|
||||
for (int i = 0; i < specularTextureCount; i++) {
|
||||
std::string texturePath;
|
||||
iss >> texturePath;
|
||||
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
|
||||
objectTextures.specularPaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// Lire les chemins des textures alpha
|
||||
int alphaTextureCount;
|
||||
iss >> alphaTextureCount;
|
||||
for (int i = 0; i < alphaTextureCount; i++) {
|
||||
std::string texturePath;
|
||||
iss >> texturePath;
|
||||
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
|
||||
objectTextures.alphaPaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// preload texture
|
||||
if (!newObject->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), objectTextures))
|
||||
{
|
||||
// G<>rer l'erreur
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialiser l'objet avec le mod<6F>le et les chemins de textures
|
||||
char modelFilename[256];
|
||||
size_t convertedChars = 0;
|
||||
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
|
||||
|
||||
Logger::Get().Log("Loading model: " + std::string(modelFilename), __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// NE PAS charger les textures avant Initialize
|
||||
// Laisser la m<>thode Initialize s'en charger <20> partir des chemins
|
||||
if (!newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, objectTextures)) {
|
||||
Logger::Get().Log("Failed to initialize object: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
delete newObject;
|
||||
continue;
|
||||
}
|
||||
|
||||
// D<>finir les propri<72>t<EFBFBD>s de l'objet
|
||||
newObject->SetId(id);
|
||||
newObject->SetName(name);
|
||||
newObject->SetPosition(XMVectorSet(posX, posY, posZ, 0.0f));
|
||||
newObject->SetRotation(XMVectorSet(rotX, rotY, rotZ, 0.0f));
|
||||
newObject->SetScale(XMVectorSet(scaleX, scaleY, scaleZ, 0.0f));
|
||||
newObject->SetPosition(XMLoadFloat3(&position));
|
||||
newObject->SetRotation(XMLoadFloat3(&rotation));
|
||||
newObject->SetScale(XMLoadFloat3(&scale));
|
||||
newObject->SetModelPath(wModelPath);
|
||||
newObject->SetActiveShader(newObject->StringToShaderType(shaderTypeStr));
|
||||
newObject->SetBoundingRadius(boundingRadius);
|
||||
newObject->SetType(newObject->StringToObjectType(objectTypeStr));
|
||||
newObject->SetMass(mass);
|
||||
newObject->SetPhysicsEnabled(physicsEnabled);
|
||||
|
||||
// Mettre <20> jour l'ID global si n<>cessaire
|
||||
if (id >= m_ObjectId) {
|
||||
m_ObjectId = id + 1;
|
||||
}
|
||||
|
||||
inFile.close();
|
||||
Logger::Get().Log("Scene loaded successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
m_object.push_back(newObject);
|
||||
Logger::Get().Log("Loaded object: " + name, __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
|
||||
Logger::Get().Log("Scene loaded successfully from ", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
return true;
|
||||
}
|
||||
|
||||
std::wstring ApplicationClass::GetScenePath()
|
||||
@@ -2141,3 +2325,263 @@ std::wstring ApplicationClass::GetScenePath()
|
||||
}
|
||||
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("Lancement de la g<>n<EFBFBD>ration du terrain dans un thread s<>par<61>", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// Cr<43>er un thread qui ex<65>cutera la g<>n<EFBFBD>ration du terrain
|
||||
std::thread generationThread([this, sideCount]() {
|
||||
Logger::Get().Log("Thread de g<>n<EFBFBD>ration de terrain d<>marr<72>", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// Stockage temporaire pour les nouveaux objets
|
||||
std::vector<Object*> newTerrainChunks;
|
||||
|
||||
// Dimensions du terrain
|
||||
float scaleX = 1.0f;
|
||||
float scaleY = 1.0f;
|
||||
float scaleZ = 1.0f;
|
||||
|
||||
// Pr<50>parer les donn<6E>es pour la cr<63>ation des cubes
|
||||
std::vector<std::tuple<float, float, float, std::string, int>> cubeData;
|
||||
int objectId = m_ObjectId;
|
||||
|
||||
// G<>n<EFBFBD>rer les donn<6E>es des cubes
|
||||
for (int i = 0; i < sideCount; i++) {
|
||||
for (int j = 0; j < sideCount; j++) {
|
||||
for (int k = 0; k < sideCount; k++) {
|
||||
// V<>rifier si nous devons arr<72>ter le thread
|
||||
if (m_ShouldQuit) {
|
||||
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration de terrain annul<75>e", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// Position et nom du cube
|
||||
float posX = i * scaleX;
|
||||
float posY = k * scaleY;
|
||||
float posZ = j * scaleZ;
|
||||
std::string name = "TerrainTile_" + std::to_string(i) + "_" + std::to_string(j) + "_" + std::to_string(k);
|
||||
|
||||
