15 Commits

Author SHA1 Message Date
8b77b189a8 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-13 21:50:17 +02:00
e5ee8fdad3 Patch Update - BigCube Is Back - V10.4.2 2025-05-13 21:50:05 +02:00
3a2d19dff4 Actualiser README.md 2025-05-13 13:01:35 +00:00
dbc7003569 Patch Update - Remove The """Instancing""" due to unwanted behavior - V10.4.1 2025-05-12 16:14:38 +02:00
c5bfa2e621 Minor Update - Loading Obj Model is now faster than f1 - V10.4.0 2025-05-12 14:18:43 +02:00
32b71ac97f Patch Update - UI Text No Blur - V10.3.1 2025-05-08 17:35:41 +02:00
5c3c6d944c Minor Update - UI Update - V10.3.0 2025-05-08 17:28:06 +02:00
8d32f51e8c Patch Update - Clean Render Pass - V10.2.3 2025-05-08 17:07:45 +02:00
644fc57762 Patch Update - Frustum Culling Thread Independant - V10.2.2 2025-05-08 16:28:27 +02:00
f8bfb62e98 Patch Update - WIP Async Cube Generation - V10.2.1 2025-05-07 17:48:02 +02:00
94fd900ce8 Minor Update - Stats Widget + BigCube Generation WIP - V10.2.0 2025-05-07 17:15:11 +02:00
2744c809d3 Actualiser README.md 2025-05-06 16:28:06 +00:00
b80f66fec3 Merge branch 'main' of http://gitea-ui.shiba-server.fr:19000/ShibaGit/khaotic-engine-Reborn 2025-05-06 18:09:31 +02:00
8bcd3eed48 Patch Update - Fix Memory Leak From terrain genneration and use Instancing to generate big terrain - V10.1.3 2025-05-06 18:09:28 +02:00
2b1e64ffbd Actualiser README.md 2025-05-06 16:08:35 +00:00
15 changed files with 1103 additions and 387 deletions

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@@ -2,13 +2,13 @@
Khaotic Engine Reborn reprend comme base le moteur Khaotic Engine pour lui ajouter plus de fonctionalité.
Ce moteur est basé sur **DirectX11** utilise **ImGui** avec une couche d'abstraction pour permetre son usage avec d'autres API.
Ce moteur est basé sur **DirectX11** et utilise **ImGui** pour son interface graphique.
---
Khaotic Engine is a rendering engine made in **C++** by a small team with the aim of learning how to use rendering APIs (OpenGL, DirectX 11/12 and Vulkan).
This **DirectX11** based engine uses **ImGui** with an abstraction layer to enable its use with other APIs.
This **DirectX11** based engine uses **ImGui** for the user interface.
## Installation
@@ -60,10 +60,11 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
- Shader rendering
- Frustum culling
- Object rendering
- Terrain Instancing
## Demo :
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://www.youtube.com/watch?v=qCOCTyB_97c)
[![Demo Video](https://img.youtube.com/vi/qCOCTyB_97c/0.jpg)](https://youtu.be/DYgT1Nu7B4c)
## Engine Build by :

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@@ -35,9 +35,9 @@ DockId=0x00000001,2
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@@ -47,11 +47,11 @@ Collapsed=0
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@@ -4,28 +4,28 @@ Size=400,400
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@@ -34,10 +34,10 @@ Collapsed=0
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@@ -41,6 +41,7 @@
#include <map>
#include <algorithm>
#include <DirectXMath.h>
#include <mutex>
/////////////
@@ -67,12 +68,18 @@ public:
ApplicationClass();
~ApplicationClass();
D3DClass* GetDirect3D();
RenderTextureClass* GetSceneTexture() const { return m_SceneTexture; };
RenderTextureClass* GetRenderTexture() const { return m_RenderTexture; };
RenderTextureClass* GetRefractionTexture() const { return m_RefractionTexture; };
RenderTextureClass* GetReflectionTexture() const { return m_ReflectionTexture; };
int GetTotalVertexCount() const;
int GetTotalTriangleCount() const;
int GetVisibleTriangleCount() const;
void CreateBigCube(int sideCount);
void ProcessTerrainGeneration();
bool Initialize(int, int, HWND, bool IsVulkan);
void Shutdown();
bool Frame(InputClass*);
@@ -131,6 +138,19 @@ public:
Physics* GetPhysics() const { return m_Physics; };
// ------------------------------------- //
// --------------- Stats --------------- //
// ------------------------------------- //
int GetCurrentFps() const;
int GetMinFps() const;
int GetMaxFps() const;
float GetFrameTime() const;
int GetDrawCalls() const;
void ResetFpsStats();
void IncrementDrawCallCount();
void ResetDrawCallCount();
// ----------------------------------- //
// ------------- Culling ------------- //
// ----------------------------------- //
@@ -176,6 +196,18 @@ public :
private :
// Thread de culling
std::thread m_CullingThread;
std::atomic<bool> m_CullingActive;
std::mutex m_ObjectsMutex;
void CullingThreadFunction();
std::mutex m_TerrainMutex;
std::vector<std::tuple<float, float, float, std::string, int>> m_TerrainGenerationData;
bool m_TerrainGenerationReady;
int m_NextTerrainObjectId;
// ------------------------------------- //
// ------------- DIRECT3D -------------- //
// ------------------------------------- //
@@ -202,6 +234,7 @@ private :
int m_screenWidth, m_screenHeight;
CameraClass* m_Camera;
PositionClass* m_Position;
int m_drawcalls;
// ------------------------------------ //
// ------------- OBJECTS -------------- //

