2 Commits

8 changed files with 280 additions and 253 deletions

View File

@@ -6,8 +6,11 @@
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@@ -21,6 +24,133 @@
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<setting file="cidr-memory-view://23" root0="FORCE_HIGHLIGHTING" />
<setting file="file://C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/um/d3d11.h" root0="SKIP_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/enginecustom/include/Inc/VertexTypes.h" root0="SKIP_HIGHLIGHTING" />
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@@ -39,25 +169,25 @@
<option name="hideEmptyMiddlePackages" value="true" />
<option name="showLibraryContents" value="true" />
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&quot;ASKED_SHARE_PROJECT_CONFIGURATION_FILES&quot;: &quot;true&quot;,
&quot;C++ Project.enginecustom.executor&quot;: &quot;Run&quot;,
&quot;C/C++ Project.enginecustom.executor&quot;: &quot;Run&quot;,
&quot;RunOnceActivity.ShowReadmeOnStart&quot;: &quot;true&quot;,
&quot;RunOnceActivity.git.unshallow&quot;: &quot;true&quot;,
&quot;SHARE_PROJECT_CONFIGURATION_FILES&quot;: &quot;true&quot;,
&quot;git-widget-placeholder&quot;: &quot;main&quot;,
&quot;ignore.virus.scanning.warn.message&quot;: &quot;true&quot;,
&quot;node.js.detected.package.eslint&quot;: &quot;true&quot;,
&quot;node.js.detected.package.tslint&quot;: &quot;true&quot;,
&quot;node.js.selected.package.eslint&quot;: &quot;(autodetect)&quot;,
&quot;node.js.selected.package.tslint&quot;: &quot;(autodetect)&quot;,
&quot;nodejs_package_manager_path&quot;: &quot;npm&quot;,
&quot;settings.editor.selected.configurable&quot;: &quot;preferences.build.unityPlugin&quot;,
&quot;vue.rearranger.settings.migration&quot;: &quot;true&quot;
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"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
"C++ Project.enginecustom.executor": "Run",
"C/C++ Project.enginecustom.executor": "Debug",
"RunOnceActivity.ShowReadmeOnStart": "true",
"RunOnceActivity.git.unshallow": "true",
"SHARE_PROJECT_CONFIGURATION_FILES": "true",
"git-widget-placeholder": "main",
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<configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
<configuration_1 setup="1">
@@ -179,7 +309,11 @@
<workItem from="1746538260893" duration="5781000" />
<workItem from="1746546014271" duration="1814000" />
<workItem from="1746619988287" duration="12282000" />
<workItem from="1746711806997" duration="6619000" />
<workItem from="1746711806997" duration="6736000" />
<workItem from="1746719840054" duration="991000" />
<workItem from="1746795732153" duration="33000" />
<workItem from="1746795828588" duration="592000" />
<workItem from="1747049871967" duration="8976000" />
</task>
<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" />

View File

@@ -4,20 +4,20 @@ Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1745,19
Size=303,1110
Pos=1281,19
Size=303,842
Collapsed=0
DockId=0x00000005,0
[Window][Objects]
Pos=0,19
Size=281,307
Size=281,615
Collapsed=0
DockId=0x00000007,0
[Window][Terrain]
Pos=0,19
Size=281,883
Pos=0,328
Size=281,306
Collapsed=0
DockId=0x00000008,0
@@ -35,7 +35,7 @@ DockId=0x00000001,2
[Window][Engine Settings]
Pos=0,19
Size=281,307
Size=281,615
Collapsed=0
DockId=0x00000007,1
@@ -51,7 +51,7 @@ DockId=0x00000007,0
[Window][DockSpace]
Pos=0,0
Size=2048,1129
Size=1584,861
Collapsed=0
[Window][Add Object]
@@ -66,14 +66,14 @@ Collapsed=0
DockId=0x0000000C,0
[Window][Log Window]
Pos=652,636
Size=649,225
Pos=641,636
Size=638,225
Collapsed=0
DockId=0x00000006,0
[Window][Render Stats]
Pos=0,904
Size=1743,225
Pos=0,636
Size=639,225
Collapsed=0
DockId=0x00000004,0
@@ -81,7 +81,7 @@ DockId=0x00000004,0
DockSpace ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
DockNode ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=2048,1110 Split=X
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=1584,842 Split=X
DockNode ID=0x00000002 Parent=0xCCBD8CF7 SizeRef=1743,826 Split=Y
DockNode ID=0x0000000A Parent=0x00000002 SizeRef=1568,599 Split=X
DockNode ID=0x00000009 Parent=0x0000000A SizeRef=281,974 Split=Y Selected=0x031DC75C

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*>);

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);
@@ -50,7 +53,6 @@ public:
XMVECTOR GetPosition();
XMVECTOR GetRotation();
void Render(ID3D11DeviceContext* deviceContext);
XMVECTOR GetScale();
void SetVelocity(XMVECTOR);
@@ -148,10 +150,5 @@ private:
float m_alpha = 0.0f;
float m_initialStretch = 0.0f;
float m_springConstant = 10.0f;
bool m_instancingEnabled;
int m_instanceCount;
ID3D11Buffer* m_instanceBuffer;
std::vector<XMMATRIX> m_instanceTransforms;
};

View File

@@ -1286,7 +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);
@@ -1672,7 +1672,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
int renderCount = 0;
ConstructFrustum();
//ConstructFrustum();
for (const auto& RenderQueue : RenderQueues)
{
@@ -1696,8 +1696,7 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
{
object->UpdatePosition(m_Timer->GetTime());
}
if (!object->IsVisible())
{
continue;

