12 Commits

17 changed files with 1143 additions and 308 deletions

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@@ -5,14 +5,10 @@
</component>
<component name="ChangeListManager">
<list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/modelclass.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/Skybox.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/Skybox.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/modelclass.cpp" afterDir="false" />
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<option name="SHOW_DIALOG" value="false" />
@@ -33,15 +29,7 @@
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="cidr-memory-view://0" root0="FORCE_HIGHLIGHTING" />
<setting file="cidr-memory-view://4" root0="FORCE_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/enginecustom/include/Vulkan/Include/vulkan/vulkan_core.h" root0="SKIP_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/../../IDE_VS/VC/Tools/MSVC/14.38.33130/include/type_traits" root0="SKIP_HIGHLIGHTING" />
@@ -62,7 +50,7 @@
"keyToString": {
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
"C++ Project.enginecustom.executor": "Run",
"C/C++ Project.enginecustom.executor": "Run",
"C/C++ Project.enginecustom.executor": "dotTrace Profiler",
"RunOnceActivity.ShowReadmeOnStart": "true",
"RunOnceActivity.git.unshallow": "true",
"SHARE_PROJECT_CONFIGURATION_FILES": "true",
@@ -190,6 +178,14 @@
<workItem from="1746188920194" duration="1870000" />
<workItem from="1746274246641" duration="89000" />
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<workItem from="1746469494034" duration="799000" />
<workItem from="1746526901276" duration="2023000" />
<workItem from="1746536290167" duration="1908000" />
<workItem from="1746538260893" duration="5781000" />
<workItem from="1746546014271" duration="1814000" />
<workItem from="1746619988287" duration="12282000" />
</task>
<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" />

View File

@@ -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 :
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://www.youtube.com/watch?v=qCOCTyB_97c)
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://youtu.be/DYgT1Nu7B4c)
## Engine Build by :

View File

View File

@@ -4,28 +4,28 @@ Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1233,27
Size=343,826
Pos=1697,27
Size=343,1094
Collapsed=0
DockId=0x00000005,0
[Window][Objects]
Pos=8,27
Size=289,826
Collapsed=0
DockId=0x00000009,0
[Window][Terrain]
Pos=299,27
Size=250,826
Size=289,547
Collapsed=0
DockId=0x00000007,0
[Window][Terrain]
Pos=8,576
Size=289,545
Collapsed=0
DockId=0x00000008,0
[Window][Light]
Pos=8,27
Size=290,866
Collapsed=0
DockId=0x00000007,1
DockId=0x0000000B,1
[Window][Shader Manager]
Pos=8,27
@@ -35,9 +35,9 @@ DockId=0x00000001,2
[Window][Engine Settings]
Pos=8,27
Size=289,826
Size=289,547
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,1
[Window][DockSpace Demo]
Size=1584,861
@@ -47,11 +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

View File

@@ -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

View File

@@ -5,27 +5,27 @@ Collapsed=0
[Window][Khaotic Engine]
Pos=1233,27
Size=343,826
Size=343,599
Collapsed=0
DockId=0x00000005,0
[Window][Objects]
Pos=8,27
Size=289,826
Size=289,547
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,0
[Window][Terrain]
Pos=8,27
Size=250,826
Size=281,599
Collapsed=0
DockId=0x00000007,0
DockId=0x00000008,0
[Window][Light]
Pos=8,27
Size=290,866
Collapsed=0
DockId=0x00000007,1
DockId=0x0000000B,1
[Window][Shader Manager]
Pos=8,27
@@ -35,9 +35,9 @@ DockId=0x00000001,2
[Window][Engine Settings]
Pos=8,27
Size=289,826
Size=289,547
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,1
[Window][DockSpace Demo]
Size=1584,861
@@ -47,7 +47,7 @@ Collapsed=0
Pos=8,27
Size=1559,974
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,0
[Window][DockSpace]
Pos=0,0
@@ -66,24 +66,32 @@ 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
[Window][Render Stats]
Pos=8,628
Size=1568,225
Collapsed=0
DockId=0x0000000E,0
[Docking][Data]
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB
DockNode ID=0x00000008 Parent=0x0000000B SizeRef=971,826 CentralNode=1 Selected=0x031DC75C
DockNode ID=0x0000000A Parent=0xCCBD8CF7 SizeRef=1568,599 Split=Y
DockNode ID=0x00000004 Parent=0x0000000A SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=281,974 Split=Y Selected=0x031DC75C
DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x031DC75C
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1285,974 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=940,826 Split=Y
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 CentralNode=1
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
DockNode ID=0x00000006 Parent=0x0000000A SizeRef=1568,226 Selected=0xAB74BEE9
DockNode ID=0x0000000E Parent=0xCCBD8CF7 SizeRef=1568,225 Selected=0xD99DEA49