View File

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

View File

@@ -38,6 +38,7 @@ public:
void WidgetEngineSettingsWindow(ApplicationClass* app);
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
void WidgetLogWindow(ApplicationClass* app);
void WidgetRenderStats(ApplicationClass* app);
bool ImGuiWidgetRenderer(ApplicationClass* app);
@@ -65,6 +66,13 @@ private:
bool showOldSceneWindow;
bool showEngineSettingsWindow;
bool showLogWindow;
bool showStatsWindow;
int m_SideCount = 0;
static const int FRAME_HISTORY_COUNT = 3600; // 1min secondes <20> 60 FPS
float m_frameTimeHistory[FRAME_HISTORY_COUNT] = {};
int m_frameTimeHistoryIndex = 0;
bool m_isPhyiscsEnabled = false;
bool m_isGravityEnabled = false;

View File

@@ -201,7 +201,8 @@ protected:
public:
ModelClass();
ModelClass(const ModelClass&);
ModelClass(const ModelClass&) = delete;
ModelClass& operator=(const ModelClass&) = delete;
~ModelClass();
//bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
@@ -213,6 +214,10 @@ public:
void Render(ID3D11DeviceContext*);
int GetIndexCount();
int GetVertexCount() const { return m_vertexCount; }
// TEXTURE //
//ID3D11ShaderResourceView* GetTexture(int index) const;
ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
@@ -228,11 +233,14 @@ public:
bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
protected:
int m_vertexCount, m_indexCount;
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
private:
bool InitializeBuffers(ID3D11Device*);
void ShutdownBuffers();
void RenderBuffers(ID3D11DeviceContext*);
bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, vector<string> filename);
void ReleaseTextures();
bool LoadModel(char*);
@@ -243,8 +251,6 @@ private:
void CalculateModelVectors();
void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
int m_vertexCount, m_indexCount;
TextureContainer m_Textures;
ModelType* m_model;
};

View File

@@ -32,6 +32,9 @@ public:
Object();
~Object();
Object(const Object&) = delete;
Object& operator=(const Object&) = delete;
void SetScaleMatrix(XMMATRIX scaleMatrix);
void SetRotateMatrix(XMMATRIX rotateMatrix);
void SetTranslateMatrix(XMMATRIX translateMatrix);
@@ -63,7 +66,8 @@ public:
bool IsGrounded() const;
bool IsPhysicsEnabled() const;
void SetPhysicsEnabled(bool state);
void SetVisible (bool state) { m_isVisible = state; }
bool IsVisible() const { return m_isVisible; }
void UpdateWorldMatrix();
void UpdateSRMatrix();
@@ -98,7 +102,14 @@ public:
std::string ObjectTypeToString(ObjectType objectType);
void LaunchObject();
void LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer, D3DClass* m_Direct3D);
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D);
bool SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms);
void EnableInstancing(bool enabled);
void SetInstanceCount(int count);
bool IsInstancingEnabled() const;
int GetInstanceCount() const;
ID3D11Buffer* GetInstanceBuffer() const;
void SetAlpha(float alpha) { m_alpha = alpha; }
float GetAlpha() const { return m_alpha; }
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
@@ -127,6 +138,7 @@ private:
float m_mass;
bool m_isGrounded;
bool m_isPhysicsEnabled;
bool m_isVisible;
std::string m_name;
ObjectType m_type = ObjectType::Unknown;
@@ -139,5 +151,4 @@ private:
float m_initialStretch = 0.0f;
float m_springConstant = 10.0f;
};

