18 Commits

Author SHA1 Message Date
dbc7003569 Patch Update - Remove The """Instancing""" due to unwanted behavior - V10.4.1 2025-05-12 16:14:38 +02:00
c5bfa2e621 Minor Update - Loading Obj Model is now faster than f1 - V10.4.0 2025-05-12 14:18:43 +02:00
32b71ac97f Patch Update - UI Text No Blur - V10.3.1 2025-05-08 17:35:41 +02:00
5c3c6d944c Minor Update - UI Update - V10.3.0 2025-05-08 17:28:06 +02:00
8d32f51e8c Patch Update - Clean Render Pass - V10.2.3 2025-05-08 17:07:45 +02:00
644fc57762 Patch Update - Frustum Culling Thread Independant - V10.2.2 2025-05-08 16:28:27 +02:00
f8bfb62e98 Patch Update - WIP Async Cube Generation - V10.2.1 2025-05-07 17:48:02 +02:00
94fd900ce8 Minor Update - Stats Widget + BigCube Generation WIP - V10.2.0 2025-05-07 17:15:11 +02:00
2744c809d3 Actualiser README.md 2025-05-06 16:28:06 +00:00
b80f66fec3 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-06 18:09:31 +02:00
8bcd3eed48 Patch Update - Fix Memory Leak From terrain genneration and use Instancing to generate big terrain - V10.1.3 2025-05-06 18:09:28 +02:00
2b1e64ffbd Actualiser README.md 2025-05-06 16:08:35 +00:00
96aa41f649 Actualiser README.md 2025-05-06 15:11:14 +00:00
00e6749d01 Patch Update - IDE File - V10.1.2 2025-05-06 17:08:18 +02:00
5a3a4f73a8 Patch Update - Fix the loading and saving of the texture - V10.1.1 2025-05-06 17:07:45 +02:00
c442a87883 Minor Update - Texture Are Saved - V10.1.0 2025-05-06 15:29:23 +02:00
e681943aa8 Patch Update - workspace.xml - V10.0.2 2025-05-05 16:13:44 +02:00
e68f1d5dd0 Patch Update - LoadTexture Tweak - V10.0.1 2025-05-05 16:12:38 +02:00
17 changed files with 1507 additions and 473 deletions

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@@ -5,14 +5,11 @@
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@@ -41,7 +38,121 @@
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@@ -62,7 +173,7 @@
"keyToString": { "keyToString": {
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true", "ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
"C++ Project.enginecustom.executor": "Run", "C++ Project.enginecustom.executor": "Run",
"C/C++ Project.enginecustom.executor": "Run", "C/C++ Project.enginecustom.executor": "Debug",
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"RunOnceActivity.git.unshallow": "true", "RunOnceActivity.git.unshallow": "true",
"SHARE_PROJECT_CONFIGURATION_FILES": "true", "SHARE_PROJECT_CONFIGURATION_FILES": "true",
@@ -190,6 +301,19 @@
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak"> <task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" /> <option name="closed" value="true" />

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@@ -36,13 +36,20 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
**SHADER** : **SHADER** :
+ Sunlight shader + Sunlight shader
+ Cel Shading (Work In Progress) + Cel Shading
+ Skysphere
**Interface Graphique** : **Interface Graphique** :
+ Console link to the Logger object + Console link to the Logger object
+ Shader Manager + Shader Manager
+ Engine Settings + Engine Settings
+ Sunlight Settings
**Save And Load of a Scene** :
+ Save All Custom object
+ Save All Custom Texture for Custom Object
**Texture File** : **Texture File** :
@@ -53,10 +60,11 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
- Shader rendering - Shader rendering
- Frustum culling - Frustum culling
- Object rendering - Object rendering
- Terrain Instancing
## Demo : ## 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 : ## Engine Build by :

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@@ -4,28 +4,28 @@ Size=400,400
Collapsed=0 Collapsed=0
[Window][Khaotic Engine] [Window][Khaotic Engine]
Pos=1233,27 Pos=1697,27
Size=343,826 Size=343,1094
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000005,0
[Window][Objects] [Window][Objects]
Pos=8,27 Pos=8,27
Size=289,826 Size=289,547
Collapsed=0
DockId=0x00000009,0
[Window][Terrain]
Pos=299,27
Size=250,826
Collapsed=0 Collapsed=0
DockId=0x00000007,0 DockId=0x00000007,0
[Window][Terrain]
Pos=8,576
Size=289,545
Collapsed=0
DockId=0x00000008,0
[Window][Light] [Window][Light]
Pos=8,27 Pos=8,27
Size=290,866 Size=290,866
Collapsed=0 Collapsed=0
DockId=0x00000007,1 DockId=0x0000000B,1
[Window][Shader Manager] [Window][Shader Manager]
Pos=8,27 Pos=8,27
@@ -35,9 +35,9 @@ DockId=0x00000001,2
[Window][Engine Settings] [Window][Engine Settings]
Pos=8,27 Pos=8,27
Size=289,826 Size=289,547
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000007,1
[Window][DockSpace Demo] [Window][DockSpace Demo]
Size=1584,861 Size=1584,861
@@ -47,11 +47,11 @@ Collapsed=0
Pos=8,27 Pos=8,27
Size=1559,974 Size=1559,974
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000007,0
[Window][DockSpace] [Window][DockSpace]
Pos=0,0 Pos=0,0
Size=1584,861 Size=2048,1129
Collapsed=0 Collapsed=0
[Window][Add Object] [Window][Add Object]
@@ -66,24 +66,24 @@ Collapsed=0
DockId=0x0000000C,0 DockId=0x0000000C,0
[Window][Log Window] [Window][Log Window]
Pos=8,627 Pos=8,37
Size=1568,226 Size=16,19
Collapsed=0 Collapsed=0
DockId=0x00000006,0 DockId=0x00000006,0
[Docking][Data] [Docking][Data]
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1 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=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=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
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=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453 DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9 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