// Stocker les donn<6E>es du cube
|
||||
cubeData.push_back(std::make_tuple(posX, posY, posZ, name, objectId++));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Synchroniser avec le thread principal pour cr<63>er les objets
|
||||
// Cette partie doit <20>tre ex<65>cut<75>e dans le thread principal (via une file d'attente ou autre m<>canisme)
|
||||
std::lock_guard<std::mutex> lock(m_TerrainMutex);
|
||||
m_TerrainGenerationData = std::move(cubeData);
|
||||
m_TerrainGenerationReady = true;
|
||||
m_NextTerrainObjectId = objectId;
|
||||
|
||||
Logger::Get().Log("Donn<EFBFBD>es de g<>n<EFBFBD>ration de terrain pr<70>par<61>es (" + std::to_string(m_TerrainGenerationData.size()) + " cubes)", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
});
|
||||
|
||||
// D<>tacher le thread pour qu'il s'ex<65>cute en arri<72>re-plan
|
||||
generationThread.detach();
|
||||
}
|
||||
|
||||
void ApplicationClass::ProcessTerrainGeneration()
|
||||
{
|
||||
// V<>rifier si des donn<6E>es de terrain sont pr<70>tes <20> <20>tre trait<69>es
|
||||
if (!m_TerrainGenerationReady) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Acqu<71>rir les donn<6E>es g<>n<EFBFBD>r<EFBFBD>es
|
||||
std::vector<std::tuple<float, float, float, std::string, int>> cubeData;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_TerrainMutex);
|
||||
cubeData = std::move(m_TerrainGenerationData);
|
||||
m_TerrainGenerationData.clear();
|
||||
m_TerrainGenerationReady = false;
|
||||
m_ObjectId = m_NextTerrainObjectId;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Cr<EFBFBD>ation des objets terrain <20> partir des donn<6E>es pr<70>par<61>es", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// Nettoyer les objets terrain existants
|
||||
for (auto* chunk : m_terrainChunk)
|
||||
{
|
||||
if (chunk) {
|
||||
chunk->Shutdown();
|
||||
delete chunk;
|
||||
}
|
||||
}
|
||||
m_terrainChunk.clear();
|
||||
|
||||
// Cr<43>er un conteneur de textures partag<61>
|
||||
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");
|
||||
|
||||
// Pr<50>charger 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");
|
||||
|
||||
// Cr<43>er les objets <20> partir des donn<6E>es
|
||||
for (const auto& [posX, posY, posZ, name, id] : cubeData)
|
||||
{
|
||||
// Cr<43>er un nouvel objet de terrain
|
||||
Object* terrain = new Object();
|
||||
|
||||
// Initialiser avec le mod<6F>le et les textures
|
||||
if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
|
||||
{
|
||||
Logger::Get().Log("<EFBFBD>chec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
delete terrain;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Configurer l'objet
|
||||
XMFLOAT3 position(posX, posY, posZ);
|
||||
XMFLOAT3 scale(1.0f, 1.0f, 1.0f);
|
||||
|
||||
terrain->SetPosition(XMLoadFloat3(&position));
|
||||
terrain->SetScale(XMLoadFloat3(&scale));
|
||||
terrain->SetName(name);
|
||||
terrain->SetType(ObjectType::Cube);
|
||||
terrain->SetActiveShader(ShaderType::TEXTURE);
|
||||
terrain->SetId(id);
|
||||
|
||||
// Ajouter <20> la liste des chunks de terrain
|
||||
m_terrainChunk.push_back(terrain);
|
||||
}
|
||||
|
||||
delete sharedModel;
|
||||
|
||||
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration du terrain termin<69>e avec " + std::to_string(m_terrainChunk.size()) + " cubes", __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 <20> z<>ro
|
||||
for (int i = 0; i < FRAME_HISTORY_COUNT; i++)
|
||||
{
|
||||
m_frameTimeHistory[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
imguiManager::~imguiManager()
|
||||
@@ -20,20 +27,118 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
io = &ImGui::GetIO();
|
||||
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
|
||||
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
|
||||
io->FontGlobalScale = 1.0f;
|
||||
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(m_device, m_deviceContext);
|
||||
|
||||
// Setup style
|
||||
// Appliquer un th<74>me sombre de base
|
||||
ImGui::StyleColorsDark();
|
||||
// Set the window background color to be a transparent black/gray
|
||||
ImGui::GetStyle().Colors[ImGuiCol_WindowBg] = ImVec4(0, 0, 0, 0.5f);
|
||||
// Set the menu bar background color to be a transparent black/gray
|
||||
ImGui::GetStyle().Colors[ImGuiCol_MenuBarBg] = ImVec4(0, 0, 0, 0.5f);
|
||||
|
||||
// D<>finir les couleurs pour une interface de type <20>diteur sobre
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
|
||||
// Palette de couleurs sobres inspir<69>e des <20>diteurs modernes
|
||||
ImVec4 background_dark = ImVec4(0.10f, 0.10f, 0.10f, 1.00f); // Fond fonc<6E>