View File

@@ -48,18 +48,25 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
TrueLightPosition = XMFLOAT3(0.0f, 0.0f, 0.0f);
m_LightModel = nullptr;
m_renderCount = 0;
m_drawcalls = 0;
}
ApplicationClass::~ApplicationClass()
{
m_ShouldQuit = true;
m_CullingActive = false;
// Joindre le thread pour s'assurer qu'il se termine correctement
// Joindre les threads pour s'assurer qu'ils se terminent correctement
if (m_PhysicsThread.joinable())
{
m_PhysicsThread.join();
}
if (m_CullingThread.joinable())
{
m_CullingThread.join();
}
}
@@ -467,6 +474,9 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
skybox->Initialize(m_Direct3D);
m_Skybox.push_back(skybox->ConstructSkybox());
m_CullingActive = true;
m_CullingThread = std::thread(&ApplicationClass::CullingThreadFunction, this);
}
catch (const std::exception& e)
{
@@ -709,6 +719,9 @@ void ApplicationClass::Shutdown()
bool ApplicationClass::Frame(InputClass* Input)
{
ProcessTerrainGeneration();
ResetDrawCallCount();
int mouseX, mouseY, currentMouseX, currentMouseY;
bool result, leftMouseDown, rightMouseDown, buttonQ, buttonD, buttonZ, buttonS, buttonA, buttonE, scrollUp, scrollDown;
float rotationY, rotationX, positionX, positionY, positionZ;
@@ -1192,50 +1205,74 @@ int ApplicationClass::GetScreenHeight() const
void ApplicationClass::GenerateTerrain()
{
Logger::Get().Log("Generating terrain", __FILE__, __LINE__);
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration du terrain avec instanciation", __FILE__, __LINE__, Logger::LogLevel::Info);
// Nettoyer les objets terrain existants pour <20>viter les fuites
for (auto* chunk : m_terrainChunk)
{
if (chunk)
{
chunk->Shutdown();
delete chunk;
}
}
m_terrainChunk.clear();
// Dimensions du terrain
float scaleX = 10.0f;
float scaleY = 1.0f;
float scaleZ = 10.0f;
int gridSizeX = 20;
int gridSizeZ = 20;
// Cr<43>er un conteneur de textures partag<61>
TextureContainer textureContainer;
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
// Pr<50>charger les textures une seule fois
ModelClass* sharedModel = new ModelClass();
sharedModel->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureContainer);
char modelFilename[128];
TextureContainer TerrainTextures;
XMMATRIX scaleMatrix;
float scaleX, scaleY, scaleZ;
scaleX = 10.0f;
scaleY = 1.0f;
scaleZ = 10.0f;
scaleMatrix = XMMatrixScaling(scaleX, scaleY, scaleZ);
// Set the file name of the model.
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
// Liste des fichiers de texture
std::vector<std::wstring> terrainTexture = {
L"assets/Texture/Bricks2K.png",
L"assets/Texture/BricksNRM2K.png",
L"assets/Texture/BricksGLOSS2K.png"
};
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++)
// G<>n<EFBFBD>rer les tuiles de terrain
for (int i = 0; i < gridSizeX; i++)
{
for (int j = 0; j < 20; j++)
for (int j = 0; j < gridSizeZ; j++)
{
Object* newTerrain = new Object();
newTerrain->LoadTexturesFromPath(terrainTexture, TerrainTextures, m_Direct3D); // Load textures from the path
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);
// Cr<43>er un nouvel objet de terrain
Object* terrain = new Object();
// Initialiser avec le mod<6F>le et les textures pr<70>charg<72>es
if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
{
Logger::Get().Log("<EFBFBD>chec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
delete terrain;
continue;
}
// D<>finir la position dans la grille
XMFLOAT3 position(i * scaleX, -12.0f, j * scaleZ);
XMFLOAT3 scale(scaleX, scaleY, scaleZ);
terrain->SetPosition(XMLoadFloat3(&position));
terrain->SetScale(XMLoadFloat3(&scale));
// Configurer les propri<72>t<EFBFBD>s
terrain->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
terrain->SetType(ObjectType::Cube);
terrain->SetActiveShader(ShaderType::SUNLIGHT);
terrain->SetId(m_ObjectId++);
// Ajouter <20> la liste des chunks de terrain
m_terrainChunk.push_back(terrain);
}
}
Logger::Get().Log("Terrain g<>n<EFBFBD>r<EFBFBD> avec " + std::to_string(m_terrainChunk.size()) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
}
void ApplicationClass::AddKobject(std::wstring& filepath)
@@ -1249,7 +1286,7 @@ void ApplicationClass::AddKobject(std::wstring& filepath)
string filename = p.stem().string();
size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
(void)wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), filepath.c_str(), _TRUNCATE);
filesystem::current_path(m_WFolder);
@@ -1565,15 +1602,77 @@ void ApplicationClass::SetScreenWidth(int width)
m_screenWidth = width;
}
void ApplicationClass::CullingThreadFunction()
{
Logger::Get().Log("Thread de culling d<>marr<72>", __FILE__, __LINE__, Logger::LogLevel::Info);