@@ -4,28 +4,28 @@ Size=400,400
Collapsed=0 Collapsed=0
[Window][Khaotic Engine] [Window][Khaotic Engine]
Pos=1233,27 Pos=1281,19
Size=343,826 Size=303,842
Collapsed=0 Collapsed=0
DockId=0x00000005,0 DockId=0x00000005,0
[Window][Objects] [Window][Objects]
Pos=8,27 Pos=0,19
Size=289,826 Size=281,615
Collapsed=0
DockId=0x00000009,0
[Window][Terrain]
Pos=8,27
Size=250,826
Collapsed=0 Collapsed=0
DockId=0x00000007,0 DockId=0x00000007,0
[Window][Light] [Window][Terrain]
Pos=8,27 Pos=0,328
Size=290,866 Size=281,306
Collapsed=0 Collapsed=0
DockId=0x00000007,1 DockId=0x00000008,0
[Window][Light]
Pos=0,328
Size=281,306
Collapsed=0
DockId=0x00000008,1
[Window][Shader Manager] [Window][Shader Manager]
Pos=8,27 Pos=8,27
@@ -34,10 +34,10 @@ Collapsed=0
DockId=0x00000001,2 DockId=0x00000001,2
[Window][Engine Settings] [Window][Engine Settings]
Pos=8,27 Pos=0,19
Size=289,826 Size=281,615
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000007,1
[Window][DockSpace Demo] [Window][DockSpace Demo]
Size=1584,861 Size=1584,861
@@ -47,7 +47,7 @@ Collapsed=0
Pos=8,27 Pos=8,27
Size=1559,974 Size=1559,974
Collapsed=0 Collapsed=0
DockId=0x00000009,0 DockId=0x00000007,0
[Window][DockSpace] [Window][DockSpace]
Pos=0,0 Pos=0,0
@@ -66,24 +66,32 @@ Collapsed=0
DockId=0x0000000C,0 DockId=0x0000000C,0
[Window][Log Window] [Window][Log Window]
Pos=8,627 Pos=641,636
Size=1568,226 Size=638,225
Collapsed=0 Collapsed=0
DockId=0x00000006,0 DockId=0x00000006,0
[Docking][Data] [Window][Render Stats]
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X Pos=0,636
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB Size=639,225
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1 Collapsed=0
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y DockId=0x00000004,0
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=289,974 Selected=0x031DC75C [Docking][Data]
DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x0000000B Parent=0x00000002 SizeRef=1568,637 Split=X DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockNode ID=0x00000007 Parent=0x0000000B SizeRef=250,826 Selected=0x393905AB DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=1584,842 Split=X
DockNode ID=0x00000008 Parent=0x0000000B SizeRef=971,826 CentralNode=1 Selected=0x031DC75C DockNode ID=0x00000002 Parent=0xCCBD8CF7 SizeRef=1743,826 Split=Y
DockNode ID=0x0000000C Parent=0x00000002 SizeRef=1568,335 Selected=0x139FDA3F DockNode ID=0x0000000A Parent=0x00000002 SizeRef=1568,599 Split=X
DockNode ID=0x00000005 Parent=0x0000000D SizeRef=343,826 Selected=0x9F035453 DockNode ID=0x00000009 Parent=0x0000000A SizeRef=281,974 Split=Y Selected=0x031DC75C
DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9 DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
DockNode ID=0x0000000D Parent=0x0000000A SizeRef=1460,974 Split=Y
DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 CentralNode=1 Selected=0x321620B2
DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
DockNode ID=0x0000000E Parent=0x00000002 SizeRef=1568,225 Split=X Selected=0xD99DEA49
DockNode ID=0x00000004 Parent=0x0000000E SizeRef=882,225 Selected=0xD99DEA49
DockNode ID=0x00000006 Parent=0x0000000E SizeRef=881,225 Selected=0xAB74BEE9
DockNode ID=0x00000005 Parent=0xCCBD8CF7 SizeRef=303,826 Selected=0x9F035453

View File

@@ -41,6 +41,7 @@
#include <map> #include <map>
#include <algorithm> #include <algorithm>
#include <DirectXMath.h> #include <DirectXMath.h>
#include <mutex>
///////////// /////////////
@@ -67,12 +68,18 @@ public:
ApplicationClass(); ApplicationClass();
~ApplicationClass(); ~ApplicationClass();
D3DClass* GetDirect3D(); D3DClass* GetDirect3D();
RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; }; RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; };
RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; }; RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; };
RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; }; RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; };
RenderTextureClass* GetReflectionTexture() const { return m_ReflectionTexture; }; 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); bool Initialize(int, int, HWND, bool IsVulkan);
void Shutdown(); void Shutdown();
bool Frame(InputClass*); bool Frame(InputClass*);
@@ -131,6 +138,19 @@ public:
Physics* GetPhysics() const { return m_Physics; }; 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 ------------- // // ------------- Culling ------------- //
// ----------------------------------- // // ----------------------------------- //
@@ -151,7 +171,7 @@ public:
// Save and load scene // Save and load scene
void SaveScene(); void SaveScene();
void LoadScene(); bool LoadScene();
void SetScenePath(std::string path) { m_scenePath = path; }; void SetScenePath(std::string path) { m_scenePath = path; };
std::wstring GetScenePath(); std::wstring GetScenePath();
@@ -176,6 +196,18 @@ public :
private : private :
// Thread de culling
std::thread m_CullingThread;
std::atomic<bool> m_CullingActive;
std::mutex m_ObjectsMutex;
void CullingThreadFunction();
std::mutex m_TerrainMutex;
std::vector<std::tuple<float, float, float, std::string, int>> m_TerrainGenerationData;
bool m_TerrainGenerationReady;
int m_NextTerrainObjectId;
// ------------------------------------- // // ------------------------------------- //
// ------------- DIRECT3D -------------- // // ------------- DIRECT3D -------------- //
// ------------------------------------- // // ------------------------------------- //
@@ -202,6 +234,7 @@ private :
int m_screenWidth, m_screenHeight; int m_screenWidth, m_screenHeight;
CameraClass* m_Camera; CameraClass* m_Camera;
PositionClass* m_Position; PositionClass* m_Position;
int m_drawcalls;
// ------------------------------------ // // ------------------------------------ //
// ------------- OBJECTS -------------- // // ------------- OBJECTS -------------- //

View File

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

View File

@@ -38,6 +38,7 @@ public:
void WidgetEngineSettingsWindow(ApplicationClass* app); void WidgetEngineSettingsWindow(ApplicationClass* app);
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize); void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
void WidgetLogWindow(ApplicationClass* app); void WidgetLogWindow(ApplicationClass* app);
void WidgetRenderStats(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app); bool ImGuiWidgetRenderer(ApplicationClass* app);
@@ -65,6 +66,11 @@ private:
bool showOldSceneWindow; bool showOldSceneWindow;
bool showEngineSettingsWindow; bool showEngineSettingsWindow;
bool showLogWindow; 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_isPhyiscsEnabled = false;
bool m_isGravityEnabled = false; bool m_isGravityEnabled = false;