|
||||
ImVec4 background = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); // Fond principal
|
||||
ImVec4 background_light = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Fond clair
|
||||
ImVec4 accent = ImVec4(0.14f, 0.44f, 0.80f, 0.50f); // Accent bleu
|
||||
ImVec4 accent_light = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); // Accent bleu vif
|
||||
ImVec4 text = ImVec4(1.0f, 1.0f, 1.0f, 1.00f); // Texte plus blanc
|
||||
ImVec4 text_dim = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
|
||||
|
||||
// Ajustements de style g<>n<EFBFBD>raux
|
||||
style.WindowPadding = ImVec2(4.0f, 4.0f); // Moins de padding dans les fen<65>tres
|
||||
style.FramePadding = ImVec2(4.0f, 3.0f); // Moins de padding dans les cadres
|
||||
style.ItemSpacing = ImVec2(4.0f, 3.0f); // Moins d'espace entre les widgets
|
||||
style.ItemInnerSpacing = ImVec2(3.0f, 3.0f); // Moins d'espace interne
|
||||
style.DisplayWindowPadding = ImVec2(0.0f, 0.0f); // Pas de padding pour l'affichage
|
||||
style.DisplaySafeAreaPadding = ImVec2(0.0f, 0.0f);
|
||||
style.TouchExtraPadding = ImVec2(0.0f, 0.0f);
|
||||
style.IndentSpacing = 20.0f;
|
||||
style.ScrollbarSize = 14.0f;
|
||||
style.GrabMinSize = 10.0f;
|
||||
|
||||
// Arrondis
|
||||
style.WindowRounding = 4.0f;
|
||||
style.ChildRounding = 4.0f;
|
||||
style.FrameRounding = 3.0f;
|
||||
style.PopupRounding = 4.0f;
|
||||
style.ScrollbarRounding = 9.0f;
|
||||
style.GrabRounding = 3.0f;
|
||||
style.TabRounding = 4.0f;
|
||||
|
||||
// Couleurs principales
|
||||
style.Colors[ImGuiCol_Text] = text;
|
||||
style.Colors[ImGuiCol_TextDisabled] = text_dim;
|
||||
style.Colors[ImGuiCol_WindowBg] = background;
|
||||
style.Colors[ImGuiCol_ChildBg] = background_dark;
|
||||
style.Colors[ImGuiCol_PopupBg] = background_dark;
|
||||
style.Colors[ImGuiCol_Border] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
|
||||
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
|
||||
// Encadrements
|
||||
style.Colors[ImGuiCol_FrameBg] = background_light;
|
||||
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
|
||||
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
|
||||
|
||||
// Titres
|
||||
style.Colors[ImGuiCol_TitleBg] = background_dark;
|
||||
style.Colors[ImGuiCol_TitleBgActive] = accent;
|
||||
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.12f, 0.12f, 0.12f, 0.90f);
|
||||
|
||||
// <20>l<EFBFBD>ments de menu
|
||||
style.Colors[ImGuiCol_MenuBarBg] = background_dark;
|
||||
style.Colors[ImGuiCol_ScrollbarBg] = background_dark;
|
||||
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f);
|
||||
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
|
||||
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
|
||||
|
||||
// Boutons et interactions
|
||||
style.Colors[ImGuiCol_CheckMark] = accent_light;
|
||||
style.Colors[ImGuiCol_SliderGrab] = accent;
|
||||
style.Colors[ImGuiCol_SliderGrabActive] = accent_light;
|
||||
style.Colors[ImGuiCol_Button] = background_light;
|
||||
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
|
||||
style.Colors[ImGuiCol_ButtonActive] = accent;
|
||||
|
||||
// En-t<>tes et onglets
|
||||
style.Colors[ImGuiCol_Header] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
|
||||
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
|
||||
style.Colors[ImGuiCol_HeaderActive] = accent;
|
||||
|
||||
style.Colors[ImGuiCol_Separator] = ImVec4(0.28f, 0.28f, 0.28f, 1.00f);
|
||||
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.45f, 0.45f, 0.45f, 1.00f);
|
||||
style.Colors[ImGuiCol_SeparatorActive] = accent;
|
||||
|
||||
style.Colors[ImGuiCol_Tab] = background_dark;
|
||||
style.Colors[ImGuiCol_TabHovered] = accent;
|
||||
style.Colors[ImGuiCol_TabActive] = accent;
|
||||
style.Colors[ImGuiCol_TabUnfocused] = background_dark;
|
||||
style.Colors[ImGuiCol_TabUnfocusedActive] = background;
|
||||
|
||||
// Autres <20>l<EFBFBD>ments
|
||||
style.Colors[ImGuiCol_DockingPreview] = accent;
|
||||
style.Colors[ImGuiCol_DockingEmptyBg] = background_light;
|
||||
|
||||
// Charger une police avec une meilleure nettet<65>
|
||||
ImFontConfig fontConfig;
|
||||
fontConfig.OversampleH = 2; // Sur<75>chantillonnage horizontal
|
||||
fontConfig.OversampleV = 2; // Sur<75>chantillonnage vertical
|
||||
fontConfig.PixelSnapH = true; // Alignement sur la grille de pixels
|
||||
fontConfig.RasterizerMultiply = 1.2f; // L<>g<EFBFBD>re augmentation de l'<27>paisseur
|
||||
|
||||
io->Fonts->AddFontDefault(&fontConfig);
|
||||
|
||||
