Compare commits
7 Commits
Author | SHA1 | Date | |
---|---|---|---|
32b71ac97f | |||
5c3c6d944c | |||
8d32f51e8c | |||
644fc57762 | |||
f8bfb62e98 | |||
94fd900ce8 | |||
2744c809d3 |
73
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
73
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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@@ -23,31 +21,8 @@
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||||
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
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||||
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|
||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
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||||
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||||
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||||
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||||
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="cidr-memory-view://3" root0="FORCE_HIGHLIGHTING" />
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||||
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||||
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||||
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||||
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||||
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||||
@@ -64,25 +39,25 @@
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||||
<option name="hideEmptyMiddlePackages" value="true" />
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||||
<option name="showLibraryContents" value="true" />
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||||
</component>
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||||
<component name="PropertiesComponent"><![CDATA[{
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||||
"keyToString": {
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||||
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
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||||
"C++ Project.enginecustom.executor": "Run",
|
||||
"C/C++ Project.enginecustom.executor": "Run",
|
||||
"RunOnceActivity.ShowReadmeOnStart": "true",
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||||
"RunOnceActivity.git.unshallow": "true",
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||||
"SHARE_PROJECT_CONFIGURATION_FILES": "true",
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"git-widget-placeholder": "main",
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||||
"ignore.virus.scanning.warn.message": "true",
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||||
"node.js.detected.package.eslint": "true",
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||||
"node.js.detected.package.tslint": "true",
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||||
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"nodejs_package_manager_path": "npm",
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"settings.editor.selected.configurable": "preferences.build.unityPlugin",
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"vue.rearranger.settings.migration": "true"
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<component name="PropertiesComponent">{
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"keyToString": {
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"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
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"C++ Project.enginecustom.executor": "Run",
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"C/C++ Project.enginecustom.executor": "Run",
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"RunOnceActivity.ShowReadmeOnStart": "true",
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"RunOnceActivity.git.unshallow": "true",
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"SHARE_PROJECT_CONFIGURATION_FILES": "true",
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"git-widget-placeholder": "main",
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"ignore.virus.scanning.warn.message": "true",
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"node.js.selected.package.eslint": "(autodetect)",
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"settings.editor.selected.configurable": "preferences.build.unityPlugin",
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"vue.rearranger.settings.migration": "true"
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}
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}]]></component>
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}</component>
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<component name="RunManager" selected="C/C++ Project.enginecustom">
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<configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
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<configuration_1 setup="1">
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@@ -202,7 +177,9 @@
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<workItem from="1746526901276" duration="2023000" />