View File

@@ -32,11 +32,21 @@ enum class TextureType
struct TextureContainer struct TextureContainer
{ {
// Textures
std::vector<ID3D11ShaderResourceView*> diffuse; std::vector<ID3D11ShaderResourceView*> diffuse;
std::vector<ID3D11ShaderResourceView*> normal; std::vector<ID3D11ShaderResourceView*> normal;
std::vector<ID3D11ShaderResourceView*> specular; std::vector<ID3D11ShaderResourceView*> specular;
std::vector<ID3D11ShaderResourceView*> alpha; 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 { std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
switch (type) { switch (type) {
case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse); 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 { ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const {
auto& vec = Get(type); auto& vec = Get(type);
if (index >= 0 && index < vec.size()) if (index >= 0 && index < vec.size())
@@ -54,31 +78,53 @@ struct TextureContainer
return nullptr; 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() { void ReleaseAll() {
ReleaseVector(diffuse); ReleaseVector(diffuse);
ReleaseVector(normal); ReleaseVector(normal);
ReleaseVector(specular); ReleaseVector(specular);
ReleaseVector(alpha); 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) switch (index)
{ {
case 0: case 0:
textContainer.diffuse.push_back(texture); textContainer.diffuse.push_back(texture);
textContainer.diffusePaths.push_back(paths);
break; break;
case 1: case 1:
textContainer.normal.push_back(texture); textContainer.normal.push_back(texture);
textContainer.normalPaths.push_back(paths);
break; break;
case 2: case 2:
textContainer.specular.push_back(texture); textContainer.specular.push_back(texture);
textContainer.specularPaths.push_back(paths);
break; break;
case 3: case 3:
textContainer.alpha.push_back(texture); textContainer.alpha.push_back(texture);
textContainer.alphaPaths.push_back(paths);
break; break;
default: default:
textContainer.diffuse.push_back(texture); textContainer.diffuse.push_back(texture);
textContainer.diffusePaths.push_back(paths);
break; break;
} }
} }
@@ -93,6 +139,10 @@ private:
} }
vec.clear(); vec.clear();
} }
void ReleaseVector(std::vector<std::wstring>& vec) {
vec.clear();
}
}; };
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// Class name: ModelClass // Class name: ModelClass
@@ -151,7 +201,8 @@ protected:
public: public:
ModelClass(); ModelClass();
ModelClass(const ModelClass&); ModelClass(const ModelClass&) = delete;
ModelClass& operator=(const ModelClass&) = delete;
~ModelClass(); ~ModelClass();
//bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>); //bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
@@ -163,16 +214,29 @@ public:
void Render(ID3D11DeviceContext*); void Render(ID3D11DeviceContext*);
int GetIndexCount(); int GetIndexCount();
int GetVertexCount() const { return m_vertexCount; }
// TEXTURE //
//ID3D11ShaderResourceView* GetTexture(int index) const; //ID3D11ShaderResourceView* GetTexture(int index) const;
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const; ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
//bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index); //bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index);
bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type, int index); bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type, int index);
// M<>thodes pour ajouter une nouvelle texture // M<>thodes pour ajouter une nouvelle texture
bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type); bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type);
bool AddTexture(ID3D11ShaderResourceView* texture, 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: private:
bool InitializeBuffers(ID3D11Device*); bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers(); void ShutdownBuffers();
@@ -188,8 +252,6 @@ private:
void CalculateModelVectors(); void CalculateModelVectors();
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&); void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
TextureContainer m_Textures; TextureContainer m_Textures;
ModelType* m_model; ModelType* m_model;
}; };

View File

@@ -3,6 +3,8 @@
#include <WICTextureLoader.h> #include <WICTextureLoader.h>
#include <SimpleMath.h> #include <SimpleMath.h>
#include "d3dclass.h"
enum class ObjectType enum class ObjectType
{ {
Sphere, Sphere,
@@ -30,6 +32,9 @@ public:
Object(); Object();
~Object(); ~Object();
Object(const Object&) = delete;
Object& operator=(const Object&) = delete;
void SetScaleMatrix(XMMATRIX scaleMatrix); void SetScaleMatrix(XMMATRIX scaleMatrix);
void SetRotateMatrix(XMMATRIX rotateMatrix); void SetRotateMatrix(XMMATRIX rotateMatrix);
void SetTranslateMatrix(XMMATRIX translateMatrix); void SetTranslateMatrix(XMMATRIX translateMatrix);
@@ -61,7 +66,8 @@ public:
bool IsGrounded() const; bool IsGrounded() const;
bool IsPhysicsEnabled() const; bool IsPhysicsEnabled() const;
void SetPhysicsEnabled(bool state); void SetPhysicsEnabled(bool state);
void SetVisible (bool state) { m_isVisible = state; }
bool IsVisible() const { return m_isVisible; }
void UpdateWorldMatrix(); void UpdateWorldMatrix();
void UpdateSRMatrix(); void UpdateSRMatrix();
@@ -96,6 +102,14 @@ public:
std::string ObjectTypeToString(ObjectType objectType); std::string ObjectTypeToString(ObjectType objectType);
void LaunchObject(); 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; } void SetAlpha(float alpha) { m_alpha = alpha; }
float GetAlpha() const { return m_alpha; } float GetAlpha() const { return m_alpha; }
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; } void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
@@ -124,18 +138,17 @@ private:
float m_mass; float m_mass;
bool m_isGrounded; bool m_isGrounded;
bool m_isPhysicsEnabled; bool m_isPhysicsEnabled;
bool m_isVisible;
std::string m_name; std::string m_name;
ObjectType m_type = ObjectType::Unknown; ObjectType m_type = ObjectType::Unknown;
ShaderType m_activeShader = ShaderType::LIGHTING; ShaderType m_activeShader = ShaderType::LIGHTING;
float m_boundingRadius; float m_boundingRadius;
std::wstring m_modelPath; std::wstring m_modelPath;
TextureContainer m_texturesContainer;
float m_alpha = 0.0f; float m_alpha = 0.0f;
float m_initialStretch = 0.0f; float m_initialStretch = 0.0f;
float m_springConstant = 10.0f; float m_springConstant = 10.0f;
}; };