// OU charger une police personnalis<69>e (d<>commenter si vous avez la police)
|
||||
// io->Fonts->AddFontFromFileTTF("assets/fonts/roboto.ttf", 16.0f, &fontConfig);
|
||||
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io->Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
@@ -70,42 +175,52 @@ void imguiManager::NewFrame()
|
||||
}
|
||||
|
||||
void imguiManager::SetupDockspace(ApplicationClass* app) {
|
||||
// Configuration du style pour supprimer l'espace autour des fen<65>tres dock<63>es
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
||||
|
||||
// Configuration du style pour les n<>uds de dock
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); // R<>duit l'<27>paisseur des s<>parateurs
|
||||
|
||||
// Configuration de la fen<65>tre principale
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
|
||||
ImGuiViewport* viewport = ImGui::GetMainViewport();
|
||||
ImGui::SetNextWindowPos(viewport->Pos);
|
||||
ImGui::SetNextWindowSize(viewport->Size);
|
||||
ImGui::SetNextWindowViewport(viewport->ID);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
|
||||
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
|
||||
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0));
|
||||
|
||||
ImGui::Begin("DockSpace", nullptr, window_flags);
|
||||
ImGui::PopStyleVar(2);
|
||||
|
||||
// Pop des styles apr<70>s avoir cr<63><72> la fen<65>tre principale
|
||||
ImGui::PopStyleVar(4); // 4 car nous avons pouss<73> 4 variables de style
|
||||
ImGui::PopStyleColor();
|
||||
|
||||
// Configuration du DockSpace
|
||||
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
|
||||
ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
|
||||
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
|
||||
|
||||
if (ImGui::BeginMenuBar()) {
|
||||
if (ImGui::BeginMenu("Windows")) {
|
||||
ImGui::MenuItem("Object Window", NULL, &showObjectWindow);
|
||||
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow);
|
||||
ImGui::MenuItem("Light Window", NULL, &showLightWindow);
|
||||
ImGui::MenuItem("Old Scene Window", NULL, &showOldSceneWindow);
|
||||
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow);
|
||||
ImGui::MenuItem("Log Window", NULL, &showLogWindow);
|
||||
ImGui::MenuItem("Render Stats", NULL, &showStatsWindow);
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
// Scene file menu
|
||||
if (ImGui::BeginMenu("Scene")) {
|
||||
if (ImGui::MenuItem("Save Scene")) {
|
||||
// Save the scene
|
||||
app->SaveScene();
|
||||
}
|
||||
if (ImGui::MenuItem("Load Scene")) {
|
||||
// Load the scene
|
||||
app->LoadScene();
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
@@ -114,9 +229,6 @@ void imguiManager::SetupDockspace(ApplicationClass* app) {
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
|
||||
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode);
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@@ -135,11 +247,6 @@ 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"))
|
||||
@@ -530,12 +637,30 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Generate Terrain"))
|
||||
if (ImGui::Button("Generate Flat Terrain"))
|
||||
{
|
||||
app->GenerateTerrain();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
// Input for the number of cubes on each side
|
||||
ImGui::Text("Number of cubes on each side: ");
|
||||
ImGui::SameLine();
|
||||
ImGui::InputInt("##SideCount", &m_SideCount);
|
||||
if (m_SideCount < 1)
|
||||
{
|
||||
m_SideCount = 1;
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Generate BigCube Terrain"))
|
||||
{
|
||||
app->CreateBigCube(m_SideCount);
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Delete All Terrain Cubes"))
|
||||
{
|
||||
@@ -543,6 +668,7 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
|
||||
}
|
||||
|
||||
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@@ -561,7 +687,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
|
||||
WidgetSpeedSlider(&speed);
|
||||
app->SetSpeed(speed);
|
||||
WidgetButton();
|
||||
WidgetFPS();
|
||||
// WidgetFPS();
|
||||
WidgetAddObject(app);
|
||||
|
||||
ImGui::End();
|
||||
@@ -597,6 +723,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
|
||||
WidgetRenderWindow(app, ImVec2(800, 600));
|
||||
}
|
||||
|
||||
if (showStatsWindow)
|
||||
{
|
||||
WidgetRenderStats(app);
|
||||
}
|
||||
|
||||
|
||||
//render imgui
|
||||
Render(app);
|
||||
@@ -845,3 +976,63 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void imguiManager::WidgetRenderStats(ApplicationClass* app)
|
||||
{
|
||||
ImGui::Begin("Render Stats");
|
||||
|
||||