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<workItem from="1746536290167" duration="1908000" />
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<workItem from="1746711806997" duration="6619000" />
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</task>
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<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
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||||
<option name="closed" value="true" />
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||||
|
@@ -64,7 +64,7 @@ This **DirectX11** based engine uses **ImGui** with an abstraction layer to enab
|
||||
|
||||
## Demo :
|
||||
|
||||
[](https://www.youtube.com/watch?v=qCOCTyB_97c)
|
||||
[](https://youtu.be/DYgT1Nu7B4c)
|
||||
|
||||
## Engine Build by :
|
||||
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||||
|
@@ -35,9 +35,9 @@ DockId=0x00000001,2
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[Window][Engine Settings]
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Pos=8,27
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Collapsed=0
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DockId=0x00000007,0
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DockId=0x00000007,1
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[Window][DockSpace Demo]
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Size=1584,861
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@@ -78,7 +78,7 @@ DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=2032,1094 Split=Y
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DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1568,598 Split=X
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DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x031DC75C
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DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
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DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
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DockNode ID=0x0000000D Parent=0x00000004 SizeRef=1613,974 Split=X
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DockNode ID=0x00000002 Parent=0x0000000D SizeRef=1268,826 Split=Y
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|
@@ -4,28 +4,28 @@ Size=400,400
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Collapsed=0
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[Window][Khaotic Engine]
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Pos=1233,27
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Size=343,826
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Pos=1745,19
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Size=303,1110
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Collapsed=0
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DockId=0x00000005,0
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[Window][Objects]
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Pos=8,27
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[Window][Terrain]
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Pos=8,27
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Pos=0,19
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[Window][Light]
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Pos=8,27
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[Window][Terrain]
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Pos=0,19
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Size=281,883
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Collapsed=0
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DockId=0x00000007,1
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DockId=0x00000008,0
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[Window][Light]
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Pos=0,328
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Collapsed=0
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DockId=0x00000008,1
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[Window][Shader Manager]
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Pos=8,27
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@@ -34,10 +34,10 @@ Collapsed=0
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DockId=0x00000001,2
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[Window][Engine Settings]
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Pos=8,27
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Size=289,826
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Pos=0,19
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Size=281,307
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Collapsed=0
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DockId=0x00000009,0
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DockId=0x00000007,1
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[Window][DockSpace Demo]
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Size=1584,861
