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35 changed files with 2693 additions and 1509 deletions

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<CopyFileToFolders Include="assets\Texture\sprite04.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
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<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\wall01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\water01.png">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Texture</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Texture</DestinationFolders>
</CopyFileToFolders>
<Image Include="KhaoticIcon.ico" />
<CopyFileToFolders Include="sprite01.tga" />
<CopyFileToFolders Include="sprite02.tga" />
@ -362,6 +455,42 @@
<CopyFileToFolders Include="sprite_data_01.txt" />
</ItemGroup>
<ItemGroup>
<Content Include="assets\Model\OBJ\86.obj" />
<Content Include="assets\Model\OBJ\cone.obj" />
<Content Include="assets\Model\OBJ\invertcube.obj" />
<Content Include="assets\Model\OBJ\isosphere.obj" />
<Content Include="assets\Model\OBJ\monke.obj" />
<Content Include="assets\Model\OBJ\plane.obj" />
<Content Include="assets\Model\OBJ\vaisseautri.obj" />
<Content Include="assets\Model\TXT\bath.txt" />
<Content Include="assets\Model\TXT\chunk.txt" />
<Content Include="assets\Model\TXT\cube.txt" />
<Content Include="assets\Model\TXT\ground.txt" />
<Content Include="assets\Model\TXT\plane.txt" />
<Content Include="assets\Model\TXT\sphere.txt" />
<Content Include="assets\Model\TXT\square.txt" />
<Content Include="assets\Model\TXT\wall.txt" />
<Content Include="assets\Model\TXT\water.txt" />
<CopyFileToFolders Include="assets\Texture\alpha01.png" />
<Content Include="assets\Texture\dirt01.png" />
<Content Include="assets\Texture\EmptyTexture.png" />
<Content Include="assets\Texture\font01.png" />
<Content Include="assets\Texture\ground01.png" />
<Content Include="assets\Texture\imgui.ini" />
<Content Include="assets\Texture\light01.png" />
<Content Include="assets\Texture\marble01.png" />
<Content Include="assets\Texture\moss01.png" />
<Content Include="assets\Texture\normal01.png" />
<Content Include="assets\Texture\spec02.png" />
<Content Include="assets\Texture\sprite01.png" />
<Content Include="assets\Texture\sprite02.png" />
<Content Include="assets\Texture\sprite03.png" />
<Content Include="assets\Texture\sprite04.png" />
<Content Include="assets\Texture\stone01.png" />
<Content Include="assets\Texture\stone01.tga" />
<Content Include="assets\Texture\wall.png" />
<Content Include="assets\Texture\wall01.png" />
<Content Include="assets\Texture\water01.png" />
<Content Include="TODO.txt" />
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<ItemGroup>
@ -372,8 +501,89 @@
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<None Include="assets\Texture\imgui.ini" />
<None Include="packages.config" />
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<ItemGroup>
<CopyFileToFolders Include="assets\Model\OBJ\86.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\cone.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
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<CopyFileToFolders Include="assets\Model\OBJ\invertcube.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
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<CopyFileToFolders Include="assets\Model\OBJ\isosphere.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
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<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
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<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Model\OBJ\vaisseau.obj">
<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
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<FileType>Document</FileType>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\OBJ</DestinationFolders>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
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<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
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<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
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<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
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<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
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<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
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<CopyFileToFolders Include="assets\Model\TXT\wall.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
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<CopyFileToFolders Include="assets\Model\TXT\water.txt">
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
<DestinationFolders Condition="'$(Configuration)|$(Platform)'=='Release|x64'">$(OutDir)\assets\Model\TXT</DestinationFolders>
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</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>