while (m_CullingActive)
{
// Construction du frustum une fois par cycle de culling
ConstructFrustum();
// S'assurer que la skybox est toujours visible
{
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
for (auto* skyboxObject : m_Skybox)
{
if (skyboxObject)
{
skyboxObject->SetVisible(true);
}
}
}
// Traitement des files d'objets normaux (sans la skybox)
std::vector<std::reference_wrapper<std::vector<Object*>>> queues = {
std::ref(m_object), std::ref(m_cubes), std::ref(m_terrainChunk)
};
for (auto& queueRef : queues)
{
std::vector<Object*>& queue = queueRef.get();
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
for (auto* object : queue)
{
if (!object) continue;
// Extraction des donn<6E>es de position
XMVECTOR position = object->GetPosition();
float x = XMVectorGetX(position);
float y = XMVectorGetY(position);
float z = XMVectorGetZ(position);
// Calcul du rayon approximatif
XMVECTOR scale = object->GetScale();
float radius = max(max(XMVectorGetX(scale), XMVectorGetY(scale)), XMVectorGetZ(scale));
// V<>rification du frustum
bool visible = m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance());
object->SetVisible(visible);
}
}
// Pause pour <20>viter de surcharger le CPU
std::this_thread::sleep_for(std::chrono::milliseconds(16)); // ~60 Hz
}
Logger::Get().Log("Thread de culling termin<69>", __FILE__, __LINE__, Logger::LogLevel::Info);
}
bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
{
XMMATRIX worldMatrix, scaleMatrix, rotateMatrix, translateMatrix, srMatrix;
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix ;
bool result;
int renderCount = 0;
ConstructFrustum();
//ConstructFrustum();
for (const auto& RenderQueue : RenderQueues)
{
@@ -1592,20 +1691,13 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
return false;
}
XMVECTOR objposition = object->GetPosition();
float x = XMVectorGetX(objposition);
float y = XMVectorGetY(objposition);
float z = XMVectorGetZ(objposition);
float radius = object->GetBoundingRadius();
// Check if the object has physics enabled
if (object->IsPhysicsEnabled())
{
object->UpdatePosition(m_Timer->GetTime());
}
// V<>rifie si l'objet est dans le frustum
if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
if (!object->IsVisible())
{
continue;
}
@@ -1616,8 +1708,10 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
rotateMatrix = object->GetRotateMatrix();
translateMatrix = object->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
XMMATRIX worldMatrix = XMMatrixMultiply(
XMMatrixMultiply(scaleMatrix, rotateMatrix),
translateMatrix
);
object->Render(m_Direct3D->GetDeviceContext());
@@ -1804,6 +1898,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
}
break;
}
IncrementDrawCallCount();
}
if (isSkybox)
@@ -2229,3 +2325,263 @@ std::wstring ApplicationClass::GetScenePath()
}
return L"";
}
int ApplicationClass::GetTotalVertexCount() const
{
int totalVertices = 0;
for (const auto& obj : m_object)
{
if (obj)
{
totalVertices += obj->GetVertexCount();
}
}
// Ajoutez le nombre de sommets pour les cubes
for (const auto& cube : m_cubes)
{
if (cube)
{
totalVertices += cube->GetVertexCount();
}
}
// Ajoutez le nombre de sommets pour le terrain
for (const auto& chunk : m_terrainChunk)
{
if (chunk)
{
totalVertices += chunk->GetVertexCount();
}
}
return totalVertices;
}
int ApplicationClass::GetTotalTriangleCount() const
{
int totalTriangles = 0;
for (const auto& obj : m_object)
{
if (obj)
{
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
totalTriangles += obj->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles pour les cubes
for (const auto& cube : m_cubes)
{
if (cube)
{
totalTriangles += cube->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles pour le terrain
for (const auto& chunk : m_terrainChunk)
{
if (chunk)
{
totalTriangles += chunk->GetIndexCount() / 3;
}
}
return totalTriangles;
}
int ApplicationClass::GetVisibleTriangleCount() const
{
int visibleTriangles = 0;
for (const auto& obj : m_object)
{
if (obj && obj->IsVisible())
{
visibleTriangles += obj->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles visibles pour les cubes
for (const auto& cube : m_cubes)
{
if (cube && cube->IsVisible())
{
visibleTriangles += cube->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles visibles pour le terrain
for (const auto& chunk : m_terrainChunk)
{
if (chunk && chunk->IsVisible())
{
visibleTriangles += chunk->GetIndexCount() / 3;
}
}
return visibleTriangles;
}
int ApplicationClass::GetCurrentFps() const
{
return m_Fps->GetFps();
}
int ApplicationClass::GetMinFps() const
{
return m_Fps->GetMinFps();
}
int ApplicationClass::GetMaxFps() const
{
return m_Fps->GetMaxFps();
}