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@@ -47,11 +47,11 @@ Collapsed=0
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Pos=8,27
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Size=1559,974
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Collapsed=0
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DockId=0x00000009,0
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DockId=0x00000007,0
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[Window][DockSpace]
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Pos=0,0
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Size=1584,861
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Size=2048,1129
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Collapsed=0
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[Window][Add Object]
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@@ -66,24 +66,32 @@ Collapsed=0
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DockId=0x0000000C,0
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[Window][Log Window]
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[Docking][Data]
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
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DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
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DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
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DockNode ID=0x00000006 Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
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[Window][Render Stats]
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Pos=0,904
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Size=1743,225
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Collapsed=0
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DockId=0x00000004,0
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[Docking][Data]
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DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
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DockNode ID=0x00000007 Parent=0x00000009 SizeRef=289,547 Selected=0x0B098C4B
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DockNode ID=0x00000008 Parent=0x00000009 SizeRef=289,545 Selected=0x393905AB
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DockNode ID=0x0000000D Parent=0x0000000A SizeRef=1460,974 Split=Y
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DockNode ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 CentralNode=1 Selected=0x321620B2
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DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
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DockNode ID=0x0000000E Parent=0x00000002 SizeRef=1568,225 Split=X Selected=0xD99DEA49
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DockNode ID=0x00000004 Parent=0x0000000E SizeRef=882,225 Selected=0xD99DEA49
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DockNode ID=0x00000006 Parent=0x0000000E SizeRef=881,225 Selected=0xAB74BEE9
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DockNode ID=0x00000005 Parent=0xCCBD8CF7 SizeRef=303,826 Selected=0x9F035453
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||||
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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 -------------- //
|
||||
|
@@ -28,9 +28,19 @@ public:
|
||||
void Frame();
|
||||
int GetFps();
|
||||
|
||||
int GetMinFps() const;
|
||||
int GetMaxFps() const;
|
||||
float GetFrameTime() const;
|
||||
void ResetStats();
|
||||
|
||||
private:
|
||||
int m_fps, m_count;
|
||||
unsigned long m_startTime;
|
||||
|
||||
int m_minFps;
|
||||
int m_maxFps;
|
||||
float m_frameTime;
|
||||
unsigned long m_previousTime;
|
||||
};
|
||||
|
||||
#endif
|
@@ -38,6 +38,7 @@ public:
|
||||
void WidgetEngineSettingsWindow(ApplicationClass* app);
|
||||
void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
|
||||
void WidgetLogWindow(ApplicationClass* app);
|
||||
void WidgetRenderStats(ApplicationClass* app);
|
||||
|
||||
bool ImGuiWidgetRenderer(ApplicationClass* app);
|
||||
|
||||
@@ -65,6 +66,11 @@ private:
|
||||
bool showOldSceneWindow;
|
||||
bool showEngineSettingsWindow;
|
||||
bool showLogWindow;
|
||||
bool showStatsWindow;
|
||||
|
||||
static const int FRAME_HISTORY_COUNT = 3600; // 1min secondes <20> 60 FPS
|
||||
float m_frameTimeHistory[FRAME_HISTORY_COUNT] = {};
|
||||
int m_frameTimeHistoryIndex = 0;
|
||||
|
||||
bool m_isPhyiscsEnabled = false;
|
||||
bool m_isGravityEnabled = false;
|
||||
|
@@ -213,9 +213,13 @@ 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;
|
||||
|
||||
|
||||
//bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index);
|
||||
bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type, int index);
|
||||
|
||||
@@ -227,7 +231,11 @@ public:
|
||||
TextureContainer GetTextureContainer() const { return m_Textures; }
|
||||
|
||||
bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
|
||||
|
||||
|
||||
protected:
|
||||