View File

@ -240,6 +240,12 @@
<ClCompile Include="src\src\system\timer_class.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="src\src\system\scene_manager.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="src\src\system\stats.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="include\imconfig.h">
@ -428,6 +434,12 @@
<ClInclude Include="src\inc\system\timer_class.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\scene_manager.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="src\inc\system\stats.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Image Include="KhaoticIcon.ico">
@ -512,8 +524,119 @@
</CopyFileToFolders>
<CopyFileToFolders Include="src\hlsl\depth.ps" />
<CopyFileToFolders Include="src\hlsl\depth.vs" />
<CopyFileToFolders Include="assets\Texture\alpha01.png">
<Filter>Fichiers de ressources</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\dirt01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\EmptyTexture.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\font01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\ground01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\light01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\marble01.png">
<Filter>Texture</Filter>
</CopyFileToFolders>
<CopyFileToFolders Include="assets\Texture\moss01.png">
<Filter>Texture</Filter>
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<Filter>Texture</Filter>
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<Filter>Texture</Filter>
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<Filter>Assets\Model\TXT</Filter>
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<Filter>Assets\Model\TXT</Filter>
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<Filter>Assets\Model\TXT</Filter>
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<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
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<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
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<Filter>Assets\Model\TXT</Filter>
</CopyFileToFolders>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
<None Include="assets\Texture\imgui.ini">
<Filter>Texture</Filter>
</None>
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</Project>

View File

@ -1,114 +1,67 @@
[Window][DockSpace]
Pos=0,0
Size=1584,861
Collapsed=0
[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Window][Khaotic Engine]
Pos=1281,19
Size=303,631
Pos=1267,19
Size=317,842
Collapsed=0
DockId=0x0000000F,0
DockId=0x00000005,0
[Window][render Stats]
Pos=0,630
Size=792,231
Collapsed=0
DockId=0x00000009,0
[Window][Objects]
Pos=0,19
Size=281,842
Size=234,609
Collapsed=0
DockId=0x00000011,0
DockId=0x0000000B,0
[Window][Terrain]
Pos=0,19
Size=280,842
Pos=236,19
Size=266,609
Collapsed=0
DockId=0x00000007,0
[Window][Log Window]
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Size=790,231
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DockId=0x0000000A,0
[Window][Light]
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Size=281,842
Size=234,609
Collapsed=0
DockId=0x00000012,0
[Window][Shader Manager]
Pos=8,27
Size=330,487
Collapsed=0
DockId=0x00000001,2
DockId=0x0000000B,1
[Window][Engine Settings]
Pos=1281,527
Size=303,334
Collapsed=0
DockId=0x00000010,0
[Window][DockSpace Demo]
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Collapsed=0
[Window][Render Window]
Pos=8,27
Size=1559,974
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DockId=0x00000011,0
[Window][DockSpace]
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DockId=0x00000006,0
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Pos=0,636
Size=1279,225
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DockId=0x00000004,0
[Window][render Window]
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Size=997,758
Collapsed=1
[Window][render Stats]
Pos=0,652
Size=1584,209
Collapsed=0
DockId=0x00000014,0
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DockNode ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
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DockNode ID=0x00000007 Parent=0x0000000B SizeRef=280,883 Selected=0x393905AB
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DockNode ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
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View File

@ -13,7 +13,7 @@ public:
void Initialize(d_3d_class* d3dClassRef); // Get all the required references
object* ConstructSkybox();
object* ConstructSkybox(application_class* app);
// Variables