View File

@@ -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 +196,12 @@ public :
private :
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 +228,7 @@ private :
int m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
int m_drawcalls;
// ------------------------------------ //
// ------------- OBJECTS -------------- //

View File

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

View File

@@ -38,6 +38,7 @@ public:
void WidgetEngineSettingsWindow(ApplicationClass* app);
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
void WidgetLogWindow(ApplicationClass* app);
void WidgetRenderStats(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app);
@@ -65,6 +66,11 @@ private:
bool showOldSceneWindow;
bool showEngineSettingsWindow;
bool showLogWindow;
bool showStatsWindow;
static const int FRAME_HISTORY_COUNT = 3600; // 1min secondes <20> 60 FPS
float m_frameTimeHistory[FRAME_HISTORY_COUNT] = {};
int m_frameTimeHistoryIndex = 0;
bool m_isPhyiscsEnabled = false;
bool m_isGravityEnabled = false;

View File

@@ -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
@@ -163,6 +213,10 @@ 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;
@@ -173,6 +227,15 @@ 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();
@@ -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;
};

View File

@@ -3,6 +3,8 @@
#include <WICTextureLoader.h>
#include <SimpleMath.h>
#include "d3dclass.h"
enum class ObjectType
{
Sphere,
@@ -48,6 +50,7 @@ public:
XMVECTOR GetPosition();
XMVECTOR GetRotation();
void Render(ID3D11DeviceContext* deviceContext);
XMVECTOR GetScale();
void SetVelocity(XMVECTOR);
@@ -61,7 +64,8 @@ public:
bool IsGrounded() const;
bool IsPhysicsEnabled() const;
void SetPhysicsEnabled(bool state);
void SetVisible (bool state) { m_isVisible = state; }
bool IsVisible() const { return m_isVisible; }
void UpdateWorldMatrix();
void UpdateSRMatrix();
@@ -96,6 +100,14 @@ 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 +136,22 @@ 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;
bool m_instancingEnabled;
int m_instanceCount;
ID3D11Buffer* m_instanceBuffer;
std::vector<XMMATRIX> m_instanceTransforms;
};

View File

@@ -48,7 +48,6 @@ Object* Skybox::ConstructSkybox()
}
SkyboxTextures.diffuse.push_back(texture);
}
// Create the model object