int m_vertexCount, m_indexCount;
|
||||
ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
|
||||
|
||||
private:
|
||||
bool InitializeBuffers(ID3D11Device*);
|
||||
void ShutdownBuffers();
|
||||
@@ -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;
|
||||
};
|
||||
|
@@ -50,6 +50,7 @@ public:
|
||||
|
||||
XMVECTOR GetPosition();
|
||||
XMVECTOR GetRotation();
|
||||
void Render(ID3D11DeviceContext* deviceContext);
|
||||
XMVECTOR GetScale();
|
||||
|
||||
void SetVelocity(XMVECTOR);
|
||||
@@ -63,7 +64,8 @@ public:
|
||||
bool IsGrounded() const;
|
||||
bool IsPhysicsEnabled() const;
|
||||
void SetPhysicsEnabled(bool state);
|
||||
|
||||
void SetVisible (bool state) { m_isVisible = state; }
|
||||
bool IsVisible() const { return m_isVisible; }
|
||||
|
||||
void UpdateWorldMatrix();
|
||||
void UpdateSRMatrix();
|
||||
@@ -100,6 +102,12 @@ public:
|
||||
void LaunchObject();
|
||||
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
|
||||
D3DClass* m_Direct3D);
|
||||
bool SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms);
|
||||
void EnableInstancing(bool enabled);
|
||||
void SetInstanceCount(int count);
|
||||
bool IsInstancingEnabled() const;
|
||||
int GetInstanceCount() const;
|
||||
ID3D11Buffer* GetInstanceBuffer() const;
|
||||
void SetAlpha(float alpha) { m_alpha = alpha; }
|
||||
float GetAlpha() const { return m_alpha; }
|
||||
void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
|
||||
@@ -128,6 +136,7 @@ private:
|
||||
float m_mass;
|
||||
bool m_isGrounded;
|
||||
bool m_isPhysicsEnabled;
|
||||
bool m_isVisible;
|
||||
|
||||
std::string m_name;
|
||||
ObjectType m_type = ObjectType::Unknown;
|
||||
@@ -140,5 +149,9 @@ private:
|
||||
float m_initialStretch = 0.0f;
|
||||
float m_springConstant = 10.0f;
|
||||
|
||||
bool m_instancingEnabled;
|
||||
int m_instanceCount;
|
||||
ID3D11Buffer* m_instanceBuffer;
|
||||
std::vector<XMMATRIX> m_instanceTransforms;
|
||||
|
||||
};
|
||||
|
@@ -48,17 +48,24 @@ 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)
|
||||
{
|
||||
@@ -708,6 +718,9 @@ 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;
|
||||
@@ -1589,16 +1602,78 @@ 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();
|
||||
|
||||
|
||||
for (const auto& RenderQueue : RenderQueues)
|
||||
{
|
||||
// D<>sactiver le Z-buffer si la RenderQueue est m_Skybox
|
||||
@@ -1616,32 +1691,28 @@ 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;
|
||||
}
|
||||
|
||||
|
||||
renderCount++;
|
||||
|
||||
scaleMatrix = object->GetScaleMatrix();
|
||||
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());
|
||||
|
||||
@@ -1828,6 +1899,8 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
IncrementDrawCallCount();
|
||||
}
|
||||
|
||||
if (isSkybox)
|
||||
@@ -2252,4 +2325,264 @@ std::wstring ApplicationClass::GetScenePath()
|
||||
return filepath.wstring();
|
||||
}
|
||||
return L"";
|
||||
}
|
||||
|
||||
int ApplicationClass::GetTotalVertexCount() const
|
||||
{
|
||||
int totalVertices = 0;
|
||||
for (const auto& obj : m_object)
|
||||
{
|
||||
if (obj)
|
||||
{
|
||||
totalVertices += obj->GetVertexCount();
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de sommets pour les cubes
|
||||
for (const auto& cube : m_cubes)
|
||||
{
|
||||
if (cube)
|
||||
{
|
||||
totalVertices += cube->GetVertexCount();
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de sommets pour le terrain
|
||||
for (const auto& chunk : m_terrainChunk)
|
||||
{
|
||||
if (chunk)
|
||||
{
|
||||
totalVertices += chunk->GetVertexCount();
|
||||
}
|
||||
}
|
||||
return totalVertices;
|
||||
}
|
||||
|
||||
int ApplicationClass::GetTotalTriangleCount() const
|
||||
{
|
||||
int totalTriangles = 0;
|
||||
for (const auto& obj : m_object)
|
||||
{
|
||||
if (obj)
|
||||
{
|
||||
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
|
||||
totalTriangles += obj->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de triangles pour les cubes
|
||||
for (const auto& cube : m_cubes)
|
||||
{
|
||||
if (cube)
|
||||
{
|
||||
totalTriangles += cube->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de triangles pour le terrain
|
||||
for (const auto& chunk : m_terrainChunk)
|
||||
{
|
||||
if (chunk)
|
||||
{
|
||||
totalTriangles += chunk->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
return totalTriangles;
|
||||
}
|
||||
|
||||
int ApplicationClass::GetVisibleTriangleCount() const
|
||||
{
|
||||
int visibleTriangles = 0;
|
||||
for (const auto& obj : m_object)
|
||||
{
|
||||
if (obj && obj->IsVisible())
|
||||
{
|
||||
visibleTriangles += obj->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de triangles visibles pour les cubes
|
||||
for (const auto& cube : m_cubes)
|
||||
{
|
||||
if (cube && cube->IsVisible())
|
||||
{
|
||||
visibleTriangles += cube->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
// Ajoutez le nombre de triangles visibles pour le terrain
|
||||
for (const auto& chunk : m_terrainChunk)
|
||||
{
|
||||
if (chunk && chunk->IsVisible())
|
||||
{
|
||||
visibleTriangles += chunk->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