View File

@ -7,10 +7,7 @@
///////////////////////
#include "d_3d_class.h"
#include "camera_class.h"
#include "object.h"
#include "light_class.h"
#include <vector>
#include <filesystem>
#include "bitmap_class.h"
#include "sprite_class.h"
@ -31,7 +28,16 @@
#include "physics.h"
#include "frustum.h"
#include "skybox.h"
#include "shadow_map.h"
#include "stats.h"
#include "ecs/components/identity_component.h"
#include "ecs/components/render_component.h"
#include "ecs/components/transform_component.h"
#include "ecs/components/physics_component.h"
#include "ecs/components/shader_component.h"
#include "ecs/systems/render_system.h"
#include "ecs/components/model_path_component.h"
#include <fstream>
#include <WICTextureLoader.h>
@ -42,9 +48,11 @@
#include <algorithm>
#include <DirectXMath.h>
#include <mutex>
#include <memory>
#include <vector>
#include <filesystem>
#include "shadow_map.h"
#include "stats.h"
#include "ecs/entity_manager.h"
/////////////
@ -54,6 +62,8 @@ constexpr bool full_screen = false;
constexpr float screen_depth = 1000.0f;
constexpr float screen_near = 0.3f;
static std::map<std::string, std::shared_ptr<model_class>> g_model_cache;
struct input
{
bool key_left = false;
@ -78,8 +88,7 @@ public:
render_texture_class* get_refraction_texture() const { return refraction_texture_; };
render_texture_class* get_reflection_texture() const { return reflection_texture_; };
void create_big_cube(int side_count);
void process_terrain_generation();
bool create_big_cube(int side_count);
virtual bool initialize(int, int, HWND, bool is_vulkan);
void shutdown();
virtual bool frame(input_class*);
@ -94,19 +103,14 @@ public:
float get_speed() const { return speed_; };
void set_speed(const float speed) { this->speed_ = speed; };
void add_cube();
void delete_kobject(int index);
size_t get_cube_count() const { return cubes_.size(); };
size_t get_terrain_cube_count() const { return terrain_chunk_.size(); };
std::vector<object*> get_cubes() const { return cubes_; };
std::vector<object*> get_terrain_cubes() const { return terrain_chunk_; };
std::vector<object*> get_kobjects() const { return object_; };
void set_kobjects(std::vector<object*> kobjects) { object_ = kobjects; };
void delete_entity_by_id(int entity_id);
void add_kobject(std::wstring& filepath);
void set_path(WCHAR* path) { path_ = path; };
void set_w_folder(const std::filesystem::path& w_folder) { w_folder_ = w_folder; };
std::filesystem::path get_w_folder() const { return w_folder_; };
int get_terrain_entity_count();
int get_object_id() const { return object_id_; };
void set_object_id(int object_id) { object_id_ = object_id; };
@ -126,14 +130,20 @@ public:
void set_cel_shading(const bool enable) { enable_cel_shading_ = enable; };
void set_vsync(bool vsync);
void set_vsync(bool vsync) {
vsync_enabled_ = vsync;
if (direct_3d_) {
direct_3d_->set_vsync(vsync);
Logger::Get().Log("Setting Vsync to " + std::to_string(vsync), __FILE__, __LINE__);
}
};
bool get_vsync() const { return vsync_enabled_; };
HWND get_hwnd() const;
void set_hwnd(HWND hwnd);
HWND get_hwnd() const { return hwnd_; };
void set_hwnd(HWND hwnd) { hwnd_ = hwnd; };
bool is_windowed() const;
void set_windowed(bool windowed);
bool is_windowed() const { return windowed_; };
void set_windowed(bool windowed) { windowed_ = windowed; };
void set_window_size(const ImVec2 size) { window_size_ = size; };
ImVec2 get_window_size() const { return window_size_; };
@ -149,6 +159,7 @@ public:
void set_frustum(const frustum& frustum) { frustum_culling_ = frustum; };
void construct_frustum();
int get_render_count() const { return render_count_; };
void set_render_count(const int render_count) { render_count_ = render_count; };
float get_frustum_tolerance() const { return frustum_culling_tolerance_; };
@ -162,18 +173,23 @@ public:
stats* get_stats() const { return stats_; };
fps_class* get_fps() const { return fps_; };
ecs::EntityManager* get_entity_manager() const { return entity_manager_.get(); };
void update_stats_after_modification();
std::map<std::string, std::shared_ptr<model_class>>& get_model_cache() { return g_model_cache; }
private:
bool render(float, float, float, float, float);
bool render_physics(bool key_left, bool key_right, bool key_up, bool key_down, float delta_time);
bool render_physics(float delta_time);
bool update_mouse_strings(int, int, bool);
bool update_fps();
bool update_render_count_string(int);
bool render_scene_to_texture(float);
bool render_refraction_to_texture();
bool render_reflection_to_texture();
bool render_pass(const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
bool render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
void update_skybox_position();
void culling_thread_function();
public :
std::vector<ID3D11ShaderResourceView*> textures;
@ -184,9 +200,7 @@ private :
std::thread culling_thread_;
std::atomic<bool> culling_active_;
std::mutex objects_mutex_;
void culling_thread_function();
std::mutex terrain_mutex_;
std::vector<std::tuple<float, float, float, std::string, int>> terrain_generation_data_;
bool terrain_generation_ready_;
@ -226,14 +240,13 @@ private :
// ------------- OBJECTS -------------- //
// ------------------------------------ //
std::unique_ptr<ecs::EntityManager> entity_manager_;
object* selected_object_;
std::vector<object*> cubes_;
std::vector<object*> terrain_chunk_;
float speed_ = 0.1f; // speed for the demo spinning object
std::vector<object*> object_;
std::vector<object*> imported_object_;
int object_id_ = 0;
std::vector<std::reference_wrapper<std::vector<object*>>> render_queues_;
std::vector<object*> skybox_;
// ----------------------------------- //