View File

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

View File

@@ -48,17 +48,24 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
TrueLightPosition = XMFLOAT3(0.0f, 0.0f, 0.0f); TrueLightPosition = XMFLOAT3(0.0f, 0.0f, 0.0f);
m_LightModel = nullptr; m_LightModel = nullptr;
m_renderCount = 0; m_renderCount = 0;
m_drawcalls = 0;
} }
ApplicationClass::~ApplicationClass() ApplicationClass::~ApplicationClass()
{ {
m_ShouldQuit = true; m_ShouldQuit = true;
m_CullingActive = false;
// Joindre le thread pour s'assurer qu'il se termine correctement // Joindre les threads pour s'assurer qu'ils se terminent correctement
if (m_PhysicsThread.joinable()) if (m_PhysicsThread.joinable())
{ {
m_PhysicsThread.join(); m_PhysicsThread.join();
} }
if (m_CullingThread.joinable())
{
m_CullingThread.join();
}
} }
@@ -467,6 +474,9 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
skybox->Initialize(m_Direct3D); skybox->Initialize(m_Direct3D);
m_Skybox.push_back(skybox->ConstructSkybox()); m_Skybox.push_back(skybox->ConstructSkybox());
m_CullingActive = true;
m_CullingThread = std::thread(&ApplicationClass::CullingThreadFunction, this);
} }
catch (const std::exception& e) catch (const std::exception& e)
{ {
@@ -708,6 +718,9 @@ void ApplicationClass::Shutdown()
bool ApplicationClass::Frame(InputClass* Input) bool ApplicationClass::Frame(InputClass* Input)
{ {
ProcessTerrainGeneration();
ResetDrawCallCount();
int mouseX, mouseY, currentMouseX, currentMouseY; int mouseX, mouseY, currentMouseX, currentMouseY;
bool result, leftMouseDown, rightMouseDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown; bool result, leftMouseDown, rightMouseDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
@@ -1192,82 +1205,74 @@ int ApplicationClass::GetScreenHeight() const
void ApplicationClass::GenerateTerrain() 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; // Cr<43>er un conteneur de textures partag<61>
float scaleX, scaleY, scaleZ; 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; // Pr<50>charger les textures une seule fois
scaleY = 1.0f; ModelClass* sharedModel = new ModelClass();
scaleZ = 10.0f; 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. // G<>n<EFBFBD>rer les tuiles de terrain
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj"); 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 // Initialiser avec le mod<6F>le et les textures pr<70>charg<72>es
std::vector<std::wstring> terrainTexture = { if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
L"assets/Texture/Bricks2K.png", {
L"assets/Texture/BricksNRM2K.png", Logger::Get().Log("<EFBFBD>chec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
L"assets/Texture/BricksGLOSS2K.png" delete terrain;
}; continue;
}
TextureContainer TerrainTextures; // D<>finir la position dans la grille
int i = 0; XMFLOAT3 position(i * scaleX, -12.0f, j * scaleZ);
for (const auto& textureFilename : terrainTexture) XMFLOAT3 scale(scaleX, scaleY, scaleZ);
{
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();
//convertie errMessage en std::wstring terrain->SetPosition(XMLoadFloat3(&position));
std::wstring ws(errMsg); terrain->SetScale(XMLoadFloat3(&scale));
std::string str(ws.begin(), ws.end());
Logger::Get().Log("Failed to load texture: " + std::string(textureFilename.begin(), textureFilename.end()) + // Configurer les propri<72>t<EFBFBD>s
"\nError: " + std::to_string(result) + terrain->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
"\nDescription: " + str, terrain->SetType(ObjectType::Cube);
__FILE__, __LINE__, Logger::LogLevel::Error); terrain->SetActiveShader(ShaderType::SUNLIGHT);
return ; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e terrain->SetId(m_ObjectId++);
}
TerrainTextures.AssignTexture(TerrainTextures, texture, i);
i++;
// log success message // Ajouter <20> la liste des chunks de terrain
Logger::Get().Log("Texture loaded: " + std::string(textureFilename.begin(), textureFilename.end()), __FILE__, __LINE__, Logger::LogLevel::Initialize); m_terrainChunk.push_back(terrain);
}
} }
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) void ApplicationClass::AddKobject(std::wstring& filepath)
@@ -1276,17 +1281,14 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
char modelFilename[128]; char modelFilename[128];
vector<string> Filename; vector<string> Filename;
HRESULT result; TextureContainer KobjectsTextures;
filesystem::path p(filepath); filesystem::path p(filepath);
string filename = p.stem().string(); string filename = p.stem().string();
size_t convertedChars = 0; size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE); (void)wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
filesystem::current_path(m_WFolder); filesystem::current_path(m_WFolder);
TextureContainer KobjectsTextures;
// Liste des fichiers de texture // Liste des fichiers de texture
std::vector<std::wstring> kobjTexture = { std::vector<std::wstring> kobjTexture = {
@@ -1295,21 +1297,8 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
L"assets/Texture/BricksGLOSS2K.png" 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(); 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->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, KobjectsTextures);
newObject->SetMass(1.0f); newObject->SetMass(1.0f);
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f)); newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
@@ -1330,12 +1319,10 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
void ApplicationClass::AddCube() void ApplicationClass::AddCube()
{ {
Logger::Get().Log("Adding cube", __FILE__, __LINE__); Logger::Get().Log("Adding cube", __FILE__, __LINE__);
char modelFilename[128]; char modelFilename[128];
HRESULT result; TextureContainer CubeTexture;
// Set the file name of the model. // Set the file name of the model.
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt"); strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
@@ -1344,27 +1331,11 @@ void ApplicationClass::AddCube()
L"assets/Texture/Bricks2K.png" 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; static int cubeCount = 0;
float position = cubeCount * 2.0f; float position = cubeCount * 2.0f;
Object* newCube = new Object(); 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->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, CubeTexture);
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f)); newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
m_cubes.push_back(newCube); m_cubes.push_back(newCube);
@@ -1631,15 +1602,77 @@ void ApplicationClass::SetScreenWidth(int width)
m_screenWidth = width; m_screenWidth = width;
} }
void ApplicationClass::CullingThreadFunction()
{
Logger::Get().Log("Thread de culling d<>marr<72>", __FILE__, __LINE__, Logger::LogLevel::Info);
while (m_CullingActive)
{
// Construction du frustum une fois par cycle de culling
ConstructFrustum();
// S'assurer que la skybox est toujours visible
{
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
for (auto* skyboxObject : m_Skybox)
{
if (skyboxObject)
{
skyboxObject->SetVisible(true);
}
}
}
// Traitement des files d'objets normaux (sans la skybox)
std::vector<std::reference_wrapper<std::vector<Object*>>> queues = {
std::ref(m_object), std::ref(m_cubes), std::ref(m_terrainChunk)
};
for (auto& queueRef : queues)
{
std::vector<Object*>& queue = queueRef.get();
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
for (auto* object : queue)
{
if (!object) continue;