return visibleTriangles;
|
||||
}
|
||||
|
||||
int ApplicationClass::GetCurrentFps() const
|
||||
{
|
||||
return m_Fps->GetFps();
|
||||
}
|
||||
|
||||
int ApplicationClass::GetMinFps() const
|
||||
{
|
||||
return m_Fps->GetMinFps();
|
||||
}
|
||||
|
||||
int ApplicationClass::GetMaxFps() const
|
||||
{
|
||||
return m_Fps->GetMaxFps();
|
||||
}
|
||||
|
||||
float ApplicationClass::GetFrameTime() const
|
||||
{
|
||||
return m_Fps->GetFrameTime();
|
||||
}
|
||||
|
||||
int ApplicationClass::GetDrawCalls() const
|
||||
{
|
||||
return m_drawcalls;
|
||||
}
|
||||
|
||||
void ApplicationClass::ResetFpsStats()
|
||||
{
|
||||
m_Fps->ResetStats();
|
||||
}
|
||||
|
||||
void ApplicationClass::IncrementDrawCallCount()
|
||||
{
|
||||
m_drawcalls++;
|
||||
}
|
||||
|
||||
void ApplicationClass::ResetDrawCallCount()
|
||||
{
|
||||
m_drawcalls = 0;
|
||||
}
|
||||
|
||||
void ApplicationClass::CreateBigCube(int sideCount)
|
||||
{
|
||||
Logger::Get().Log("Lancement de la g<>n<EFBFBD>ration du terrain dans un thread s<>par<61>", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// Cr<43>er un thread qui ex<65>cutera la g<>n<EFBFBD>ration du terrain
|
||||
std::thread generationThread([this, sideCount]() {
|
||||
Logger::Get().Log("Thread de g<>n<EFBFBD>ration de terrain d<>marr<72>", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// Stockage temporaire pour les nouveaux objets
|
||||
std::vector<Object*> newTerrainChunks;
|
||||
|
||||
// Dimensions du terrain
|
||||
float scaleX = 1.0f;
|
||||
float scaleY = 1.0f;
|
||||
float scaleZ = 1.0f;
|
||||
|
||||
// Pr<50>parer les donn<6E>es pour la cr<63>ation des cubes
|
||||
std::vector<std::tuple<float, float, float, std::string, int>> cubeData;
|
||||
int objectId = m_ObjectId;
|
||||
|
||||
// G<>n<EFBFBD>rer les donn<6E>es des cubes
|
||||
for (int i = 0; i < sideCount; i++) {
|
||||
for (int j = 0; j < sideCount; j++) {
|
||||
for (int k = 0; k < sideCount; k++) {
|
||||
// V<>rifier si nous devons arr<72>ter le thread
|
||||
if (m_ShouldQuit) {
|
||||
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration de terrain annul<75>e", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// Position et nom du cube
|
||||
float posX = i * scaleX;
|
||||
float posY = k * scaleY;
|
||||
float posZ = j * scaleZ;
|
||||
std::string name = "TerrainTile_" + std::to_string(i) + "_" + std::to_string(j) + "_" + std::to_string(k);
|
||||
|
||||
// Stocker les donn<6E>es du cube
|
||||
cubeData.push_back(std::make_tuple(posX, posY, posZ, name, objectId++));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Synchroniser avec le thread principal pour cr<63>er les objets
|
||||
// Cette partie doit <20>tre ex<65>cut<75>e dans le thread principal (via une file d'attente ou autre m<>canisme)
|
||||
std::lock_guard<std::mutex> lock(m_TerrainMutex);
|
||||
m_TerrainGenerationData = std::move(cubeData);
|
||||
m_TerrainGenerationReady = true;
|
||||
m_NextTerrainObjectId = objectId;
|
||||
|
||||
Logger::Get().Log("Donn<EFBFBD>es de g<>n<EFBFBD>ration de terrain pr<70>par<61>es (" + std::to_string(m_TerrainGenerationData.size()) + " cubes)", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
});
|
||||
|
||||
// D<>tacher le thread pour qu'il s'ex<65>cute en arri<72>re-plan
|
||||
generationThread.detach();
|
||||
}
|
||||
|
||||
void ApplicationClass::ProcessTerrainGeneration()
|
||||
{
|
||||
// V<>rifier si des donn<6E>es de terrain sont pr<70>tes <20> <20>tre trait<69>es
|
||||
if (!m_TerrainGenerationReady) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Acqu<71>rir les donn<6E>es g<>n<EFBFBD>r<EFBFBD>es
|
||||
std::vector<std::tuple<float, float, float, std::string, int>> cubeData;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(m_TerrainMutex);
|
||||
cubeData = std::move(m_TerrainGenerationData);
|
||||
m_TerrainGenerationData.clear();
|
||||
m_TerrainGenerationReady = false;
|
||||
m_ObjectId = m_NextTerrainObjectId;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Cr<EFBFBD>ation des objets terrain <20> partir des donn<6E>es pr<70>par<61>es", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// Nettoyer les objets terrain existants
|
||||
for (auto* chunk : m_terrainChunk)
|
||||
{
|
||||
if (chunk) {
|
||||
chunk->Shutdown();
|
||||
delete chunk;
|
||||
}
|
||||
}
|
||||
m_terrainChunk.clear();
|
||||
|
||||
// Cr<43>er un conteneur de textures partag<61>
|
||||
TextureContainer textureContainer;
|
||||
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
|
||||
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
|
||||
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
|
||||
|
||||
// Pr<50>charger les textures une seule fois
|
||||
ModelClass* sharedModel = new ModelClass();
|
||||
sharedModel->PreloadTextures(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), textureContainer);
|
||||
|
||||
char modelFilename[128];
|
||||
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
|
||||
|
||||
// Cr<43>er les objets <20> partir des donn<6E>es