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@ -0,0 +1,43 @@
#pragma once
#include <memory>
#include <typeindex>
#include <typeinfo>
namespace ecs {
// Classe de base pour tous les composants
class Component {
public:
Component() = default;
virtual ~Component() = default;
// Empêcher la copie
Component(const Component&) = delete;
Component& operator=(const Component&) = delete;
// Permettre le déplacement
Component(Component&&) = default;
Component& operator=(Component&&) = default;
// Fonction virtuelle pour initialiser le composant
virtual void Initialize() {}
// Fonction virtuelle pour la mise à jour du composant
virtual void Update(float deltaTime) {}
// virtual std::string Serialize() {}
// virtual void Deserialize(const std::string& data) {}
};
// Alias utiles
using ComponentPtr = std::shared_ptr<Component>;
using ComponentTypeID = std::type_index;
// Fonction pour obtenir l'ID de type d'un composant
template<typename T>
ComponentTypeID GetComponentTypeID() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
return std::type_index(typeid(T));
}
} // namespace ecs

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@ -0,0 +1,58 @@
#pragma once
#include "../component.h"
#include <string>
namespace ecs {
enum class ObjectType
{
Sphere,
Cube,
Terrain,
Unknown
};
class IdentityComponent : public Component {
public:
IdentityComponent() : m_id(0), m_type(ObjectType::Unknown) {}
explicit IdentityComponent(int id) : m_id(id), m_type(ObjectType::Unknown) {}
IdentityComponent(int id, const std::string& name) : m_id(id), m_name(name), m_type(ObjectType::Unknown) {}
~IdentityComponent() = default;
void Initialize() override {}
//void Update(float deltaTime) override {}
// Getters et setters
int GetId() const { return m_id; }
void SetId(int id) { m_id = id; }
const std::string& GetName() const { return m_name; }
void SetName(const std::string& name) { m_name = name; }
ObjectType GetType() const { return m_type; }
void SetType(ObjectType type) { m_type = type; }
// Conversions utiles
static std::string ObjectTypeToString(ObjectType type) {
switch (type) {
case ObjectType::Cube: return "Cube";
case ObjectType::Sphere: return "Sphere";
case ObjectType::Terrain: return "Terrain";
default: return "Unknown";
}
}
static ObjectType StringToObjectType(const std::string& str) {
if (str == "Cube") return ObjectType::Cube;
if (str == "Sphere") return ObjectType::Sphere;
if (str == "Terrain") return ObjectType::Terrain;
return ObjectType::Unknown;
}
private:
int m_id;
std::string m_name;
ObjectType m_type;
};
} // namespace ecs

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@ -0,0 +1,24 @@
#pragma once
#include "../component.h"
#include <string>
namespace ecs {
class ModelPathComponent : public Component {
public:
ModelPathComponent() = default;
explicit ModelPathComponent(const std::wstring& path) : m_path(path) {}
~ModelPathComponent() = default;
void Initialize() override {}
void Update(float deltaTime) override {}
// Getters et setters
const std::wstring& GetPath() const { return m_path; }
void SetPath(const std::wstring& path) { m_path = path; }
private:
std::wstring m_path;
};
} // namespace ecs