// R<>cup<75>rer 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'<27>chelle 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 lisibilit<69>
|
||||
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 cha<68>ne 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();
|
||||
}
|
@@ -6,53 +6,38 @@ ModelClass::ModelClass()
|
||||
m_vertexBuffer = 0;
|
||||
m_indexBuffer = 0;
|
||||
m_model = 0;
|
||||
m_vertexCount = 0;
|
||||
m_indexCount = 0;
|
||||
m_Textures.diffuse.clear();
|
||||
m_Textures.normal.clear();
|
||||
m_Textures.specular.clear();
|
||||
m_Textures.alpha.clear();
|
||||
m_Textures.diffusePaths.clear();
|
||||
m_Textures.normalPaths.clear();
|
||||
m_Textures.specularPaths.clear();
|
||||
m_Textures.alphaPaths.clear();
|
||||
}
|
||||
|
||||
|
||||
ModelClass::ModelClass(const ModelClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
ModelClass::~ModelClass()
|
||||
{
|
||||
|
||||
// Destructor
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
// bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) {
|
||||
// Logger::Get().Log("Initializing model class with preloaded textures (vector)", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
//
|
||||
// bool result = Initialize(device, deviceContext, modelFilename);
|
||||
// if (!result) {
|
||||
// return false;
|
||||
// }
|
||||
//
|
||||
// // Ajouter toutes les textures au container comme textures diffuses
|
||||
// for (auto& tex : textures) {
|
||||
// m_Textures.diffuse.push_back(tex);
|
||||
// }
|
||||
//
|
||||
// return true;
|
||||
// }
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
|
||||
Logger::Get().Log("Initializing model class with preloaded texture container", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
bool result = Initialize(device, deviceContext, modelFilename);
|
||||
if (!result) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Copie de toutes les textures de la structure
|
||||
for (auto& tex : textures.diffuse) m_Textures.diffuse.push_back(tex);
|
||||
for (auto& tex : textures.normal) m_Textures.normal.push_back(tex);
|
||||
for (auto& tex : textures.specular) m_Textures.specular.push_back(tex);
|
||||
for (auto& tex : textures.alpha) m_Textures.alpha.push_back(tex);
|
||||
m_Textures = textures; // Copie de la structure de textures
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) {
|
||||
Logger::Get().Log("Initializing model class without textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
bool result;
|
||||
|
||||
@@ -73,8 +58,6 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -107,18 +90,12 @@ int ModelClass::GetIndexCount()
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
// ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const {
|
||||
// // Pour compatibilit<69>, utilise la texture diffuse par d<>faut
|
||||
// return m_Textures.GetTexture(TextureType::Diffuse, index);
|
||||
// }
|
||||
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
|
||||
return m_Textures.GetTexture(type, index);
|
||||
}
|
||||
|
||||
bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
@@ -193,36 +170,16 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::ShutdownBuffers()
|
||||
{
|
||||
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
m_indexBuffer->Release();
|
||||
m_indexBuffer = 0;
|
||||
if (m_indexBuffer) { m_indexBuffer->Release(); m_indexBuffer = nullptr; }
|
||||
if (m_vertexBuffer) { m_vertexBuffer->Release(); m_vertexBuffer = nullptr; }
|
||||
}
|
||||
|
||||
// Release the vertex buffer.
|
||||
if (m_vertexBuffer)
|
||||
{
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int stride;
|
||||
@@ -247,17 +204,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
|
||||
void ModelClass::ReleaseTextures()
|
||||
{
|
||||
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
|
||||
|
||||
// Utilise la m<>thode ReleaseAll de TextureContainer
|
||||
m_Textures.ReleaseAll();
|
||||
|
||||
Logger::Get().Log("Textures released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
bool ModelClass::LoadModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model: " + std::string(filename), __FILE__, __LINE__);
|
||||
|
||||
std::string fileStr(filename);
|
||||
std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1);
|
||||
@@ -281,66 +234,88 @@ bool ModelClass::LoadModel(char* filename)
|
||||
|
||||
bool ModelClass::LoadObjModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model", __FILE__, __LINE__);
|
||||
|
||||
std::string line;
|
||||
std::ifstream fin(filename);
|
||||
|
||||
// If it could not open the file then exit.