// Extraction des donn<6E>es de position
XMVECTOR position = object->GetPosition();
float x = XMVectorGetX(position);
float y = XMVectorGetY(position);
float z = XMVectorGetZ(position);
// Calcul du rayon approximatif
XMVECTOR scale = object->GetScale();
float radius = max(max(XMVectorGetX(scale), XMVectorGetY(scale)), XMVectorGetZ(scale));
// V<>rification du frustum
bool visible = m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance());
object->SetVisible(visible);
}
}
// Pause pour <20>viter de surcharger le CPU
std::this_thread::sleep_for(std::chrono::milliseconds(16)); // ~60 Hz
}
Logger::Get().Log("Thread de culling termin<69>", __FILE__, __LINE__, Logger::LogLevel::Info);
}
bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection) bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
{ {
XMMATRIX worldMatrix, scaleMatrix, rotateMatrix, translateMatrix, srMatrix; std::lock_guard<std::mutex> lock(m_ObjectsMutex);
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix ;
bool result; bool result;
int renderCount = 0; int renderCount = 0;
ConstructFrustum(); //ConstructFrustum();
for (const auto& RenderQueue : RenderQueues) for (const auto& RenderQueue : RenderQueues)
{ {
@@ -1658,32 +1691,27 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
return false; return false;
} }
XMVECTOR objposition = object->GetPosition();
float x = XMVectorGetX(objposition);
float y = XMVectorGetY(objposition);
float z = XMVectorGetZ(objposition);
float radius = object->GetBoundingRadius();
// Check if the object has physics enabled // Check if the object has physics enabled
if (object->IsPhysicsEnabled()) if (object->IsPhysicsEnabled())
{ {
object->UpdatePosition(m_Timer->GetTime()); object->UpdatePosition(m_Timer->GetTime());
} }
// V<>rifie si l'objet est dans le frustum if (!object->IsVisible())
if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
{ {
continue; continue;
} }
renderCount++; renderCount++;
scaleMatrix = object->GetScaleMatrix(); scaleMatrix = object->GetScaleMatrix();
rotateMatrix = object->GetRotateMatrix(); rotateMatrix = object->GetRotateMatrix();
translateMatrix = object->GetTranslateMatrix(); translateMatrix = object->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix); XMMATRIX worldMatrix = XMMatrixMultiply(
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix); XMMatrixMultiply(scaleMatrix, rotateMatrix),
translateMatrix
);
object->Render(m_Direct3D->GetDeviceContext()); object->Render(m_Direct3D->GetDeviceContext());
@@ -1870,6 +1898,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
} }
break; break;
} }
IncrementDrawCallCount();
} }
if (isSkybox) if (isSkybox)
@@ -2041,7 +2071,8 @@ void ApplicationClass::SaveScene() {
XMStoreFloat3(&position, object->GetPosition()); XMStoreFloat3(&position, object->GetPosition());
XMStoreFloat3(&scale, object->GetScale()); XMStoreFloat3(&scale, object->GetScale());
XMStoreFloat3(&rotation, object->GetRotation()); XMStoreFloat3(&rotation, object->GetRotation());
// <20>crire les donn<6E>es de base de l'objet
outFile << object->GetId() << " " outFile << object->GetId() << " "
<< object->GetName() << " " << object->GetName() << " "
<< position.x << " " << position.y << " " << position.z << " " << position.x << " " << position.y << " " << position.z << " "
@@ -2052,14 +2083,51 @@ void ApplicationClass::SaveScene() {
<< object->GetBoundingRadius() << " " << object->GetBoundingRadius() << " "
<< object->ObjectTypeToString(object->GetType()) << " " << object->ObjectTypeToString(object->GetType()) << " "
<< object->GetMass() << " " << 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(); 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(); std::wstring scenePath = GetScenePath();
if (!scenePath.empty()) if (!scenePath.empty())
@@ -2067,53 +2135,169 @@ void ApplicationClass::LoadScene() {
SetScenePath(ConvertWStringToString(scenePath)); SetScenePath(ConvertWStringToString(scenePath));
} }
if (m_scenePath.empty()) { if (m_scenePath.empty()) {
Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error); Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
return; return false;
} }
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;
}
std::ifstream inFile(m_scenePath); // Nettoyer les objets existants
if (!inFile.is_open()) { for (auto& obj : m_object) {
Logger::Get().Log("Failed to open file for loading scene", __FILE__, __LINE__, Logger::LogLevel::Error); if (obj) {
return; obj->Shutdown();
delete obj;
}
} }
m_object.clear(); m_object.clear();
m_ObjectId = 0;
int id; // Sauvegarder le r<>pertoire de travail actuel
std::string name; std::wstring currentDirectory = m_WFolder;
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;
while (inFile >> id >> name >> posX >> posY >> posZ >> rotX >> rotY >> rotZ >> scaleX >> scaleY >> scaleZ >> modelPath >> shaderTypeStr >> boundingRadius >> objectTypeStr >> mass >> physicsEnabled) { std::string line;
int size_needed = MultiByteToWideChar(CP_UTF8, 0, modelPath.c_str(), (int)modelPath.size(), NULL, 0); while (std::getline(inFile, line)) {
std::wstring wModelPath(size_needed, 0); std::istringstream iss(line);
MultiByteToWideChar(CP_UTF8, 0, modelPath.c_str(), (int)modelPath.size(), &wModelPath[0], size_needed); 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->SetId(id);
newObject->SetName(name); newObject->SetName(name);
newObject->SetPosition(XMVectorSet(posX, posY, posZ, 0.0f)); newObject->SetPosition(XMLoadFloat3(&position));
newObject->SetRotation(XMVectorSet(rotX, rotY, rotZ, 0.0f)); newObject->SetRotation(XMLoadFloat3(&rotation));
newObject->SetScale(XMVectorSet(scaleX, scaleY, scaleZ, 0.0f)); newObject->SetScale(XMLoadFloat3(&scale));
newObject->SetModelPath(wModelPath);
newObject->SetActiveShader(newObject->StringToShaderType(shaderTypeStr)); newObject->SetActiveShader(newObject->StringToShaderType(shaderTypeStr));
newObject->SetBoundingRadius(boundingRadius); newObject->SetBoundingRadius(boundingRadius);
newObject->SetType(newObject->StringToObjectType(objectTypeStr)); newObject->SetType(newObject->StringToObjectType(objectTypeStr));
newObject->SetMass(mass); newObject->SetMass(mass);
newObject->SetPhysicsEnabled(physicsEnabled); newObject->SetPhysicsEnabled(physicsEnabled);
}
inFile.close(); // Mettre <20> jour l'ID global si n<>cessaire
Logger::Get().Log("Scene loaded successfully", __FILE__, __LINE__, Logger::LogLevel::Info); if (id >= m_ObjectId) {
m_ObjectId = id + 1;
}
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() std::wstring ApplicationClass::GetScenePath()
@@ -2140,4 +2324,264 @@ std::wstring ApplicationClass::GetScenePath()
return filepath.wstring(); return filepath.wstring();
} }
return L""; 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_fps = 0;
m_count = 0; m_count = 0;
m_minFps = INT_MAX;
m_startTime = timeGetTime(); m_maxFps = 0;
m_frameTime = 0.0f;
m_previousTime = timeGetTime();
m_startTime = m_previousTime;
return; return;
} }
void FpsClass::Frame() void FpsClass::Frame()
{ {
unsigned int currentTime = timeGetTime();
m_frameTime = (currentTime - m_previousTime) * 0.001f;
m_previousTime = currentTime;
m_count++; m_count++;
if (timeGetTime() >= (m_startTime + 1000)) if (timeGetTime() >= (m_startTime + 1000))
{ {
m_fps = m_count; 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(); m_startTime = timeGetTime();
} }
return; 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() int FpsClass::GetFps()
{ {
return m_fps; return m_fps;