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@ -0,0 +1,110 @@
#pragma once
#include "../component.h"
#include <DirectXMath.h>
using namespace DirectX;
namespace ecs {
class PhysicsComponent : public Component {
public:
PhysicsComponent() {
m_Velocity = XMVectorZero();
m_Acceleration = XMVectorZero();
m_PreviousPosition = XMVectorZero();
m_Mass = 1.0f;
m_BoundingRadius = 1.0f;
m_IsGrounded = false;
m_IsPhysicsEnabled = false;
m_GravityEnabled = true;
}
~PhysicsComponent() = default;
void Initialize() override {
// Initialisation du composant physique
}
void Update(float deltaTime) override {
if (!m_IsPhysicsEnabled) return;
// Mise à jour de la vélocité basée sur l'accélération
m_Velocity = m_Velocity + m_Acceleration * deltaTime;
// Si la physique est activée et qu'une fonction de mise à jour de position est définie
if (m_UpdatePositionCallback) {
m_UpdatePositionCallback(m_Velocity * deltaTime);
}
}
// Lancement d'un objet
void LaunchObject(float alpha, float initialStretch, float springConstant) {
// Constants
const float gravity = -9.81f;
// Convert alpha from degrees to radians if needed
float alphaRadians = alpha * (XM_PI / 180.0f);
// Scale factors to make the physics simulation more visible
float scaleFactor = 200.0f; // Adjust this based on your world scale
// Calculate initial velocity magnitude
float velocityMagnitude = initialStretch * sqrtf(springConstant / m_Mass) *
sqrtf(1.0f - powf((m_Mass * gravity * sinf(alphaRadians) /
(springConstant * initialStretch)), 2.0f));
// Apply scale factor
velocityMagnitude *= scaleFactor;
// Calculate velocity components
XMVECTOR velocity = XMVectorSet(
velocityMagnitude * cosf(alphaRadians), // vx = v0 * cos(alpha)
velocityMagnitude * sinf(alphaRadians), // vy = v0 * sin(alpha)
0.0f, // z-component (0 for 2D trajectory)
0.0f
);
// Apply velocity
SetVelocity(velocity);
// Enable physics and reset grounded state
SetPhysicsEnabled(true);
SetGrounded(false);
}
// Setters
void SetVelocity(XMVECTOR velocity) { m_Velocity = velocity; }
void SetAcceleration(XMVECTOR acceleration) { m_Acceleration = acceleration; }
void SetMass(float mass) { m_Mass = mass; }
void SetGrounded(bool isGrounded) { m_IsGrounded = isGrounded; }
void SetPhysicsEnabled(bool enabled) { m_IsPhysicsEnabled = enabled; }
void SetBoundingRadius(float radius) { m_BoundingRadius = radius; }
void SetPreviousPosition(XMVECTOR position) { m_PreviousPosition = position; }
void SetGravityEnabled(bool enabled) { m_GravityEnabled = enabled; }
void SetUpdatePositionCallback(std::function<void(XMVECTOR)> callback) { m_UpdatePositionCallback = callback; }
// Getters
XMVECTOR GetVelocity() const { return m_Velocity; }
XMVECTOR GetAcceleration() const { return m_Acceleration; }
float GetMass() const { return m_Mass; }
bool IsGrounded() const { return m_IsGrounded; }
bool IsPhysicsEnabled() const { return m_IsPhysicsEnabled; }
float GetBoundingRadius() const { return m_BoundingRadius; }
XMVECTOR GetPreviousPosition() const { return m_PreviousPosition; }
bool IsGravityEnabled() const { return m_GravityEnabled; }
private:
XMVECTOR m_Velocity;
XMVECTOR m_Acceleration;
XMVECTOR m_PreviousPosition;
float m_Mass;
float m_BoundingRadius;
bool m_IsGrounded;
bool m_IsPhysicsEnabled;
bool m_GravityEnabled;
// Callback pour mettre à jour la position (sera connecté au TransformComponent)
std::function<void(XMVECTOR)> m_UpdatePositionCallback;
};
} // namespace ecs