|
||||
for (const auto& [posX, posY, posZ, name, id] : cubeData)
|
||||
{
|
||||
// Cr<43>er un nouvel objet de terrain
|
||||
Object* terrain = new Object();
|
||||
|
||||
// Initialiser avec le mod<6F>le et les textures
|
||||
if (!terrain->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textureContainer))
|
||||
{
|
||||
Logger::Get().Log("<EFBFBD>chec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
delete terrain;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Configurer l'objet
|
||||
XMFLOAT3 position(posX, posY, posZ);
|
||||
XMFLOAT3 scale(1.0f, 1.0f, 1.0f);
|
||||
|
||||
terrain->SetPosition(XMLoadFloat3(&position));
|
||||
terrain->SetScale(XMLoadFloat3(&scale));
|
||||
terrain->SetName(name);
|
||||
terrain->SetType(ObjectType::Cube);
|
||||
terrain->SetActiveShader(ShaderType::TEXTURE);
|
||||
terrain->SetId(id);
|
||||
|
||||
// Ajouter <20> la liste des chunks de terrain
|
||||
m_terrainChunk.push_back(terrain);
|
||||
}
|
||||
|
||||
delete sharedModel;
|
||||
|
||||
Logger::Get().Log("G<EFBFBD>n<EFBFBD>ration du terrain termin<69>e avec " + std::to_string(m_terrainChunk.size()) + " cubes", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
@@ -19,27 +19,63 @@ void FpsClass::Initialize()
|
||||
{
|
||||
m_fps = 0;
|
||||
m_count = 0;
|
||||
|
||||
m_startTime = timeGetTime();
|
||||
m_minFps = INT_MAX;
|
||||
m_maxFps = 0;
|
||||
m_frameTime = 0.0f;
|
||||
m_previousTime = timeGetTime();
|
||||
m_startTime = m_previousTime;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void FpsClass::Frame()
|
||||
{
|
||||
|
||||
unsigned int currentTime = timeGetTime();
|
||||
|
||||
m_frameTime = (currentTime - m_previousTime) * 0.001f;
|
||||
m_previousTime = currentTime;
|
||||
|
||||
m_count++;
|
||||
|
||||
if (timeGetTime() >= (m_startTime + 1000))
|
||||
{
|
||||
m_fps = m_count;
|
||||
m_count = 0;
|
||||
|
||||
if (m_fps < m_minFps)
|
||||
m_minFps = m_fps;
|
||||
|
||||
if (m_fps > m_maxFps)
|
||||
m_maxFps = m_fps;
|
||||
|
||||
m_count = 0;
|
||||
m_startTime = timeGetTime();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int FpsClass::GetMinFps() const
|
||||
{
|
||||
return m_minFps;
|
||||
}
|
||||
|
||||
int FpsClass::GetMaxFps() const
|
||||
{
|
||||
return m_maxFps;
|
||||
}
|
||||
|
||||
float FpsClass::GetFrameTime() const
|
||||
{
|
||||
return m_frameTime;
|
||||
}
|
||||
|
||||
void FpsClass::ResetStats()
|
||||
{
|
||||
m_minFps = INT_MAX;
|
||||
m_maxFps = 0;
|
||||
}
|
||||
|
||||
int FpsClass::GetFps()
|
||||
{
|
||||
return m_fps;
|
||||
|
@@ -4,6 +4,13 @@
|
||||
imguiManager::imguiManager()
|
||||
{
|
||||
io = nullptr;
|
||||
m_frameTimeHistoryIndex = 0;
|
||||
|
||||
// Initialiser l'historique des frametimes <20> z<>ro
|
||||
for (int i = 0; i < FRAME_HISTORY_COUNT; i++)
|
||||
{
|
||||
m_frameTimeHistory[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
imguiManager::~imguiManager()
|
||||
@@ -12,32 +19,130 @@ imguiManager::~imguiManager()
|
||||
|
||||
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_deviceContext = deviceContext;
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
io = &ImGui::GetIO();
|
||||
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
m_device = device;
|
||||
m_deviceContext = deviceContext;
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
io = &ImGui::GetIO();
|
||||
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
|
||||
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
|
||||
io->FontGlobalScale = 1.0f;
|
||||
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(m_device, m_deviceContext);
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(m_device, m_deviceContext);
|
||||
|
||||
// Setup style
|
||||
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);
|
||||
// Appliquer un th<74>me sombre de base
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
// 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
|
||||
|
||||
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()
|
||||
@@ -70,53 +175,61 @@ void imguiManager::NewFrame()
|
||||
}
|
||||
|
||||
void imguiManager::SetupDockspace(ApplicationClass* app) {
|
||||
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;
|
||||
// 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);
|
||||
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);
|
||||
ImGui::PopStyleVar(2);
|
||||
ImGui::PopStyleColor();
|
||||
// Configuration du DockSpace
|
||||
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
|
||||
ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
|
||||
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
|
||||
|
||||
if (ImGui::BeginMenuBar()) {
|
||||
if (ImGui::BeginMenu("Windows")) {
|
||||
ImGui::MenuItem("Object Window", NULL, &showObjectWindow);
|
||||
ImGui::MenuItem("Terrain Window", NULL, &showTerrainWindow);
|
||||
ImGui::MenuItem("Light Window", NULL, &showLightWindow);
|
||||
ImGui::MenuItem("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("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::EndMenu();
|
||||
}
|
||||
if (ImGui::BeginMenu("Scene")) {