View File

@@ -48,6 +48,7 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
TrueLightPosition = XMFLOAT3(0.0f, 0.0f, 0.0f);
m_LightModel = nullptr;
m_renderCount = 0;
m_drawcalls = 0;
}
ApplicationClass::~ApplicationClass()
@@ -709,6 +710,9 @@ 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 +1196,74 @@ 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)
@@ -1276,8 +1272,7 @@ 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();
@@ -1286,8 +1281,6 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
filesystem::current_path(m_WFolder);
TextureContainer KobjectsTextures;
// Liste des fichiers de texture
std::vector<std::wstring> kobjTexture = {
L"assets/Texture/Bricks2K.png",
@@ -1295,21 +1288,8 @@ 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 +1310,10 @@ 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 +1322,11 @@ 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);
@@ -1640,7 +1602,6 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
ConstructFrustum();
for (const auto& RenderQueue : RenderQueues)
{
// D<>sactiver le Z-buffer si la RenderQueue est m_Skybox
@@ -1673,9 +1634,10 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
// V<>rifie si l'objet est dans le frustum
if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
{
object->SetVisible(false);
continue;
}
object->SetVisible(true); // L'objet est visible
renderCount++;
scaleMatrix = object->GetScaleMatrix();
@@ -1870,6 +1832,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
}
break;
}
IncrementDrawCallCount();
}
if (isSkybox)
@@ -2042,6 +2006,7 @@ 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 +2017,51 @@ 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 +2071,34 @@ 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 +2106,132 @@ 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 +2259,263 @@ 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);
}

View File

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

View File

@@ -4,6 +4,13 @@
imguiManager::imguiManager()
{
io = nullptr;
m_frameTimeHistoryIndex = 0;
// Initialiser l'historique des frametimes <20> z<>ro
for (int i = 0; i < FRAME_HISTORY_COUNT; i++)
{
m_frameTimeHistory[i] = 0.0f;
}
}
imguiManager::~imguiManager()
@@ -92,9 +99,9 @@ void imguiManager::SetupDockspace(ApplicationClass* app) {
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();
}
@@ -135,11 +142,6 @@ void imguiManager::WidgetButton()
ImGui::Text("counter = %d", counter);
}
void imguiManager::WidgetFPS()
{
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
}
void imguiManager::WidgetAddObject(ApplicationClass* app)
{
if (ImGui::CollapsingHeader("Objects"))
@@ -530,12 +532,29 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
ImGui::Separator();
if (ImGui::Button("Generate Terrain"))
if (ImGui::Button("Generate Flat Terrain"))
{
app->GenerateTerrain();
}
ImGui::SameLine();
ImGui::Separator();
// int input area for the number of cubes
static int numCubes = 10;
ImGui::InputInt("Number of Cubes", &numCubes);
if (numCubes < 1)
{
numCubes = 1;
}
ImGui::Separator();
if (ImGui::Button("Generate Big Cube Terrain"))
{
app->CreateBigCube(numCubes);
}
ImGui::Separator();
if (ImGui::Button("Delete All Terrain Cubes"))
{
@@ -543,6 +562,7 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
}
ImGui::End();
}
@@ -561,7 +581,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetSpeedSlider(&speed);
app->SetSpeed(speed);
WidgetButton();
WidgetFPS();
// WidgetFPS();
WidgetAddObject(app);
ImGui::End();
@@ -597,6 +617,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetRenderWindow(app, ImVec2(800, 600));
}
if (showStatsWindow)
{
WidgetRenderStats(app);
}
//render imgui
Render(app);
@@ -845,3 +870,63 @@ 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();
}

View File

@@ -18,41 +18,19 @@ ModelClass::~ModelClass()
{
}
// 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 +51,6 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@@ -107,18 +83,12 @@ 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;
@@ -193,16 +163,12 @@ 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)
{
@@ -217,9 +183,6 @@ void ModelClass::ShutdownBuffers()
m_vertexBuffer = 0;
}
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
@@ -247,17 +210,13 @@ 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);
@@ -281,7 +240,6 @@ bool ModelClass::LoadModel(char* filename)
bool ModelClass::LoadObjModel(char* filename)
{
Logger::Get().Log("Loading model", __FILE__, __LINE__);
std::string line;
std::ifstream fin(filename);
@@ -366,16 +324,12 @@ bool ModelClass::LoadObjModel(char* filename)
fin.close();
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
return true;
}
bool ModelClass::LoadTxtModel(char* filename)
{
Logger::Get().Log("Loading model", __FILE__, __LINE__);
ifstream fin;
char input;
int i;
@@ -427,15 +381,11 @@ 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 +447,6 @@ 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 +501,76 @@ 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 +601,34 @@ 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 +646,25 @@ 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 +676,25 @@ 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;
}