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@ -0,0 +1,124 @@
#pragma once
#include "../component.h"
#include "model_class.h"
#include <memory>
#include <string>
#include <map>
#include <WICTextureLoader.h>
// Déclaration externe de la variable globale définie dans application_class.h
extern std::map<std::string, std::shared_ptr<model_class>> g_model_cache;
namespace ecs {
enum class TextureType
{
Diffuse,
Normal,
Specular,
Alpha,
Reflection
};
class RenderComponent : public Component {
public:
RenderComponent() : m_model(nullptr), m_isVisible(true) {}
~RenderComponent() = default;
void Initialize() override {}
void Update(float deltaTime) override {}
// Initialisation avec un modèle existant
bool InitializeWithModel(std::shared_ptr<model_class> model) {
if (!model) return false;
m_model = model;
return true;
}
// Initialisation avec un chemin de fichier
bool InitializeFromFile(ID3D11Device* device, ID3D11DeviceContext* deviceContext,
const char* modelFilename, TextureContainer& textureContainer) {
// Vérifier si le modèle existe déjà dans le cache
std::string filename(modelFilename);
auto it = g_model_cache.find(filename);
if (it != g_model_cache.end()) {
m_model = it->second;
} else {
// Créer un nouveau modèle
auto new_model = std::make_shared<model_class>();
if (!new_model->Initialize(device, deviceContext, const_cast<char*>(modelFilename), textureContainer)) {
return false;
}
g_model_cache[filename] = new_model;
m_model = new_model;
}
m_modelFilePath = modelFilename;
return true;
}
// Charger des textures depuis un chemin
bool LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,
ID3D11Device* device, ID3D11DeviceContext* deviceContext) {
HRESULT result;
int i = 0;
for (const auto& texturePath : texturePaths) {
ID3D11ShaderResourceView* texture = nullptr;
result = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(result)) {
return false;
}
texturesContainer.AssignTexture(texturesContainer, texture, texturePath, i);
i++;
}
return true;
}
// Getters et setters
std::shared_ptr<model_class> GetModel() const { return m_model; }
void SetModel(std::shared_ptr<model_class> model) { m_model = model; }
const std::string& GetModelFilePath() const { return m_modelFilePath; }
void SetModelFilePath(const std::string& path) { m_modelFilePath = path; }
bool IsVisible() const { return m_isVisible; }
void SetVisible(bool visible) { m_isVisible = visible; }
// Accès aux textures
ID3D11ShaderResourceView* GetTexture(TextureType type, int index = 0) {
if (!m_model) return nullptr;
switch (type) {
case TextureType::Diffuse:
return m_model->GetTexture(::TextureType::Diffuse, index);
case TextureType::Normal:
return m_model->GetTexture(::TextureType::Normal, index);
case TextureType::Specular:
return m_model->GetTexture(::TextureType::Specular, index);
case TextureType::Alpha:
return m_model->GetTexture(::TextureType::Alpha, index);
default:
return nullptr;
}
}
// Pour le rendu
int GetIndexCount() const {
return m_model ? m_model->GetIndexCount() : 0;
}
void Render(ID3D11DeviceContext* deviceContext) {
if (m_model && m_isVisible) {
m_model->Render(deviceContext);
}
}
private:
std::shared_ptr<model_class> m_model;
std::string m_modelFilePath;
bool m_isVisible;
};
} // namespace ecs

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@ -0,0 +1,67 @@
#pragma once
#include "../component.h"
namespace ecs {
enum class ShaderType
{
CEL_SHADING,
LIGHTING,
NORMAL_MAPPING,
SPECULAR_MAPPING,
REFLECTION,
REFRACTION,
TEXTURE,
SKYBOX,
SUNLIGHT,
ALPHA_MAPPING
};
class ShaderComponent : public Component {
public:
ShaderComponent() : m_activeShader(ShaderType::LIGHTING) {}
~ShaderComponent() = default;
void Initialize() override {}
void Update(float deltaTime) override {}
// Getters et setters
ShaderType GetActiveShader() const { return m_activeShader; }
void SetActiveShader(ShaderType shader) { m_activeShader = shader; }
// Conversions utiles
static ShaderType StringToShaderType(const std::string& str) {
if (str == "ALPHA_MAPPING") return ShaderType::ALPHA_MAPPING;
if (str == "CEL_SHADING") return ShaderType::CEL_SHADING;
if (str == "NORMAL_MAPPING") return ShaderType::NORMAL_MAPPING;
if (str == "SPECULAR_MAPPING") return ShaderType::SPECULAR_MAPPING;
if (str == "TEXTURE") return ShaderType::TEXTURE;
if (str == "LIGHTING") return ShaderType::LIGHTING;
if (str == "SUNLIGHT") return ShaderType::SUNLIGHT;
if (str == "SKYBOX") return ShaderType::SKYBOX;
if (str == "REFLECTION") return ShaderType::REFLECTION;
if (str == "REFRACTION") return ShaderType::REFRACTION;
return ShaderType::TEXTURE;
}
static std::string ShaderTypeToString(ShaderType type) {
switch (type) {
case ShaderType::ALPHA_MAPPING: return "ALPHA_MAPPING";
case ShaderType::CEL_SHADING: return "CEL_SHADING";
case ShaderType::NORMAL_MAPPING: return "NORMAL_MAPPING";
case ShaderType::SPECULAR_MAPPING: return "SPECULAR_MAPPING";
case ShaderType::TEXTURE: return "TEXTURE";
case ShaderType::LIGHTING: return "LIGHTING";
case ShaderType::SUNLIGHT: return "SUNLIGHT";
case ShaderType::SKYBOX: return "SKYBOX";
case ShaderType::REFLECTION: return "REFLECTION";
case ShaderType::REFRACTION: return "REFRACTION";
default: return "TEXTURE";
}
}
private:
ShaderType m_activeShader;
};
} // namespace ecs