|
||||
if (ImGui::MenuItem("Save Scene")) {
|
||||
app->SaveScene();
|
||||
}
|
||||
if (ImGui::MenuItem("Load Scene")) {
|
||||
app->LoadScene();
|
||||
}
|
||||
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();
|
||||
}
|
||||
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
|
||||
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode);
|
||||
|
||||
ImGui::End();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void imguiManager::WidgetSpeedSlider(float* speed)
|
||||
@@ -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"))
|
||||
@@ -529,18 +637,36 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Generate Terrain"))
|
||||
if (ImGui::Button("Generate Flat Terrain"))
|
||||
{
|
||||
app->GenerateTerrain();
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
ImGui::Separator();
|
||||
|
||||
// int input area for the number of cubes
|
||||
static int numCubes = 10;
|
||||
ImGui::InputInt("Number of Cubes", &numCubes);
|
||||
if (numCubes < 1)
|
||||
{
|
||||
numCubes = 1;
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Generate Big Cube Terrain"))
|
||||
{
|
||||
app->CreateBigCube(numCubes);
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::Button("Delete All Terrain Cubes"))
|
||||
{
|
||||
app->DeleteTerrain();
|
||||
}
|
||||
|
||||
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
@@ -560,7 +686,7 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
|
||||
WidgetSpeedSlider(&speed);
|
||||
app->SetSpeed(speed);
|
||||
WidgetButton();
|
||||
WidgetFPS();
|
||||
// WidgetFPS();
|
||||
WidgetAddObject(app);
|
||||
|
||||
ImGui::End();
|
||||
@@ -595,6 +721,11 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
|
||||
{
|
||||
WidgetRenderWindow(app, ImVec2(800, 600));
|
||||
}
|
||||
|
||||
if (showStatsWindow)
|
||||
{
|
||||
WidgetRenderStats(app);
|
||||
}
|
||||
|
||||
|
||||
//render imgui
|
||||
@@ -843,4 +974,64 @@ 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();
|
||||
}
|
@@ -18,24 +18,7 @@ ModelClass::~ModelClass()
|
||||
{
|
||||
}
|
||||
|
||||
// bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, std::vector<ID3D11ShaderResourceView*> textures) {
|
||||
// Logger::Get().Log("Initializing model class with preloaded textures (vector)", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
//
|
||||
// bool result = Initialize(device, deviceContext, modelFilename);
|
||||
// if (!result) {
|
||||
// return false;
|
||||
// }
|
||||
//
|
||||
// // Ajouter toutes les textures au container comme textures diffuses
|
||||
// for (auto& tex : textures) {
|
||||
// m_Textures.diffuse.push_back(tex);
|
||||
// }
|
||||
//
|
||||
// return true;
|
||||
// }
|
||||
|
||||
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
|
||||
Logger::Get().Log("Initializing model class with preloaded texture container", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
bool result = Initialize(device, deviceContext, modelFilename);
|
||||
if (!result) {
|
||||
@@ -48,7 +31,6 @@ 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;
|
||||
|
||||
@@ -68,9 +50,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -103,18 +83,12 @@ int ModelClass::GetIndexCount()
|
||||
return m_indexCount;
|
||||
}
|
||||
|
||||
// ID3D11ShaderResourceView* ModelClass::GetTexture(int index) const {
|
||||
// // Pour compatibilit<69>, utilise la texture diffuse par d<>faut
|
||||
// return m_Textures.GetTexture(TextureType::Diffuse, index);
|
||||
// }
|
||||
|
||||
ID3D11ShaderResourceView* ModelClass::GetTexture(TextureType type, int index) const {
|
||||
return m_Textures.GetTexture(type, index);
|
||||
}
|
||||
|
||||
bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
{
|
||||
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
VertexType* vertices;
|
||||
unsigned long* indices;
|
||||
@@ -189,16 +163,12 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
|
||||
|
||||
delete[] indices;
|
||||
indices = 0;
|
||||
|
||||
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void ModelClass::ShutdownBuffers()
|
||||
{
|
||||
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
// Release the index buffer.
|
||||
if (m_indexBuffer)
|
||||
{
|
||||
@@ -212,10 +182,7 @@ void ModelClass::ShutdownBuffers()
|
||||
m_vertexBuffer->Release();
|
||||
m_vertexBuffer = 0;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -243,17 +210,13 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
|
||||
|
||||
void ModelClass::ReleaseTextures()
|
||||
{
|
||||
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
|
||||
|
||||
// Utilise la m<>thode ReleaseAll de TextureContainer
|
||||
m_Textures.ReleaseAll();
|
||||
|
||||
Logger::Get().Log("Textures released", __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
bool ModelClass::LoadModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model: " + std::string(filename), __FILE__, __LINE__);
|
||||
|
||||
std::string fileStr(filename);
|
||||
std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1);
|
||||
@@ -277,8 +240,7 @@ bool ModelClass::LoadModel(char* filename)