View File

@@ -644,23 +644,6 @@ void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
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();

View File

@@ -6,16 +6,23 @@ 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, const TextureContainer& textures) {
@@ -240,94 +247,110 @@ bool ModelClass::LoadModel(char* filename)
bool ModelClass::LoadObjModel(char* filename)
{
std::string line;
std::ifstream fin(filename);
// Lecture optimis<69>e du fichier en mode binaire
std::ifstream fin(filename, std::ios::in | std::ios::binary);
if (!fin)
{
Logger::Get().Log("<EFBFBD>chec d'ouverture du fichier mod<6F>le", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// If it could not open the file then exit.
if (!fin)
{
Logger::Get().Log("Failed to open model file", __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();
std::vector<XMFLOAT3> temp_positions;
std::vector<XMFLOAT2> temp_texcoords;
std::vector<XMFLOAT3> temp_normals;
std::vector<ModelType> temp_model;
// 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
{
XMFLOAT3 pos;
iss >> pos.x >> pos.y >> pos.z;
temp_positions.push_back(pos);
}
else if (type == "vt") // Texture coordinate
{
XMFLOAT2 tex;
iss >> tex.x >> tex.y;
temp_texcoords.push_back(tex);
}
else if (type == "vn") // Vertex normal
{
XMFLOAT3 norm;
iss >> norm.x >> norm.y >> norm.z;
temp_normals.push_back(norm);
}
else if (type == "f") // Face
{
int posIndex[3], texIndex[3], normIndex[3];
char slash; // To skip the slashes '/' in the .obj file format
for (int i = 0; i < 3; i++) // Each face in .obj format has 3 vertices
{
iss >> posIndex[i] >> slash >> texIndex[i] >> slash >> normIndex[i];
// Analyse du contenu
std::istringstream iss(fileContent);
std::string line;
// 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;
}
while (std::getline(iss, line))
{
if (line.empty() || line[0] == '#') continue;
// .obj indices start from 1, not 0
for (int i = 0; i < 3; i++)
{
ModelType vertex;
vertex.x = temp_positions[posIndex[i] - 1].x;
vertex.y = temp_positions[posIndex[i] - 1].y;
vertex.z = temp_positions[posIndex[i] - 1].z;
vertex.tu = temp_texcoords[texIndex[i] - 1].x;
vertex.tv = temp_texcoords[texIndex[i] - 1].y;
vertex.nx = temp_normals[normIndex[i] - 1].x;
vertex.ny = temp_normals[normIndex[i] - 1].y;
vertex.nz = temp_normals[normIndex[i] - 1].z;
temp_model.push_back(vertex);
}
}
}
// Analyse plus rapide bas<61>e sur le premier caract<63>re
if (line[0] == 'v')
{
if (line[1] == ' ') // Position de sommet
{
XMFLOAT3 pos;
sscanf_s(line.c_str() + 2, "%f %f %f", &pos.x, &pos.y, &pos.z);
temp_positions.push_back(pos);
}
else if (line[1] == 't') // Coordonn<6E>es de texture
{
XMFLOAT2 tex;
sscanf_s(line.c_str() + 3, "%f %f", &tex.x, &tex.y);
temp_texcoords.push_back(tex);
}
else if (line[1] == 'n') // Normales
{
XMFLOAT3 norm;
sscanf_s(line.c_str() + 3, "%f %f %f", &norm.x, &norm.y, &norm.z);
temp_normals.push_back(norm);
}
}
else if (line[0] == 'f')
{
int posIndex[3], texIndex[3], normIndex[3];
const char* linePtr = line.c_str() + 2; // Sauter "f "
for (int i = 0; i < 3; i++)
{
// Analyse rapide du format v/vt/vn
sscanf_s(linePtr, "%d/%d/%d", &posIndex[i], &texIndex[i], &normIndex[i]);
// Avancer au prochain ensemble d'indices
while (*linePtr && *linePtr != ' ') linePtr++;
while (*linePtr == ' ') linePtr++;
m_vertexCount = temp_model.size();
m_indexCount = temp_model.size();
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;
}
// 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];
}
for (int i = 0; i < 3; i++)
{
ModelType vertex{};
vertex.x = temp_positions[posIndex[i] - 1].x;
vertex.y = temp_positions[posIndex[i] - 1].y;
vertex.z = temp_positions[posIndex[i] - 1].z;
vertex.tu = temp_texcoords[texIndex[i] - 1].x;
vertex.tv = temp_texcoords[texIndex[i] - 1].y;
vertex.nx = temp_normals[normIndex[i] - 1].x;
vertex.ny = temp_normals[normIndex[i] - 1].y;
vertex.nz = temp_normals[normIndex[i] - 1].z;
temp_model.push_back(vertex);
}
}
}
fin.close();
// Allocation et copie efficace du mod<6F>le final
m_vertexCount = temp_model.size();
m_indexCount = temp_model.size();
m_model = new ModelType[m_vertexCount];
std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType));
return true;
return true;
}
bool ModelClass::LoadTxtModel(char* filename)
{
ifstream fin;

View File

@@ -18,19 +18,10 @@ 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)
@@ -100,45 +91,6 @@ 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()
{
XMFLOAT4X4 matrix;
@@ -435,66 +387,4 @@ 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;
}