float ApplicationClass::GetFrameTime() const
{
return m_Fps->GetFrameTime();
}
int ApplicationClass::GetDrawCalls() const
{
return m_drawcalls;
}
void ApplicationClass::ResetFpsStats()
{
m_Fps->ResetStats();
}
void ApplicationClass::IncrementDrawCallCount()
{
m_drawcalls++;
}
void ApplicationClass::ResetDrawCallCount()
{
m_drawcalls = 0;
}
void ApplicationClass::CreateBigCube(int sideCount)
{
Logger::Get().Log("Lancement de la g<>n<EFBFBD>ration du terrain dans un thread s<>par<61>", __FILE__, __LINE__, Logger::LogLevel::Info);
// Cr<43>er un thread qui ex<65>cutera la g<>n<EFBFBD>ration du terrain
std::thread generationThread([this, sideCount]() {
Logger::Get().Log("Thread de g<>n<EFBFBD>ration de terrain d<>marr<72>", __FILE__, __LINE__, Logger::LogLevel::Info);
// Stockage temporaire pour les nouveaux objets
std::vector<Object*> newTerrainChunks;
// Dimensions du terrain
float scaleX = 1.0f;
float scaleY = 1.0f;
float scaleZ = 1.0f;
// Pr<50>parer les donn<6E>es pour la cr<63>ation des cubes
std::vector<std::tuple<float, float, float, std::string, int>> cubeData;
int objectId = m_ObjectId;
// G<>n<EFBFBD>rer les donn<6E>es des cubes
for (int i = 0; i < sideCount; i++) {
for (int j = 0; j < sideCount; j++) {
for (int k = 0; k < sideCount; k++) {
// V<>rifier si nous devons arr<72>ter le thread
if (m_ShouldQuit) {
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration de terrain annul<75>e", __FILE__, __LINE__, Logger::LogLevel::Info);
return;
}
// Position et nom du cube
float posX = i * scaleX;
float posY = k * scaleY;
float posZ = j * scaleZ;
std::string name = "TerrainTile_" + std::to_string(i) + "_" + std::to_string(j) + "_" + std::to_string(k);
// Stocker les donn<6E>es du cube
cubeData.push_back(std::make_tuple(posX, posY, posZ, name, objectId++));
}
}
}
// Synchroniser avec le thread principal pour cr<63>er les objets
// Cette partie doit <20>tre ex<65>cut<75>e dans le thread principal (via une file d'attente ou autre m<>canisme)
std::lock_guard<std::mutex> lock(m_TerrainMutex);
m_TerrainGenerationData = std::move(cubeData);
m_TerrainGenerationReady = true;
m_NextTerrainObjectId = objectId;
Logger::Get().Log("Donn<EFBFBD>es de g<>n<EFBFBD>ration de terrain pr<70>par<61>es (" + std::to_string(m_TerrainGenerationData.size()) + " cubes)", __FILE__, __LINE__, Logger::LogLevel::Info);
});
// D<>tacher le thread pour qu'il s'ex<65>cute en arri<72>re-plan
generationThread.detach();
}
void ApplicationClass::ProcessTerrainGeneration()
{
// V<>rifier si des donn<6E>es de terrain sont pr<70>tes <20> <20>tre trait<69>es
if (!m_TerrainGenerationReady) {
return;
}
// Acqu<71>rir les donn<6E>es g<>n<EFBFBD>r<EFBFBD>es
std::vector<std::tuple<float, float, float, std::string, int>> cubeData;
{
std::lock_guard<std::mutex> lock(m_TerrainMutex);
cubeData = std::move(m_TerrainGenerationData);
m_TerrainGenerationData.clear();
m_TerrainGenerationReady = false;
m_ObjectId = m_NextTerrainObjectId;
}
Logger::Get().Log("Cr<EFBFBD>ation des objets terrain <20> partir des donn<6E>es pr<70>par<61>es", __FILE__, __LINE__, Logger::LogLevel::Info);
// Nettoyer les objets terrain existants
for (auto* chunk : m_terrainChunk)
{
if (chunk) {
chunk->Shutdown();
delete chunk;
}
}
m_terrainChunk.clear();
// Cr<43>er un conteneur de textures partag<61>
TextureContainer textureContainer;
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
// Pr<50>charger les textures une seule fois
ModelClass* sharedModel = new ModelClass();
sharedModel->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureContainer);
char modelFilename[128];
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
// Cr<43>er les objets <20> partir des donn<6E>es
for (const auto& [posX, posY, posZ, name, id] : cubeData)
{
// Cr<43>er un nouvel objet de terrain
Object* terrain = new Object();
// Initialiser avec le mod<6F>le et les textures
if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
{
Logger::Get().Log("<EFBFBD>chec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
delete terrain;
continue;
}
// Configurer l'objet
XMFLOAT3 position(posX, posY, posZ);
XMFLOAT3 scale(1.0f, 1.0f, 1.0f);
terrain->SetPosition(XMLoadFloat3(&position));
terrain->SetScale(XMLoadFloat3(&scale));
terrain->SetName(name);
terrain->SetType(ObjectType::Cube);
terrain->SetActiveShader(ShaderType::TEXTURE);
terrain->SetId(id);
// Ajouter <20> la liste des chunks de terrain
m_terrainChunk.push_back(terrain);
}
delete sharedModel;
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration du terrain termin<69>e avec " + std::to_string(m_terrainChunk.size()) + " cubes", __FILE__, __LINE__, Logger::LogLevel::Info);
}