View File

@@ -4,6 +4,13 @@
imguiManager::imguiManager() imguiManager::imguiManager()
{ {
io = nullptr; 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() imguiManager::~imguiManager()
@@ -12,32 +19,130 @@ imguiManager::~imguiManager()
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext) bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
{ {
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize); Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_device = device; m_device = device;
m_deviceContext = deviceContext; m_deviceContext = deviceContext;
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
io->FontGlobalScale = 1.0f;
ImGui_ImplWin32_Init(hwnd); ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(m_device, m_deviceContext); ImGui_ImplDX11_Init(m_device, m_deviceContext);
// Setup style // Appliquer un th<74>me sombre de base
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
// Set the window background color to be a transparent black/gray
ImGui::GetStyle().Colors[ImGuiCol_WindowBg] = ImVec4(0, 0, 0, 0.5f); // D<>finir les couleurs pour une interface de type <20>diteur sobre
// Set the menu bar background color to be a transparent black/gray ImGuiStyle& style = ImGui::GetStyle();
ImGui::GetStyle().Colors[ImGuiCol_MenuBarBg] = ImVec4(0, 0, 0, 0.5f);
// Palette de couleurs sobres inspir<69>e des <20>diteurs modernes
ImVec4 background_dark = ImVec4(0.10f, 0.10f, 0.10f, 1.00f); // Fond fonc<6E>
ImVec4 background = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); // Fond principal
ImVec4 background_light = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Fond clair
ImVec4 accent = ImVec4(0.14f, 0.44f, 0.80f, 0.50f); // Accent bleu
ImVec4 accent_light = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); // Accent bleu vif
ImVec4 text = ImVec4(1.0f, 1.0f, 1.0f, 1.00f); // Texte plus blanc
ImVec4 text_dim = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
// Ajustements de style g<>n<EFBFBD>raux
style.WindowPadding = ImVec2(4.0f, 4.0f); // Moins de padding dans les fen<65>tres
style.FramePadding = ImVec2(4.0f, 3.0f); // Moins de padding dans les cadres
style.ItemSpacing = ImVec2(4.0f, 3.0f); // Moins d'espace entre les widgets
style.ItemInnerSpacing = ImVec2(3.0f, 3.0f); // Moins d'espace interne
style.DisplayWindowPadding = ImVec2(0.0f, 0.0f); // Pas de padding pour l'affichage
style.DisplaySafeAreaPadding = ImVec2(0.0f, 0.0f);
style.TouchExtraPadding = ImVec2(0.0f, 0.0f);
style.IndentSpacing = 20.0f;
style.ScrollbarSize = 14.0f;
style.GrabMinSize = 10.0f;
// Arrondis
style.WindowRounding = 4.0f;
style.ChildRounding = 4.0f;
style.FrameRounding = 3.0f;
style.PopupRounding = 4.0f;
style.ScrollbarRounding = 9.0f;
style.GrabRounding = 3.0f;
style.TabRounding = 4.0f;
// Couleurs principales
style.Colors[ImGuiCol_Text] = text;
style.Colors[ImGuiCol_TextDisabled] = text_dim;
style.Colors[ImGuiCol_WindowBg] = background;
style.Colors[ImGuiCol_ChildBg] = background_dark;
style.Colors[ImGuiCol_PopupBg] = background_dark;
style.Colors[ImGuiCol_Border] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
// Encadrements
style.Colors[ImGuiCol_FrameBg] = background_light;
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
// Titres
style.Colors[ImGuiCol_TitleBg] = background_dark;
style.Colors[ImGuiCol_TitleBgActive] = accent;
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.12f, 0.12f, 0.12f, 0.90f);
// <20>l<EFBFBD>ments de menu
style.Colors[ImGuiCol_MenuBarBg] = background_dark;
style.Colors[ImGuiCol_ScrollbarBg] = background_dark;
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
// Boutons et interactions
style.Colors[ImGuiCol_CheckMark] = accent_light;
style.Colors[ImGuiCol_SliderGrab] = accent;
style.Colors[ImGuiCol_SliderGrabActive] = accent_light;
style.Colors[ImGuiCol_Button] = background_light;
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
style.Colors[ImGuiCol_ButtonActive] = accent;
// En-t<>tes et onglets
style.Colors[ImGuiCol_Header] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style.Colors[ImGuiCol_HeaderActive] = accent;
style.Colors[ImGuiCol_Separator] = ImVec4(0.28f, 0.28f, 0.28f, 1.00f);
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.45f, 0.45f, 0.45f, 1.00f);
style.Colors[ImGuiCol_SeparatorActive] = accent;
style.Colors[ImGuiCol_Tab] = background_dark;
style.Colors[ImGuiCol_TabHovered] = accent;
style.Colors[ImGuiCol_TabActive] = accent;
style.Colors[ImGuiCol_TabUnfocused] = background_dark;
style.Colors[ImGuiCol_TabUnfocusedActive] = background;
// Autres <20>l<EFBFBD>ments
style.Colors[ImGuiCol_DockingPreview] = accent;
style.Colors[ImGuiCol_DockingEmptyBg] = background_light;
// Charger une police avec une meilleure nettet<65>
ImFontConfig fontConfig;
fontConfig.OversampleH = 2; // Sur<75>chantillonnage horizontal
fontConfig.OversampleV = 2; // Sur<75>chantillonnage vertical
fontConfig.PixelSnapH = true; // Alignement sur la grille de pixels
fontConfig.RasterizerMultiply = 1.2f; // L<>g<EFBFBD>re augmentation de l'<27>paisseur
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize); io->Fonts->AddFontDefault(&fontConfig);
return true; // OU charger une police personnalis<69>e (d<>commenter si vous avez la police)
// io->Fonts->AddFontFromFileTTF("assets/fonts/roboto.ttf", 16.0f, &fontConfig);
unsigned char* pixels;
int width, height;
io->Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
} }
void imguiManager::Shutdown() void imguiManager::Shutdown()
@@ -70,54 +175,61 @@ void imguiManager::NewFrame()
} }
void imguiManager::SetupDockspace(ApplicationClass* app) { void imguiManager::SetupDockspace(ApplicationClass* app) {
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; // Configuration du style pour supprimer l'espace autour des fen<65>tres dock<63>es
ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::SetNextWindowPos(viewport->Pos); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::SetNextWindowSize(viewport->Size); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); // Configuration du style pour les n<>uds de dock
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); // R<>duit l'<27>paisseur des s<>parateurs
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; // Configuration de la fen<65>tre principale
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::SetNextWindowViewport(viewport->ID);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0)); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0));
ImGui::Begin("DockSpace", nullptr, window_flags);
// Pop des styles apr<70>s avoir cr<63><72> la fen<65>tre principale
ImGui::PopStyleVar(4); // 4 car nous avons pouss<73> 4 variables de style
ImGui::PopStyleColor();
ImGui::Begin("DockSpace", nullptr, window_flags); // Configuration du DockSpace
ImGui::PopStyleVar(2); ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
ImGui::PopStyleColor(); ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
if (ImGui::BeginMenuBar()) {
if (ImGui::BeginMenu("Windows")) {
ImGui::MenuItem("Object Window", NULL, &showObjectWindow);
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow);
ImGui::MenuItem("Light Window", NULL, &showLightWindow);
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow);
ImGui::MenuItem("Log Window", NULL, &showLogWindow);
ImGui::MenuItem("Render Stats", NULL, &showStatsWindow);
ImGui::EndMenu();
}
if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Scene")) {
if (ImGui::BeginMenu("Windows")) { if (ImGui::MenuItem("Save Scene")) {
ImGui::MenuItem("Object Window", NULL, &showObjectWindow); app->SaveScene();
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow); }
ImGui::MenuItem("Light Window", NULL, &showLightWindow); if (ImGui::MenuItem("Load Scene")) {
ImGui::MenuItem("Old Scene Window", NULL, &showOldSceneWindow); app->LoadScene();
ImGui::MenuItem("Engine Settings Window", NULL, &showEngineSettingsWindow); }
ImGui::MenuItem("Log Window", NULL, &showLogWindow); ImGui::EndMenu();
ImGui::EndMenu(); }
}
// Scene file menu ImGui::EndMenuBar();
if (ImGui::BeginMenu("Scene")) { }
if (ImGui::MenuItem("Save Scene")) {
// Save the scene
app->SaveScene();
}
if (ImGui::MenuItem("Load Scene")) {
// Load the scene
app->LoadScene();
}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace"); ImGui::End();
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode);
ImGui::End();
} }
void imguiManager::WidgetSpeedSlider(float* speed) void imguiManager::WidgetSpeedSlider(float* speed)
@@ -135,11 +247,6 @@ void imguiManager::WidgetButton()
ImGui::Text("counter = %d", counter); 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) void imguiManager::WidgetAddObject(ApplicationClass* app)
{ {
if (ImGui::CollapsingHeader("Objects")) if (ImGui::CollapsingHeader("Objects"))
@@ -530,18 +637,19 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
ImGui::Separator(); ImGui::Separator();
if (ImGui::Button("Generate Terrain")) if (ImGui::Button("Generate Flat Terrain"))
{ {
app->GenerateTerrain(); app->GenerateTerrain();
} }
ImGui::SameLine(); ImGui::Separator();
if (ImGui::Button("Delete All Terrain Cubes")) if (ImGui::Button("Delete All Terrain Cubes"))
{ {
app->DeleteTerrain(); app->DeleteTerrain();
} }
ImGui::End(); ImGui::End();
} }
@@ -561,7 +669,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetSpeedSlider(&speed); WidgetSpeedSlider(&speed);
app->SetSpeed(speed); app->SetSpeed(speed);
WidgetButton(); WidgetButton();
WidgetFPS(); // WidgetFPS();
WidgetAddObject(app); WidgetAddObject(app);
ImGui::End(); ImGui::End();
@@ -596,6 +704,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
{ {
WidgetRenderWindow(app, ImVec2(800, 600)); WidgetRenderWindow(app, ImVec2(800, 600));
} }
if (showStatsWindow)
{
WidgetRenderStats(app);
}
//render imgui //render imgui
@@ -844,4 +957,64 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
} }
ImGui::End(); 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