|
||||
|
||||
bool ModelClass::LoadObjModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model", __FILE__, __LINE__);
|
||||
|
||||
|
||||
std::string line;
|
||||
std::ifstream fin(filename);
|
||||
|
||||
@@ -362,16 +324,12 @@ bool ModelClass::LoadObjModel(char* filename)
|
||||
|
||||
fin.close();
|
||||
|
||||
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool ModelClass::LoadTxtModel(char* filename)
|
||||
{
|
||||
Logger::Get().Log("Loading model", __FILE__, __LINE__);
|
||||
|
||||
ifstream fin;
|
||||
char input;
|
||||
int i;
|
||||
@@ -422,16 +380,12 @@ 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 +447,6 @@ void ModelClass::CalculateModelVectors()
|
||||
m_model[index - 3].by = binormal.y;
|
||||
m_model[index - 3].bz = binormal.z;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Model vectors calculated", __FILE__, __LINE__);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
|
||||
@@ -551,30 +501,18 @@ 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;
|
||||
|
@@ -18,11 +18,19 @@ Object::Object()// Initialize the reference here
|
||||
m_isGrounded = false;
|
||||
m_id = NULL;
|
||||
m_boundingRadius = 1.0f;
|
||||
m_instancingEnabled = false;
|
||||
m_instanceCount = 0;
|
||||
m_instanceBuffer = nullptr;
|
||||
}
|
||||
|
||||
Object::~Object()
|
||||
{
|
||||
|
||||
// Lib<69>rer le buffer d'instances
|
||||
if (m_instanceBuffer)
|
||||
{
|
||||
m_instanceBuffer->Release();
|
||||
m_instanceBuffer = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void Object::SetScaleMatrix(XMMATRIX scaleMatrix)
|
||||
@@ -92,6 +100,44 @@ XMVECTOR Object::GetRotation()
|
||||
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
|
||||
}
|
||||
|
||||
void Object::Render(ID3D11DeviceContext* deviceContext)
|
||||
{
|
||||
unsigned int strides[2];
|
||||
unsigned int offsets[2];
|
||||
ID3D11Buffer* bufferPointers[2];
|
||||
|
||||
// Configurer les vertex et index buffers
|
||||
strides[0] = sizeof(VertexType);
|
||||
offsets[0] = 0;
|
||||
bufferPointers[0] = m_vertexBuffer;
|
||||
|
||||
// Si l'instanciation est activ<69>e
|
||||
if (m_instancingEnabled && m_instanceBuffer)
|
||||
{
|
||||
// Configurer le buffer d'instances
|
||||
strides[1] = sizeof(XMMATRIX);
|
||||
offsets[1] = 0;
|
||||
bufferPointers[1] = m_instanceBuffer;
|
||||
|
||||
// D<>finir les deux buffers (vertex et instance) sur le pipeline
|
||||
deviceContext->IASetVertexBuffers(0, 2, bufferPointers, strides, offsets);
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
// Dessiner les instances
|
||||
deviceContext->DrawIndexedInstanced(m_indexCount, m_instanceCount, 0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Rendu normal sans instanciation
|
||||
deviceContext->IASetVertexBuffers(0, 1, bufferPointers, strides, offsets);
|
||||
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
// Dessiner l'objet normalement
|
||||
deviceContext->DrawIndexed(m_indexCount, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
XMVECTOR Object::GetScale()
|
||||
{
|
||||
@@ -389,4 +435,66 @@ bool Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Object::SetupInstancing(ID3D11Device* device, const std::vector<XMMATRIX>& instanceTransforms)
|
||||
{
|
||||
// Stocker les matrices de transformation
|
||||
m_instanceTransforms = instanceTransforms;
|
||||
m_instanceCount = static_cast<int>(instanceTransforms.size());
|
||||
|
||||
// Lib<69>rer le buffer d'instances existant si n<>cessaire
|
||||
if (m_instanceBuffer)
|
||||
{
|
||||
m_instanceBuffer->Release();
|
||||
m_instanceBuffer = nullptr;
|
||||
}
|
||||
|
||||
// Cr<43>er le buffer d'instances
|
||||
D3D11_BUFFER_DESC instanceBufferDesc;
|
||||
ZeroMemory(&instanceBufferDesc, sizeof(instanceBufferDesc));
|
||||
instanceBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
instanceBufferDesc.ByteWidth = sizeof(XMMATRIX) * m_instanceCount;
|
||||
instanceBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
instanceBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
instanceBufferDesc.MiscFlags = 0;
|
||||
instanceBufferDesc.StructureByteStride = 0;
|
||||
|
||||
D3D11_SUBRESOURCE_DATA instanceData;
|
||||
ZeroMemory(&instanceData, sizeof(instanceData));
|
||||
instanceData.pSysMem = instanceTransforms.data();
|
||||
|
||||
HRESULT result = device->CreateBuffer(&instanceBufferDesc, &instanceData, &m_instanceBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Object::EnableInstancing(bool enabled)
|
||||
{
|
||||
m_instancingEnabled = enabled;
|
||||
}
|
||||
|
||||
void Object::SetInstanceCount(int count)
|
||||
{
|
||||
m_instanceCount = count;
|
||||
}
|
||||
|
||||
// Ajoutez <20>galement ces m<>thodes pour acc<63>der aux donn<6E>es d'instanciation
|
||||
bool Object::IsInstancingEnabled() const
|
||||
{
|
||||
return m_instancingEnabled;
|
||||
}
|
||||
|
||||
int Object::GetInstanceCount() const
|
||||
{
|
||||
return m_instanceCount;
|
||||
}
|
||||
|
||||
ID3D11Buffer* Object::GetInstanceBuffer() const
|
||||
{
|
||||
return m_instanceBuffer;
|
||||
}
|
Reference in New Issue
Block a user