9 Commits

14 changed files with 542 additions and 194 deletions

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@@ -5,15 +5,11 @@
</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/object.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/object.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" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -41,7 +37,17 @@
<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="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://3" 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" />
@@ -190,6 +196,13 @@
<workItem from="1746188920194" duration="1870000" />
<workItem from="1746274246641" duration="89000" />
<workItem from="1746274352144" duration="8039000" />
<workItem from="1746444660572" duration="7742000" />
<workItem from="1746456965664" duration="13000" />
<workItem from="1746469494034" duration="799000" />
<workItem from="1746526901276" duration="2023000" />
<workItem from="1746536290167" duration="1908000" />
<workItem from="1746538260893" duration="5781000" />
<workItem from="1746546014271" duration="1490000" />
</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** :
@@ -53,6 +60,7 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
- Shader rendering
- Frustum culling
- Object rendering
- Terrain Instancing
## Demo :

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
@@ -37,7 +37,7 @@ DockId=0x00000001,2
Pos=8,27
Size=289,826
Collapsed=0
DockId=0x00000009,0
DockId=0x00000007,0
[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]
@@ -66,24 +66,24 @@ 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
[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=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=2032,1094 Split=Y
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 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=1613,974 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 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

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@@ -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

@@ -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

View File

@@ -151,7 +151,7 @@ public:
// Save and load scene
void SaveScene();
void LoadScene();
bool LoadScene();
void SetScenePath(std::string path) { m_scenePath = path; };
std::wstring GetScenePath();

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
@@ -173,6 +223,11 @@ 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);
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();

View File

@@ -3,6 +3,8 @@
#include <WICTextureLoader.h>
#include <SimpleMath.h>
#include "d3dclass.h"
enum class ObjectType
{
Sphere,
@@ -96,6 +98,8 @@ public:
std::string ObjectTypeToString(ObjectType objectType);
void LaunchObject();
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D);
void SetAlpha(float alpha) { m_alpha = alpha; }
float GetAlpha() const { return m_alpha; }
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
@@ -127,12 +131,11 @@ private:
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;

View File

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

View File

@@ -1192,82 +1192,74 @@ 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();
char modelFilename[128];
// Dimensions du terrain
float scaleX = 10.0f;
float scaleY = 1.0f;
float scaleZ = 10.0f;
int gridSizeX = 20;
int gridSizeZ = 20;
XMMATRIX scaleMatrix;
float scaleX, scaleY, scaleZ;
// 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");
scaleX = 10.0f;
scaleY = 1.0f;
scaleZ = 10.0f;
// Pr<50>charger les textures une seule fois
ModelClass* sharedModel = new ModelClass();
sharedModel->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureContainer);
scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ);
char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
// Set the file name of the model.
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
// G<>n<EFBFBD>rer les tuiles de terrain
for (int i = 0; i < gridSizeX; i++)
{
for (int j = 0; j < gridSizeZ; j++)
{
// Cr<43>er un nouvel objet de terrain
Object* terrain = new Object();
// 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"
};
// 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;
}
TextureContainer TerrainTextures;
int i = 0;
for (const auto& textureFilename : terrainTexture)
{
ID3D11ShaderResourceView* texture = nullptr;
HRESULT result = DirectX::CreateWICTextureFromFile(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureFilename.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();
// D<>finir la position dans la grille
XMFLOAT3 position(i * scaleX, -12.0f, j * scaleZ);
XMFLOAT3 scale(scaleX, scaleY, scaleZ);
//convertie errMessage en std::wstring
std::wstring ws(errMsg);
std::string str(ws.begin(), ws.end());
terrain->SetPosition(XMLoadFloat3(&position));
terrain->SetScale(XMLoadFloat3(&scale));
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++;
// 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);
}
}
// log success message
Logger::Get().Log("Texture loaded: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Initialize);
}
std::filesystem::path p(modelFilename);
std::string filenameWithoutExtension = p.stem().string();
// 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);
}
}
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 +1268,7 @@ 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 +1277,6 @@ 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 +1284,8 @@ 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 +1306,10 @@ 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 +1318,11 @@ 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);
@@ -2042,6 +2000,7 @@ 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 +2011,51 @@ 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())
@@ -2067,53 +2063,169 @@ void ApplicationClass::LoadScene() {
SetScenePath(ConvertWStringToString(scenePath));
}
if (m_scenePath.empty()) {
Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
if (m_scenePath.empty()) {
Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
std::ifstream inFile(m_scenePath);
if (!inFile.is_open()) {
Logger::Get().Log("Failed to open file for loading scene", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
std::ifstream inFile(scenePath);
if (!inFile.is_open()) {
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;
int id;
std::string name;
float posX, posY, posZ;
float rotX, rotY, rotZ;
float scaleX, scaleY, scaleZ;
std::string modelPath;
std::string shaderTypeStr;
float boundingRadius;
std::string objectTypeStr;
float mass;
bool physicsEnabled;
// Sauvegarder le r<>pertoire de travail actuel
std::wstring currentDirectory = m_WFolder;
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);
std::string line;
while (std::getline(inFile, line)) {
std::istringstream iss(line);
int id;
std::string name;
XMFLOAT3 position, rotation, scale;
std::string modelPath;
std::string shaderTypeStr;
float boundingRadius;
std::string objectTypeStr;
float mass;
bool physicsEnabled;
AddKobject(wModelPath);
// 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;
Object* newObject = m_object.back();
if (iss.fail()) {
Logger::Get().Log("Failed to parse object data", __FILE__, __LINE__, Logger::LogLevel::Error);
continue;
}
// 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;
}
m_object.push_back(newObject);
Logger::Get().Log("Loaded object: " + name, __FILE__, __LINE__, Logger::LogLevel::Info);
}
inFile.close();
Logger::Get().Log("Scene loaded successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
Logger::Get().Log("Scene loaded successfully from ", __FILE__, __LINE__, Logger::LogLevel::Info);
return true;
}
std::wstring ApplicationClass::GetScenePath()

View File

@@ -92,7 +92,6 @@ 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::EndMenu();

View File

@@ -42,11 +42,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
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;
}
@@ -579,6 +575,65 @@ void ModelClass::ReleaseModel()
// 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 +663,34 @@ 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 +708,25 @@ 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 +738,25 @@ 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();
@@ -349,3 +353,40 @@ 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;
}