View File

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

View File

@@ -4,6 +4,13 @@
imguiManager::imguiManager()
{
io = nullptr;
m_frameTimeHistoryIndex = 0;
// Initialiser l'historique des frametimes <20> z<>ro
for (int i = 0; i < FRAME_HISTORY_COUNT; i++)
{
m_frameTimeHistory[i] = 0.0f;
}
}
imguiManager::~imguiManager()
@@ -20,20 +27,118 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
io->FontGlobalScale = 1.0f;
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(m_device, m_deviceContext);
// Setup style
// Appliquer un th<74>me sombre de base
ImGui::StyleColorsDark();
// Set the window background color to be a transparent black/gray
ImGui::GetStyle().Colors[ImGuiCol_WindowBg] = ImVec4(0, 0, 0, 0.5f);
// Set the menu bar background color to be a transparent black/gray
ImGui::GetStyle().Colors[ImGuiCol_MenuBarBg] = ImVec4(0, 0, 0, 0.5f);
// D<>finir les couleurs pour une interface de type <20>diteur sobre
ImGuiStyle& style = ImGui::GetStyle();
// Palette de couleurs sobres inspir<69>e des <20>diteurs modernes
ImVec4 background_dark = ImVec4(0.10f, 0.10f, 0.10f, 1.00f); // Fond fonc<6E>
ImVec4 background = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); // Fond principal
ImVec4 background_light = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Fond clair
ImVec4 accent = ImVec4(0.14f, 0.44f, 0.80f, 0.50f); // Accent bleu
ImVec4 accent_light = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); // Accent bleu vif
ImVec4 text = ImVec4(1.0f, 1.0f, 1.0f, 1.00f); // Texte plus blanc
ImVec4 text_dim = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
// Ajustements de style g<>n<EFBFBD>raux
style.WindowPadding = ImVec2(4.0f, 4.0f); // Moins de padding dans les fen<65>tres
style.FramePadding = ImVec2(4.0f, 3.0f); // Moins de padding dans les cadres
style.ItemSpacing = ImVec2(4.0f, 3.0f); // Moins d'espace entre les widgets
style.ItemInnerSpacing = ImVec2(3.0f, 3.0f); // Moins d'espace interne
style.DisplayWindowPadding = ImVec2(0.0f, 0.0f); // Pas de padding pour l'affichage
style.DisplaySafeAreaPadding = ImVec2(0.0f, 0.0f);
style.TouchExtraPadding = ImVec2(0.0f, 0.0f);
style.IndentSpacing = 20.0f;
style.ScrollbarSize = 14.0f;
style.GrabMinSize = 10.0f;
// Arrondis
style.WindowRounding = 4.0f;
style.ChildRounding = 4.0f;
style.FrameRounding = 3.0f;
style.PopupRounding = 4.0f;
style.ScrollbarRounding = 9.0f;
style.GrabRounding = 3.0f;
style.TabRounding = 4.0f;
// Couleurs principales
style.Colors[ImGuiCol_Text] = text;
style.Colors[ImGuiCol_TextDisabled] = text_dim;
style.Colors[ImGuiCol_WindowBg] = background;
style.Colors[ImGuiCol_ChildBg] = background_dark;
style.Colors[ImGuiCol_PopupBg] = background_dark;
style.Colors[ImGuiCol_Border] = ImVec4(0.25f, 0.25f, 0.27f, 1.00f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
// Encadrements
style.Colors[ImGuiCol_FrameBg] = background_light;
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
// Titres
style.Colors[ImGuiCol_TitleBg] = background_dark;
style.Colors[ImGuiCol_TitleBgActive] = accent;
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.12f, 0.12f, 0.12f, 0.90f);
// <20>l<EFBFBD>ments de menu
style.Colors[ImGuiCol_MenuBarBg] = background_dark;
style.Colors[ImGuiCol_ScrollbarBg] = background_dark;
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.40f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
// Boutons et interactions
style.Colors[ImGuiCol_CheckMark] = accent_light;
style.Colors[ImGuiCol_SliderGrab] = accent;
style.Colors[ImGuiCol_SliderGrabActive] = accent_light;
style.Colors[ImGuiCol_Button] = background_light;
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.30f, 0.30f, 0.30f, 1.00f);
style.Colors[ImGuiCol_ButtonActive] = accent;
// En-t<>tes et onglets
style.Colors[ImGuiCol_Header] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.25f, 0.25f, 1.00f);
style.Colors[ImGuiCol_HeaderActive] = accent;
style.Colors[ImGuiCol_Separator] = ImVec4(0.28f, 0.28f, 0.28f, 1.00f);
style.Colors[ImGuiCol_SeparatorHovered] = ImVec4(0.45f, 0.45f, 0.45f, 1.00f);
style.Colors[ImGuiCol_SeparatorActive] = accent;
style.Colors[ImGuiCol_Tab] = background_dark;
style.Colors[ImGuiCol_TabHovered] = accent;
style.Colors[ImGuiCol_TabActive] = accent;
style.Colors[ImGuiCol_TabUnfocused] = background_dark;
style.Colors[ImGuiCol_TabUnfocusedActive] = background;
// Autres <20>l<EFBFBD>ments
style.Colors[ImGuiCol_DockingPreview] = accent;
style.Colors[ImGuiCol_DockingEmptyBg] = background_light;
// Charger une police avec une meilleure nettet<65>
ImFontConfig fontConfig;
fontConfig.OversampleH = 2; // Sur<75>chantillonnage horizontal
fontConfig.OversampleV = 2; // Sur<75>chantillonnage vertical
fontConfig.PixelSnapH = true; // Alignement sur la grille de pixels
fontConfig.RasterizerMultiply = 1.2f; // L<>g<EFBFBD>re augmentation de l'<27>paisseur
io->Fonts->AddFontDefault(&fontConfig);
// OU charger une police personnalis<69>e (d<>commenter si vous avez la police)