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@ -0,0 +1,101 @@
#pragma once
#include "../component.h"
#include <DirectXMath.h>
using namespace DirectX;
namespace ecs {
class TransformComponent : public Component {
public:
TransformComponent() {
m_ScaleMatrix = XMMatrixIdentity();
m_RotateMatrix = XMMatrixIdentity();
m_TranslateMatrix = XMMatrixIdentity();
m_WorldMatrix = XMMatrixIdentity();
}
~TransformComponent() = default;
// Méthodes pour les matrices
void SetPosition(XMVECTOR position) {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_TranslateMatrix);
matrix._41 = XMVectorGetX(position);
matrix._42 = XMVectorGetY(position);
matrix._43 = XMVectorGetZ(position);
m_TranslateMatrix = XMLoadFloat4x4(&matrix);
UpdateWorldMatrix();
}
void SetRotation(XMVECTOR rotation) {
m_RotateMatrix = XMMatrixRotationRollPitchYawFromVector(rotation);
UpdateWorldMatrix();
}
void SetScale(XMVECTOR scale) {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_ScaleMatrix);
matrix._11 = XMVectorGetX(scale);
matrix._22 = XMVectorGetY(scale);
matrix._33 = XMVectorGetZ(scale);
m_ScaleMatrix = XMLoadFloat4x4(&matrix);
UpdateWorldMatrix();
}
XMVECTOR GetPosition() const {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_TranslateMatrix);
return XMVectorSet(matrix._41, matrix._42, matrix._43, 0.0f);
}
XMVECTOR GetRotation() const {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_RotateMatrix);
float rotationX = atan2f(matrix._32, matrix._33);
float rotationY = atan2f(-matrix._31, sqrtf(matrix._32 * matrix._32 + matrix._33 * matrix._33));
float rotationZ = atan2f(matrix._21, matrix._11);
return XMVectorSet(rotationX, rotationY, rotationZ, 0.0f);
}
XMVECTOR GetScale() const {
XMFLOAT4X4 matrix;
XMStoreFloat4x4(&matrix, m_ScaleMatrix);
XMVECTOR row1 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._11));
XMVECTOR row2 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._21));
XMVECTOR row3 = XMLoadFloat3(reinterpret_cast<XMFLOAT3*>(&matrix._31));
XMVECTOR scale = XMVectorSet(
XMVectorGetX(XMVector3Length(row1)),
XMVectorGetX(XMVector3Length(row2)),
XMVectorGetX(XMVector3Length(row3)),
0.0f
);
return scale;
}
void UpdateWorldMatrix() {
m_WorldMatrix = m_ScaleMatrix * m_RotateMatrix * m_TranslateMatrix;
}
// Getters pour les matrices
XMMATRIX GetScaleMatrix() const { return m_ScaleMatrix; }
XMMATRIX GetRotateMatrix() const { return m_RotateMatrix; }
XMMATRIX GetTranslateMatrix() const { return m_TranslateMatrix; }
XMMATRIX GetWorldMatrix() const { return m_WorldMatrix; }
// Setters pour les matrices
void SetScaleMatrix(XMMATRIX matrix) { m_ScaleMatrix = matrix; UpdateWorldMatrix(); }
void SetRotateMatrix(XMMATRIX matrix) { m_RotateMatrix = matrix; UpdateWorldMatrix(); }
void SetTranslateMatrix(XMMATRIX matrix) { m_TranslateMatrix = matrix; UpdateWorldMatrix(); }
private:
XMMATRIX m_ScaleMatrix;
XMMATRIX m_RotateMatrix;
XMMATRIX m_TranslateMatrix;
XMMATRIX m_WorldMatrix;
};
} // namespace ecs