@@ -6,53 +6,38 @@ ModelClass::ModelClass()
m_vertexBuffer = 0; m_vertexBuffer = 0;
m_indexBuffer = 0; m_indexBuffer = 0;
m_model = 0; m_model = 0;
m_vertexCount = 0;
m_indexCount = 0;
m_Textures.diffuse.clear();
m_Textures.normal.clear();
m_Textures.specular.clear();
m_Textures.alpha.clear();
m_Textures.diffusePaths.clear();
m_Textures.normalPaths.clear();
m_Textures.specularPaths.clear();
m_Textures.alphaPaths.clear();
} }
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass() ModelClass::~ModelClass()
{ {
// Destructor
Shutdown();
} }
// bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) {
// Logger::Get().Log("Initializing model class with preloaded textures (vector)", __FILE__, __LINE__, Logger::LogLevel::Initialize);
//
// bool result = Initialize(device, deviceContext, modelFilename);
// if (!result) {
// return false;
// }
//
// // Ajouter toutes les textures au container comme textures diffuses
// for (auto& tex : textures) {
// m_Textures.diffuse.push_back(tex);
// }
//
// return true;
// }
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) { 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); bool result = Initialize(device, deviceContext, modelFilename);
if (!result) { if (!result) {
return false; return false;
} }
// Copie de toutes les textures de la structure m_Textures = textures; // Copie de la structure de textures
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);
return true; return true;
} }
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) { bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) {
Logger::Get().Log("Initializing model class without textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result; bool result;
@@ -72,9 +57,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error); Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false; return false;
} }
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
@@ -107,18 +90,12 @@ int ModelClass::GetIndexCount()
return m_indexCount; 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 { ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
return m_Textures.GetTexture(type, index); return m_Textures.GetTexture(type, index);
} }
bool ModelClass::InitializeBuffers(ID3D11Device* device) bool ModelClass::InitializeBuffers(ID3D11Device* device)
{ {
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices; VertexType* vertices;
unsigned long* indices; unsigned long* indices;
@@ -193,16 +170,12 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
delete[] indices; delete[] indices;
indices = 0; indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
void ModelClass::ShutdownBuffers() void ModelClass::ShutdownBuffers()
{ {
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer. // Release the index buffer.
if (m_indexBuffer) if (m_indexBuffer)
{ {
@@ -216,10 +189,7 @@ void ModelClass::ShutdownBuffers()
m_vertexBuffer->Release(); m_vertexBuffer->Release();
m_vertexBuffer = 0; m_vertexBuffer = 0;
} }
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
} }
@@ -247,17 +217,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
void ModelClass::ReleaseTextures() void ModelClass::ReleaseTextures()
{ {
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
// Utilise la m<>thode ReleaseAll de TextureContainer // Utilise la m<>thode ReleaseAll de TextureContainer
m_Textures.ReleaseAll(); m_Textures.ReleaseAll();
Logger::Get().Log("Textures released", __FILE__, __LINE__);
} }
bool ModelClass::LoadModel(char* filename) bool ModelClass::LoadModel(char* filename)
{ {
Logger::Get().Log("Loading model: " + std::string(filename), __FILE__, __LINE__);
std::string fileStr(filename); std::string fileStr(filename);
std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1); std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1);
@@ -281,101 +247,112 @@ bool ModelClass::LoadModel(char* filename)
bool ModelClass::LoadObjModel(char* filename) bool ModelClass::LoadObjModel(char* filename)
{ {
Logger::Get().Log("Loading model", __FILE__, __LINE__); // Lecture optimis<69>e du fichier en mode binaire
std::ifstream fin(filename, std::ios::in | std::ios::binary);
if (!fin)
{
Logger::Get().Log("<EFBFBD>chec d'ouverture du fichier mod<6F>le", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
std::string line; // Lecture du fichier entier d'un coup (<28>vite la lecture ligne par ligne)
std::ifstream fin(filename); fin.seekg(0, std::ios::end);
const size_t fileSize = fin.tellg();
fin.seekg(0, std::ios::beg);
std::string fileContent;
fileContent.resize(fileSize);
fin.read(&fileContent[0], fileSize);
fin.close();
// If it could not open the file then exit. // Pr<50>-allocation des vecteurs (<28>vite les r<>allocations)
if (!fin) const size_t estimatedVertices = fileSize / 150;
{ std::vector<XMFLOAT3> temp_positions;
Logger::Get().Log("Failed to open model file", __FILE__, __LINE__, Logger::LogLevel::Error); std::vector<XMFLOAT2> temp_texcoords;
return false; std::vector<XMFLOAT3> temp_normals;
} std::vector<ModelType> temp_model;
std::vector<XMFLOAT3> temp_positions; temp_positions.reserve(estimatedVertices);
std::vector<XMFLOAT2> temp_texcoords; temp_texcoords.reserve(estimatedVertices);
std::vector<XMFLOAT3> temp_normals; temp_normals.reserve(estimatedVertices);
std::vector<ModelType> temp_model; temp_model.reserve(estimatedVertices * 3);
// Read the file line by line. // Analyse du contenu
while (std::getline(fin, line)) std::istringstream iss(fileContent);
{ std::string line;
std::istringstream iss(line);
std::string type;
iss >> type;
if (type == "v") // Vertex position while (std::getline(iss, line))
{ {
XMFLOAT3 pos; if (line.empty() || line[0] == '#') continue;
iss >> pos.x >> pos.y >> pos.z;
temp_positions.push_back(pos);
}
else if (type == "vt") // Texture coordinate
{
XMFLOAT2 tex;
iss >> tex.x >> tex.y;
temp_texcoords.push_back(tex);
}
else if (type == "vn") // Vertex normal
{
XMFLOAT3 norm;
iss >> norm.x >> norm.y >> norm.z;
temp_normals.push_back(norm);
}
else if (type == "f") // Face
{
int posIndex[3], texIndex[3], normIndex[3];
char slash; // To skip the slashes '/' in the .obj file format
for (int i = 0; i < 3; i++) // Each face in .obj format has 3 vertices
{
iss >> posIndex[i] >> slash >> texIndex[i] >> slash >> normIndex[i];
// Handle negative indices // Analyse plus rapide bas<61>e sur le premier caract<63>re
if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1; if (line[0] == 'v')
if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1; {
if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1; if (line[1] == ' ') // Position de sommet
} {
XMFLOAT3 pos;
sscanf_s(line.c_str() + 2, "%f %f %f", &pos.x, &pos.y, &pos.z);
temp_positions.push_back(pos);
}
else if (line[1] == 't') // Coordonn<6E>es de texture
{
XMFLOAT2 tex;
sscanf_s(line.c_str() + 3, "%f %f", &tex.x, &tex.y);
temp_texcoords.push_back(tex);
}
else if (line[1] == 'n') // Normales
{
XMFLOAT3 norm;
sscanf_s(line.c_str() + 3, "%f %f %f", &norm.x, &norm.y, &norm.z);
temp_normals.push_back(norm);
}
}
else if (line[0] == 'f')
{
int posIndex[3], texIndex[3], normIndex[3];
const char* linePtr = line.c_str() + 2; // Sauter "f "
for (int i = 0; i < 3; i++)
{
// Analyse rapide du format v/vt/vn
sscanf_s(linePtr, "%d/%d/%d", &posIndex[i], &texIndex[i], &normIndex[i]);
// Avancer au prochain ensemble d'indices
while (*linePtr && *linePtr != ' ') linePtr++;
while (*linePtr == ' ') linePtr++;
// .obj indices start from 1, not 0 if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1;
for (int i = 0; i < 3; i++) if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1;
{ if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1;
ModelType vertex; }
vertex.x = temp_positions[posIndex[i] - 1].x;
vertex.y = temp_positions[posIndex[i] - 1].y;
vertex.z = temp_positions[posIndex[i] - 1].z;
vertex.tu = temp_texcoords[texIndex[i] - 1].x;
vertex.tv = temp_texcoords[texIndex[i] - 1].y;
vertex.nx = temp_normals[normIndex[i] - 1].x;
vertex.ny = temp_normals[normIndex[i] - 1].y;
vertex.nz = temp_normals[normIndex[i] - 1].z;
temp_model.push_back(vertex);
}
}
}
m_vertexCount = temp_model.size(); for (int i = 0; i < 3; i++)
m_indexCount = temp_model.size(); {
ModelType vertex{};
vertex.x = temp_positions[posIndex[i] - 1].x;
vertex.y = temp_positions[posIndex[i] - 1].y;
vertex.z = temp_positions[posIndex[i] - 1].z;
vertex.tu = temp_texcoords[texIndex[i] - 1].x;
vertex.tv = temp_texcoords[texIndex[i] - 1].y;
vertex.nx = temp_normals[normIndex[i] - 1].x;
vertex.ny = temp_normals[normIndex[i] - 1].y;
vertex.nz = temp_normals[normIndex[i] - 1].z;
temp_model.push_back(vertex);
}
}
}
// Create the model using the vertex count that was read in. // Allocation et copie efficace du mod<6F>le final
m_model = new ModelType[m_vertexCount]; m_vertexCount = temp_model.size();
for (int i = 0; i < m_vertexCount; i++) m_indexCount = temp_model.size();
{ m_model = new ModelType[m_vertexCount];
m_model[i] = temp_model[i]; std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType));
}
fin.close(); return true;
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
return true;
} }
bool ModelClass::LoadTxtModel(char* filename) bool ModelClass::LoadTxtModel(char* filename)
{ {
Logger::Get().Log("Loading model", __FILE__, __LINE__);
ifstream fin; ifstream fin;
char input; char input;
int i; int i;
@@ -426,16 +403,12 @@ bool ModelClass::LoadTxtModel(char* filename)
// Close the model file. // Close the model file.
fin.close(); fin.close();
Logger::Get().Log("Model loaded "+ std::string(filename), __FILE__, __LINE__);
return true; return true;
} }
void ModelClass::CalculateModelVectors() void ModelClass::CalculateModelVectors()
{ {
Logger::Get().Log("Calculating model vectors", __FILE__, __LINE__);
int faceCount, i, index; int faceCount, i, index;
TempVertexType vertex1, vertex2, vertex3; TempVertexType vertex1, vertex2, vertex3;
VectorType tangent, binormal; VectorType tangent, binormal;
@@ -497,10 +470,6 @@ void ModelClass::CalculateModelVectors()
m_model[index - 3].by = binormal.y; m_model[index - 3].by = binormal.y;
m_model[index - 3].bz = binormal.z; 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) void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
@@ -555,29 +524,76 @@ void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType
binormal.x = binormal.x / length; binormal.x = binormal.x / length;
binormal.y = binormal.y / length; binormal.y = binormal.y / length;
binormal.z = binormal.z / length; binormal.z = binormal.z / length;
return;
} }
void ModelClass::ReleaseModel() void ModelClass::ReleaseModel()
{ {
Logger::Get().Log("Releasing model", __FILE__, __LINE__);
if (m_model) if (m_model)
{ {
delete[] m_model; delete[] m_model;
m_model = 0; m_model = 0;
} }
Logger::Get().Log("Model released", __FILE__, __LINE__);
return;
} }
// bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index) { bool ModelClass::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer)
// // Pour compatibilit<69>, utilise la texture diffuse par d<>faut {
// return ChangeTexture(device, deviceContext, filename, TextureType::Diffuse, index); 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) { bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) {
Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize); Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@@ -608,6 +624,34 @@ bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* device
// Assigner la nouvelle texture // Assigner la nouvelle texture
textureVector[index] = newTexture; 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); Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
} }
@@ -625,8 +669,25 @@ bool ModelClass::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false; return false;
} }
// Ajouter la texture au vecteur correspondant // Ajouter la texture au vecteur appropri<EFBFBD> selon le type
m_Textures.Get(type).push_back(newTexture); 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); Logger::Get().Log("Texture added successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true; return true;
@@ -638,7 +699,25 @@ bool ModelClass::AddTexture(ID3D11ShaderResourceView* texture, TextureType type)
return false; return false;
} }
// Ajouter la texture au vecteur correspondant // Ajouter la texture au vecteur appropri<EFBFBD>
m_Textures.Get(type).push_back(texture); 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; return true;
} }