|
||||
// Lecture optimis<69>e du fichier en mode binaire
|
||||
std::ifstream fin(filename, std::ios::in | std::ios::binary);
|
||||
if (!fin)
|
||||
{
|
||||
Logger::Get().Log("Failed to open model file", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
Logger::Get().Log("<EFBFBD>chec d'ouverture du fichier mod<6F>le", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Lecture du fichier entier d'un coup (<28>vite la lecture ligne par ligne)
|
||||
fin.seekg(0, std::ios::end);
|
||||
const size_t fileSize = fin.tellg();
|
||||
fin.seekg(0, std::ios::beg);
|
||||
|
||||
std::string fileContent;
|
||||
fileContent.resize(fileSize);
|
||||
fin.read(&fileContent[0], fileSize);
|
||||
fin.close();
|
||||
|
||||
// Pr<50>-allocation des vecteurs (<28>vite les r<>allocations)
|
||||
const size_t estimatedVertices = fileSize / 150;
|
||||
std::vector<XMFLOAT3> temp_positions;
|
||||
std::vector<XMFLOAT2> temp_texcoords;
|
||||
std::vector<XMFLOAT3> temp_normals;
|
||||
std::vector<ModelType> temp_model;
|
||||
|
||||
// Read the file line by line.
|
||||
while (std::getline(fin, line))
|
||||
{
|
||||
std::istringstream iss(line);
|
||||
std::string type;
|
||||
iss >> type;
|
||||
temp_positions.reserve(estimatedVertices);
|
||||
temp_texcoords.reserve(estimatedVertices);
|
||||
temp_normals.reserve(estimatedVertices);
|
||||
temp_model.reserve(estimatedVertices * 3);
|
||||
|
||||
if (type == "v") // Vertex position
|
||||
// Analyse du contenu
|
||||
std::istringstream iss(fileContent);
|
||||
std::string line;
|
||||
|
||||
while (std::getline(iss, line))
|
||||
{
|
||||
if (line.empty() || line[0] == '#') continue;
|
||||
|
||||
// Analyse plus rapide bas<61>e sur le premier caract<63>re
|
||||
if (line[0] == 'v')
|
||||
{
|
||||
if (line[1] == ' ') // Position de sommet
|
||||
{
|
||||
XMFLOAT3 pos;
|
||||
iss >> pos.x >> pos.y >> pos.z;
|
||||
sscanf_s(line.c_str() + 2, "%f %f %f", &pos.x, &pos.y, &pos.z);
|
||||
temp_positions.push_back(pos);
|
||||
}
|
||||
else if (type == "vt") // Texture coordinate
|
||||
else if (line[1] == 't') // Coordonn<EFBFBD>es de texture
|
||||
{
|
||||
XMFLOAT2 tex;
|
||||
iss >> tex.x >> tex.y;
|
||||
sscanf_s(line.c_str() + 3, "%f %f", &tex.x, &tex.y);
|
||||
temp_texcoords.push_back(tex);
|
||||
}
|
||||
else if (type == "vn") // Vertex normal
|
||||
else if (line[1] == 'n') // Normales
|
||||
{
|
||||
XMFLOAT3 norm;
|
||||
iss >> norm.x >> norm.y >> norm.z;
|
||||
sscanf_s(line.c_str() + 3, "%f %f %f", &norm.x, &norm.y, &norm.z);
|
||||
temp_normals.push_back(norm);
|
||||
}
|
||||
else if (type == "f") // Face
|
||||
}
|
||||
else if (line[0] == 'f')
|
||||
{
|
||||
int posIndex[3], texIndex[3], normIndex[3];
|
||||
char slash; // To skip the slashes '/' in the .obj file format
|
||||
for (int i = 0; i < 3; i++) // Each face in .obj format has 3 vertices
|
||||
{
|
||||
iss >> posIndex[i] >> slash >> texIndex[i] >> slash >> normIndex[i];
|
||||
const char* linePtr = line.c_str() + 2; // Sauter "f "
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
// Analyse rapide du format v/vt/vn
|
||||
sscanf_s(linePtr, "%d/%d/%d", &posIndex[i], &texIndex[i], &normIndex[i]);
|
||||
|
||||
// Avancer au prochain ensemble d'indices
|
||||
while (*linePtr && *linePtr != ' ') linePtr++;
|
||||
while (*linePtr == ' ') linePtr++;
|
||||
|
||||
// Handle negative indices
|
||||
if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1;
|
||||
if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1;
|
||||
if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1;
|
||||
}
|
||||
|
||||
// .obj indices start from 1, not 0
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
ModelType vertex;
|
||||
ModelType vertex{};
|
||||
vertex.x = temp_positions[posIndex[i] - 1].x;
|
||||
vertex.y = temp_positions[posIndex[i] - 1].y;
|
||||
vertex.z = temp_positions[posIndex[i] - 1].z;
|
||||
@@ -354,28 +329,17 @@ bool ModelClass::LoadObjModel(char* filename)
|
||||
}
|
||||
}
|
||||
|
||||
// Allocation et copie efficace du mod<6F>le final
|
||||
m_vertexCount = temp_model.size();
|
||||
m_indexCount = temp_model.size();
|
||||
|
||||
// Create the model using the vertex count that was read in.