View File

@@ -1,5 +1,9 @@
#include "object.h"
#include <comdef.h>
#include "d3dclass.h"
Object::Object()// Initialize the reference here
{
m_scaleMatrix = XMMatrixIdentity();
@@ -14,11 +18,19 @@ Object::Object()// Initialize the reference here
m_isGrounded = false;
m_id = NULL;
m_boundingRadius = 1.0f;
m_instancingEnabled = false;
m_instanceCount = 0;
m_instanceBuffer = nullptr;
}
Object::~Object()
{
// Lib<69>rer le buffer d'instances
if (m_instanceBuffer)
{
m_instanceBuffer->Release();
m_instanceBuffer = nullptr;
}
}
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
@@ -88,6 +100,44 @@ XMVECTOR Object::GetRotation()
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
}
void Object::Render(ID3D11DeviceContext* deviceContext)
{
unsigned int strides[2];
unsigned int offsets[2];
ID3D11Buffer* bufferPointers[2];
// Configurer les vertex et index buffers
strides[0] = sizeof(VertexType);
offsets[0] = 0;
bufferPointers[0] = m_vertexBuffer;
// Si l'instanciation est activ<69>e
if (m_instancingEnabled && m_instanceBuffer)
{
// Configurer le buffer d'instances
strides[1] = sizeof(XMMATRIX);
offsets[1] = 0;
bufferPointers[1] = m_instanceBuffer;
// D<>finir les deux buffers (vertex et instance) sur le pipeline
deviceContext->IASetVertexBuffers(0, 2, bufferPointers, strides, offsets);
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Dessiner les instances
deviceContext->DrawIndexedInstanced(m_indexCount, m_instanceCount, 0, 0, 0);
}
else
{
// Rendu normal sans instanciation
deviceContext->IASetVertexBuffers(0, 1, bufferPointers, strides, offsets);
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Dessiner l'objet normalement
deviceContext->DrawIndexed(m_indexCount, 0, 0);
}
}
XMVECTOR Object::GetScale()
{
@@ -349,3 +399,102 @@ 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;
}
bool Object::SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms)
{
// Stocker les matrices de transformation
m_instanceTransforms = instanceTransforms;
m_instanceCount = static_cast<int>(instanceTransforms.size());
// Lib<69>rer le buffer d'instances existant si n<>cessaire
if (m_instanceBuffer)
{
m_instanceBuffer->Release();
m_instanceBuffer = nullptr;
}
// Cr<43>er le buffer d'instances
D3D11_BUFFER_DESC instanceBufferDesc;
ZeroMemory(&instanceBufferDesc, sizeof(instanceBufferDesc));
instanceBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
instanceBufferDesc.ByteWidth = sizeof(XMMATRIX) * m_instanceCount;
instanceBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
instanceBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
instanceBufferDesc.MiscFlags = 0;
instanceBufferDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA instanceData;
ZeroMemory(&instanceData, sizeof(instanceData));
instanceData.pSysMem = instanceTransforms.data();
HRESULT result = device->CreateBuffer(&instanceBufferDesc, &instanceData, &m_instanceBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
void Object::EnableInstancing(bool enabled)
{
m_instancingEnabled = enabled;
}
void Object::SetInstanceCount(int count)
{
m_instanceCount = count;
}
// Ajoutez <20>galement ces m<>thodes pour acc<63>der aux donn<6E>es d'instanciation
bool Object::IsInstancingEnabled() const
{
return m_instancingEnabled;
}
int Object::GetInstanceCount() const
{
return m_instanceCount;
}
ID3D11Buffer* Object::GetInstanceBuffer() const
{
return m_instanceBuffer;
}