// io->Fonts->AddFontFromFileTTF("assets/fonts/roboto.ttf", 16.0f, &fontConfig);
unsigned char* pixels;
int width, height;
io->Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@@ -70,22 +175,35 @@ void imguiManager::NewFrame()
}
void imguiManager::SetupDockspace(ApplicationClass* app) {
// Configuration du style pour supprimer l'espace autour des fen<65>tres dock<63>es
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
// Configuration du style pour les n<>uds de dock
ImGui::PushStyleVar(ImGuiStyleVar_DockingSeparatorSize, 1.0f); // R<>duit l'<27>paisseur des s<>parateurs
// Configuration de la fen<65>tre principale
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0));
ImGui::Begin("DockSpace", nullptr, window_flags);
ImGui::PopStyleVar(2);
// Pop des styles apr<70>s avoir cr<63><72> la fen<65>tre principale
ImGui::PopStyleVar(4); // 4 car nous avons pouss<73> 4 variables de style
ImGui::PopStyleColor();
// Configuration du DockSpace
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
if (ImGui::BeginMenuBar()) {
if (ImGui::BeginMenu("Windows")) {
@@ -94,17 +212,15 @@ void imguiManager::SetupDockspace(ApplicationClass* app) {
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();
}
// Scene file menu
if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("Save Scene")) {
// Save the scene
app->SaveScene();
}
if (ImGui::MenuItem("Load Scene")) {
// Load the scene
app->LoadScene();
}
ImGui::EndMenu();
@@ -113,9 +229,6 @@ void imguiManager::SetupDockspace(ApplicationClass* app) {
ImGui::EndMenuBar();
}
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode);
ImGui::End();
}
@@ -134,11 +247,6 @@ void imguiManager::WidgetButton()
ImGui::Text("counter = %d", counter);
}
void imguiManager::WidgetFPS()
{
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
}
void imguiManager::WidgetAddObject(ApplicationClass* app)
{
if (ImGui::CollapsingHeader("Objects"))
@@ -529,12 +637,30 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
ImGui::Separator();
if (ImGui::Button("Generate Terrain"))
if (ImGui::Button("Generate Flat Terrain"))
{
app->GenerateTerrain();
}
ImGui::Separator();
// Input for the number of cubes on each side
ImGui::Text("Number of cubes on each side: ");
ImGui::SameLine();
ImGui::InputInt("##SideCount", &m_SideCount);
if (m_SideCount < 1)
{
m_SideCount = 1;
}
ImGui::Separator();
if (ImGui::Button("Generate BigCube Terrain"))
{
app->CreateBigCube(m_SideCount);
}
ImGui::Separator();
if (ImGui::Button("Delete All Terrain Cubes"))
{
@@ -542,6 +668,7 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
}
ImGui::End();
}
@@ -560,7 +687,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetSpeedSlider(&speed);
app->SetSpeed(speed);
WidgetButton();
WidgetFPS();
// WidgetFPS();
WidgetAddObject(app);
ImGui::End();
@@ -596,6 +723,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
WidgetRenderWindow(app, ImVec2(800, 600));
}
if (showStatsWindow)
{
WidgetRenderStats(app);
}
//render imgui
Render(app);
@@ -844,3 +976,63 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
ImGui::End();
}
void imguiManager::WidgetRenderStats(ApplicationClass* app)
{
ImGui::Begin("Render Stats");
// R<>cup<75>rer le frametime actuel et le mettre dans l'historique
float currentFrameTime = app->GetFrameTime();
m_frameTimeHistory[m_frameTimeHistoryIndex] = currentFrameTime;
m_frameTimeHistoryIndex = (m_frameTimeHistoryIndex + 1) % FRAME_HISTORY_COUNT;
ImGui::Text("FPS: %d", app->GetCurrentFps());
ImGui::SameLine();
ImGui::Text("Min Fps: %d", app->GetMinFps());
ImGui::SameLine();
ImGui::Text("Max Fps: %d", app->GetMaxFps());
ImGui::Separator();
// Trouver les valeurs min/max pour l'<27>chelle du graphique
float frameTimeMin = FLT_MAX;
float frameTimeMax = 0.0f;
for (int i = 0; i < FRAME_HISTORY_COUNT; i++) {
if (m_frameTimeHistory[i] > 0.0f) {
frameTimeMin = min(frameTimeMin, m_frameTimeHistory[i]);
frameTimeMax = max(frameTimeMax, m_frameTimeHistory[i]);
}
}
// S'assurer d'avoir au moins une petite plage
if (frameTimeMax == 0.0f) frameTimeMax = 0.033f; // ~30 FPS
if (frameTimeMin == FLT_MAX) frameTimeMin = 0.0f;
// Ajouter 10% de marge pour la lisibilit<69>
float margin = (frameTimeMax - frameTimeMin) * 0.1f;
frameTimeMin = max(0.0f, frameTimeMin - margin);
frameTimeMax += margin;
// Afficher le graphique
ImGui::Text("Frame Time: %.3f ms", currentFrameTime * 1000.0f);
ImGui::PlotLines("FrameTimeGraph", // Au lieu de cha<68>ne vide ""
m_frameTimeHistory,
FRAME_HISTORY_COUNT,
m_frameTimeHistoryIndex,
"",
frameTimeMin,
frameTimeMax,
ImVec2(0, 80));
ImGui::Text("Draw Calls: %d", app->GetDrawCalls());
ImGui::Separator();
ImGui::Text("Statistiques de rendu:");
ImGui::Text("Vertices total: %d", app->GetTotalVertexCount());
ImGui::Text("Triangles total: %d", app->GetTotalTriangleCount());
ImGui::SameLine();
ImGui::Text("Triangles visibles: %d", app->GetVisibleTriangleCount());
ImGui::End();
}