|
||||
m_model = new ModelType[m_vertexCount];
|
||||
for (int i = 0; i < m_vertexCount; i++)
|
||||
{
|
||||
m_model[i] = temp_model[i];
|
||||
}
|
||||
|
||||
fin.close();
|
||||
|
||||
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
|
||||
std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool ModelClass::LoadTxtModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model", __FILE__, __LINE__);
|
||||
|
||||
ifstream fin;
|
||||
char input;
|
||||
int i;
|
||||
@@ -427,15 +391,11 @@ bool ModelClass::LoadTxtModel(char* filename)
|
||||
// Close the model file.
|
||||
fin.close();
|
||||
|
||||
Logger::Get().Log("Model loaded "+ std::string(filename), __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ModelClass::CalculateModelVectors()
|
||||
{
|
||||
Logger::Get().Log("Calculating model vectors", __FILE__, __LINE__);
|
||||
|
||||
int faceCount, i, index;
|
||||
TempVertexType vertex1, vertex2, vertex3;
|
||||
VectorType tangent, binormal;
|
||||
@@ -497,10 +457,6 @@ void ModelClass::CalculateModelVectors()
|
||||
m_model[index - 3].by = binormal.y;
|
||||
m_model[index - 3].bz = binormal.z;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Model vectors calculated", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
|
||||
@@ -555,29 +511,76 @@ void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType
|
||||
binormal.x = binormal.x / length;
|
||||
binormal.y = binormal.y / length;
|
||||
binormal.z = binormal.z / length;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void ModelClass::ReleaseModel()
|
||||
{
|
||||
Logger::Get().Log("Releasing model", __FILE__, __LINE__);
|
||||
|
||||
if (m_model)
|
||||
{
|
||||
delete[] m_model;
|
||||
m_model = 0;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Model released", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index) {
|
||||
// // Pour compatibilit<69>, utilise la texture diffuse par d<>faut
|
||||
// return ChangeTexture(device, deviceContext, filename, TextureType::Diffuse, index);
|
||||
// }
|
||||
bool ModelClass::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer)
|
||||
{
|
||||
HRESULT hResult;
|
||||
|
||||
// Charger les textures diffuses
|
||||
for (const auto& texturePath : textureContainer.diffusePaths)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
Logger::Get().Log("<EFBFBD>chec du chargement de la texture diffuse: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
textureContainer.diffuse.push_back(texture);
|
||||
}
|
||||
|
||||
// Charger les textures normales
|
||||
for (const auto& texturePath : textureContainer.normalPaths)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
Logger::Get().Log("<EFBFBD>chec du chargement de la texture normale: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
textureContainer.normal.push_back(texture);
|
||||
}
|
||||
|
||||
// Charger les textures sp<73>culaires
|
||||
for (const auto& texturePath : textureContainer.specularPaths)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
Logger::Get().Log("<EFBFBD>chec du chargement de la texture sp<73>culaire: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
textureContainer.specular.push_back(texture);
|
||||
}
|
||||
|
||||
// Charger les textures alpha
|
||||
for (const auto& texturePath : textureContainer.alphaPaths)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
|
||||
if (FAILED(hResult))
|
||||
{
|
||||
Logger::Get().Log("<EFBFBD>chec du chargement de la texture alpha: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
textureContainer.alpha.push_back(texture);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) {
|
||||
Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
@@ -608,6 +611,34 @@ bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* device
|
||||
// Assigner la nouvelle texture
|
||||
textureVector[index] = newTexture;
|
||||
|
||||
// Mettre <20> jour le chemin dans le conteneur appropri<72> selon le type
|
||||
switch (type) {
|
||||
case TextureType::Diffuse:
|
||||
if (index >= m_Textures.diffusePaths.size()) {
|
||||
m_Textures.diffusePaths.resize(index + 1, L"");
|
||||
}
|
||||
m_Textures.diffusePaths[index] = filename;
|
||||
break;
|
||||
case TextureType::Normal:
|
||||
if (index >= m_Textures.normalPaths.size()) {
|
||||
m_Textures.normalPaths.resize(index + 1, L"");
|
||||
}
|
||||
m_Textures.normalPaths[index] = filename;
|
||||
break;
|
||||
case TextureType::Specular:
|
||||
if (index >= m_Textures.specularPaths.size()) {
|
||||
m_Textures.specularPaths.resize(index + 1, L"");
|
||||
}
|
||||
m_Textures.specularPaths[index] = filename;
|
||||
break;
|
||||
case TextureType::Alpha:
|
||||
if (index >= m_Textures.alphaPaths.size()) {
|
||||
m_Textures.alphaPaths.resize(index + 1, L"");
|
||||
}
|
||||
m_Textures.alphaPaths[index] = filename;
|
||||
break;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
return true;
|
||||
}
|
||||
@@ -625,8 +656,25 @@ bool ModelClass::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ajouter la texture au vecteur correspondant
|
||||
m_Textures.Get(type).push_back(newTexture);
|
||||
// Ajouter la texture au vecteur appropri<EFBFBD> selon le type
|
||||
auto& textureVector = m_Textures.Get(type);
|
||||
textureVector.push_back(newTexture);
|
||||
|
||||
// Ajouter le chemin de la texture au vecteur appropri<72> selon le type
|
||||
switch (type) {
|
||||
case TextureType::Diffuse:
|
||||
m_Textures.diffusePaths.push_back(filename);
|
||||
break;
|
||||
case TextureType::Normal:
|
||||
m_Textures.normalPaths.push_back(filename);
|
||||
break;
|
||||
case TextureType::Specular:
|
||||
m_Textures.specularPaths.push_back(filename);
|
||||
break;
|
||||
case TextureType::Alpha:
|
||||
m_Textures.alphaPaths.push_back(filename);
|
||||
break;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Texture added successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
return true;
|
||||
@@ -638,7 +686,25 @@ bool ModelClass::AddTexture(ID3D11ShaderResourceView* texture, TextureType type)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ajouter la texture au vecteur correspondant
|
||||
m_Textures.Get(type).push_back(texture);
|
||||
// Ajouter la texture au vecteur appropri<EFBFBD>
|
||||
auto& textureVector = m_Textures.Get(type);
|
||||
textureVector.push_back(texture);
|
||||
|
||||
// Ajouter un chemin vide ou g<>n<EFBFBD>rique pour maintenir la synchronisation
|
||||
switch (type) {
|
||||
case TextureType::Diffuse:
|
||||
m_Textures.diffusePaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
case TextureType::Normal:
|
||||
m_Textures.normalPaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
case TextureType::Specular:
|
||||
m_Textures.specularPaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
case TextureType::Alpha:
|
||||
m_Textures.alphaPaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@@ -1,5 +1,9 @@
|
||||
#include "object.h"
|
||||
|
||||
#include <comdef.h>
|
||||
|
||||
#include "d3dclass.h"
|
||||
|
||||
Object::Object()// Initialize the reference here
|
||||
{
|
||||
m_scaleMatrix = XMMatrixIdentity();
|
||||
@@ -18,7 +22,6 @@ Object::Object()// Initialize the reference here
|
||||
|
||||
Object::~Object()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
|
||||
@@ -88,7 +91,6 @@ XMVECTOR Object::GetRotation()
|
||||
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
XMVECTOR Object::GetScale()
|
||||
{
|
||||
XMFLOAT4X4 matrix;
|
||||
@@ -349,3 +351,40 @@ void Object::LaunchObject()
|
||||
sprintf_s(buffer, "Launch velocity: %f m/s at angle %f degrees", XMVectorGetX(XMVector3Length(velocity)), m_alpha);
|
||||
OutputDebugStringA(buffer);
|
||||
}
|
||||
|
||||
bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
|
||||
D3DClass* m_Direct3D)
|
||||
{
|
||||
|
||||
HRESULT result;
|
||||
|
||||
int i = 0;
|
||||
TextureType type;
|
||||
for (const auto& texturePath : texturePaths)
|
||||
{
|
||||
ID3D11ShaderResourceView* texture = nullptr;
|
||||
result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), texturePath.c_str(), nullptr, &texture);
|
||||
if (FAILED(result))
|
||||
{
|
||||
|
||||
// Utiliser _com_error pour obtenir des informations d<>taill<6C>es sur l'erreur
|
||||
_com_error err(result);
|
||||
LPCTSTR errMsg = err.ErrorMessage();
|
||||
|
||||
//convertie errMessage en std::wstring
|
||||
std::wstring ws(errMsg);
|
||||
std::string str(ws.begin(), ws.end());
|
||||
|
||||
Logger::Get().Log("Failed to load texture: " + std::string(texturePath.begin(), texturePath.end()) +
|
||||
"\nError: " + std::to_string(result) +
|
||||
"\nDescription: " + str,
|
||||
__FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
|
||||
}
|
||||
texturesContainer.AssignTexture(texturesContainer, texture,texturePath , i);
|
||||
i++;
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
Reference in New Issue
Block a user