View File

@@ -1,5 +1,9 @@
#include "object.h" #include "object.h"
#include <comdef.h>
#include "d3dclass.h"
Object::Object()// Initialize the reference here Object::Object()// Initialize the reference here
{ {
m_scaleMatrix = XMMatrixIdentity(); m_scaleMatrix = XMMatrixIdentity();
@@ -18,7 +22,6 @@ Object::Object()// Initialize the reference here
Object::~Object() Object::~Object()
{ {
} }
void Object::SetScaleMatrix(XMMATRIX scaleMatrix) void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
@@ -88,7 +91,6 @@ XMVECTOR Object::GetRotation()
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f); return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
} }
XMVECTOR Object::GetScale() XMVECTOR Object::GetScale()
{ {
XMFLOAT4X4 matrix; XMFLOAT4X4 matrix;
@@ -348,4 +350,41 @@ void Object::LaunchObject()
char buffer[256]; char buffer[256];
sprintf_s(buffer, "Launch velocity: %f m/s at angle %f degrees", XMVectorGetX(XMVector3Length(velocity)), m_alpha); sprintf_s(buffer, "Launch velocity: %f m/s at angle %f degrees", XMVectorGetX(XMVector3Length(velocity)), m_alpha);
OutputDebugStringA(buffer); 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;
} }