View File

@@ -6,36 +6,26 @@ ModelClass::ModelClass()
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_model = 0;
m_vertexCount = 0;
m_indexCount = 0;
m_Textures.diffuse.clear();
m_Textures.normal.clear();
m_Textures.specular.clear();
m_Textures.alpha.clear();
m_Textures.diffusePaths.clear();
m_Textures.normalPaths.clear();
m_Textures.specularPaths.clear();
m_Textures.alphaPaths.clear();
}
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass()
{
// Destructor
Shutdown();
}
// bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) {
// Logger::Get().Log("Initializing model class with preloaded textures (vector)", __FILE__, __LINE__, Logger::LogLevel::Initialize);
//
// bool result = Initialize(device, deviceContext, modelFilename);
// if (!result) {
// return false;
// }
//
// // Ajouter toutes les textures au container comme textures diffuses
// for (auto& tex : textures) {
// m_Textures.diffuse.push_back(tex);
// }
//
// return true;
// }
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
Logger::Get().Log("Initializing model class with preloaded texture container", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result = Initialize(device, deviceContext, modelFilename);
if (!result) {
@@ -48,7 +38,6 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) {
Logger::Get().Log("Initializing model class without textures", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
@@ -69,8 +58,6 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
@@ -103,18 +90,12 @@ int ModelClass::GetIndexCount()
return m_indexCount;
}
// ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const {
// // Pour compatibilit<69>, utilise la texture diffuse par d<>faut
// return m_Textures.GetTexture(TextureType::Diffuse, index);
// }
ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
return m_Textures.GetTexture(type, index);
}
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
@@ -189,36 +170,16 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ModelClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
if (m_indexBuffer) { m_indexBuffer->Release(); m_indexBuffer = nullptr; }
if (m_vertexBuffer) { m_vertexBuffer->Release(); m_vertexBuffer = nullptr; }
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
@@ -243,17 +204,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
void ModelClass::ReleaseTextures()
{
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
// Utilise la m<>thode ReleaseAll de TextureContainer
m_Textures.ReleaseAll();
Logger::Get().Log("Textures released", __FILE__, __LINE__);
}
bool ModelClass::LoadModel(char* filename)
{
Logger::Get().Log("Loading model: " + std::string(filename), __FILE__, __LINE__);
std::string fileStr(filename);
std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1);
@@ -277,66 +234,88 @@ bool ModelClass::LoadModel(char* filename)
bool ModelClass::LoadObjModel(char* filename)
{
Logger::Get().Log("Loading model", __FILE__, __LINE__);
std::string line;
std::ifstream fin(filename);
// If it could not open the file then exit.
// Lecture optimis<69>e du fichier en mode binaire
std::ifstream fin(filename, std::ios::in | std::ios::binary);
if (!fin)
{
Logger::Get().Log("Failed to open model file", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("<EFBFBD>chec d'ouverture du fichier mod<6F>le", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Lecture du fichier entier d'un coup (<28>vite la lecture ligne par ligne)
fin.seekg(0, std::ios::end);
const size_t fileSize = fin.tellg();
fin.seekg(0, std::ios::beg);
std::string fileContent;
fileContent.resize(fileSize);
fin.read(&fileContent[0], fileSize);
fin.close();
// Pr<50>-allocation des vecteurs (<28>vite les r<>allocations)
const size_t estimatedVertices = fileSize / 150;
std::vector<XMFLOAT3> temp_positions;
std::vector<XMFLOAT2> temp_texcoords;
std::vector<XMFLOAT3> temp_normals;
std::vector<ModelType> temp_model;
// Read the file line by line.
while (std::getline(fin, line))
{
std::istringstream iss(line);
std::string type;
iss >> type;
temp_positions.reserve(estimatedVertices);
temp_texcoords.reserve(estimatedVertices);
temp_normals.reserve(estimatedVertices);
temp_model.reserve(estimatedVertices * 3);
if (type == "v") // Vertex position
// Analyse du contenu
std::istringstream iss(fileContent);
std::string line;
while (std::getline(iss, line))
{
if (line.empty() || line[0] == '#') continue;
// Analyse plus rapide bas<61>e sur le premier caract<63>re
if (line[0] == 'v')
{
if (line[1] == ' ') // Position de sommet
{
XMFLOAT3 pos;
iss >> pos.x >> pos.y >> pos.z;
sscanf_s(line.c_str() + 2, "%f %f %f", &pos.x, &pos.y, &pos.z);
temp_positions.push_back(pos);
}
else if (type == "vt") // Texture coordinate
else if (line[1] == 't') // Coordonn<EFBFBD>es de texture
{
XMFLOAT2 tex;
iss >> tex.x >> tex.y;
sscanf_s(line.c_str() + 3, "%f %f", &tex.x, &tex.y);
temp_texcoords.push_back(tex);
}
else if (type == "vn") // Vertex normal
else if (line[1] == 'n') // Normales
{
XMFLOAT3 norm;
iss >> norm.x >> norm.y >> norm.z;
sscanf_s(line.c_str() + 3, "%f %f %f", &norm.x, &norm.y, &norm.z);
temp_normals.push_back(norm);
}
else if (type == "f") // Face
}
else if (line[0] == 'f')
{
int posIndex[3], texIndex[3], normIndex[3];
char slash; // To skip the slashes '/' in the .obj file format
for (int i = 0; i < 3; i++) // Each face in .obj format has 3 vertices
{
iss >> posIndex[i] >> slash >> texIndex[i] >> slash >> normIndex[i];
const char* linePtr = line.c_str() + 2; // Sauter "f "
for (int i = 0; i < 3; i++)
{
// Analyse rapide du format v/vt/vn
sscanf_s(linePtr, "%d/%d/%d", &posIndex[i], &texIndex[i], &normIndex[i]);
// Avancer au prochain ensemble d'indices
while (*linePtr && *linePtr != ' ') linePtr++;
while (*linePtr == ' ') linePtr++;
// Handle negative indices
if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1;
if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1;
if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1;
}
// .obj indices start from 1, not 0
for (int i = 0; i < 3; i++)
{
ModelType vertex;
ModelType vertex{};
vertex.x = temp_positions[posIndex[i] - 1].x;
vertex.y = temp_positions[posIndex[i] - 1].y;
vertex.z = temp_positions[posIndex[i] - 1].z;
@@ -350,28 +329,17 @@ bool ModelClass::LoadObjModel(char* filename)
}
}
// Allocation et copie efficace du mod<6F>le final
m_vertexCount = temp_model.size();
m_indexCount = temp_model.size();
// Create the model using the vertex count that was read in.
m_model = new ModelType[m_vertexCount];
for (int i = 0; i < m_vertexCount; i++)
{
m_model[i] = temp_model[i];
}
fin.close();
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType));
return true;
}
bool ModelClass::LoadTxtModel(char* filename)
{
Logger::Get().Log("Loading model", __FILE__, __LINE__);
ifstream fin;
char input;
int i;
@@ -423,15 +391,11 @@ bool ModelClass::LoadTxtModel(char* filename)
// Close the model file.
fin.close();
Logger::Get().Log("Model loaded "+ std::string(filename), __FILE__, __LINE__);
return true;
}
void ModelClass::CalculateModelVectors()
{
Logger::Get().Log("Calculating model vectors", __FILE__, __LINE__);
int faceCount, i, index;
TempVertexType vertex1, vertex2, vertex3;
VectorType tangent, binormal;
@@ -493,10 +457,6 @@ void ModelClass::CalculateModelVectors()
m_model[index - 3].by = binormal.y;
m_model[index - 3].bz = binormal.z;
}
Logger::Get().Log("Model vectors calculated", __FILE__, __LINE__);
return;
}
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
@@ -551,30 +511,18 @@ void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType
binormal.x = binormal.x / length;
binormal.y = binormal.y / length;
binormal.z = binormal.z / length;
return;
}
void ModelClass::ReleaseModel()
{
Logger::Get().Log("Releasing model", __FILE__, __LINE__);
if (m_model)
{
delete[] m_model;
m_model = 0;
}
Logger::Get().Log("Model released", __FILE__, __LINE__);
return;
}
// bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index) {
// // Pour compatibilit<69>, utilise la texture diffuse par d<>faut
// return ChangeTexture(device, deviceContext, filename, TextureType::Diffuse, index);
// }
bool ModelClass::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer)
{
HRESULT hResult;

View File

@@ -22,7 +22,6 @@ Object::Object()// Initialize the reference here
Object::~Object()
{
}
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
@@ -92,7 +91,6 @@ XMVECTOR Object::GetRotation()
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
}
XMVECTOR Object::GetScale()
{
XMFLOAT4X4 matrix;
@@ -354,7 +352,8 @@ void Object::LaunchObject()
OutputDebugStringA(buffer);
}
void Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer, D3DClass* m_Direct3D)
bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
D3DClass* m_Direct3D)
{
HRESULT result;
@@ -380,10 +379,12 @@ void Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
"\nError: " + std::to_string(result) +
"\nDescription: " + str,
__FILE__, __LINE__, Logger::LogLevel::Error);
return ; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
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;
}