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@ -0,0 +1,101 @@
#pragma once
#include "component.h"
#include <unordered_map>
#include <vector>
#include <memory>
#include <algorithm>
#include <cassert>
namespace ecs {
// Identifiant unique pour les entités
using EntityID = uint32_t;
class Entity {
public:
explicit Entity(EntityID id) : m_ID(id) {}
~Entity() = default;
// Empêcher la copie
Entity(const Entity&) = delete;
Entity& operator=(const Entity&) = delete;
// Permettre le déplacement
Entity(Entity&&) = default;
Entity& operator=(Entity&&) = default;
// Getter pour l'ID
EntityID GetID() const { return m_ID; }
// Ajouter un composant
template<typename T, typename... Args>
std::shared_ptr<T> AddComponent(Args&&... args) {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
// Vérifier si le composant existe déjà
if (m_Components.find(typeID) != m_Components.end()) {
return std::static_pointer_cast<T>(m_Components[typeID]);
}
// Créer et ajouter le composant
auto component = std::make_shared<T>(std::forward<Args>(args)...);
m_Components[typeID] = component;
// Initialiser le composant
component->Initialize();
return component;
}
// Récupérer un composant
template<typename T>
std::shared_ptr<T> GetComponent() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
auto it = m_Components.find(typeID);
if (it != m_Components.end()) {
return std::static_pointer_cast<T>(it->second);
}
return nullptr;
}
// Vérifier si l'entité possède un composant
template<typename T>
bool HasComponent() const {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
return m_Components.find(typeID) != m_Components.end();
}
// Supprimer un composant
template<typename T>
void RemoveComponent() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
ComponentTypeID typeID = GetComponentTypeID<T>();
auto it = m_Components.find(typeID);
if (it != m_Components.end()) {
m_Components.erase(it);
}
}
// Mettre à jour tous les composants
void UpdateComponents(float deltaTime) {
for (auto& [typeID, component] : m_Components) {
component->Update(deltaTime);
}
}
private:
EntityID m_ID;
std::unordered_map<ComponentTypeID, ComponentPtr> m_Components;
};
} // namespace ecs

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@ -0,0 +1,107 @@
#pragma once
#include "entity.h"
#include <vector>
#include <unordered_map>
#include <queue>
namespace ecs {
class EntityManager {
public:
EntityManager() : m_NextEntityID(0) {}
~EntityManager() = default;
// Créer une nouvelle entité
std::shared_ptr<Entity> CreateEntity() {
EntityID id;
// Réutiliser les IDs des entités supprimées si possible
if (!m_FreeIDs.empty()) {
id = m_FreeIDs.front();
m_FreeIDs.pop();
} else {
id = m_NextEntityID++;
}
auto entity = std::make_shared<Entity>(id);
m_Entities[id] = entity;
return entity;
}
// Supprimer une entité
void DestroyEntity(EntityID id) {
auto it = m_Entities.find(id);
if (it != m_Entities.end()) {
m_Entities.erase(it);
m_FreeIDs.push(id); // Recycler l'ID
}
}
// Obtenir une entité par son ID
std::shared_ptr<Entity> GetEntity(EntityID id) {
auto it = m_Entities.find(id);
if (it != m_Entities.end()) {
return it->second;
}
return nullptr;
}
// Mettre à jour toutes les entités
void UpdateEntities(float deltaTime) {
for (auto& [id, entity] : m_Entities) {
entity->UpdateComponents(deltaTime);
}
}
// Obtenir toutes les entités
std::vector<std::shared_ptr<Entity>> GetAllEntities() {
std::vector<std::shared_ptr<Entity>> result;
result.reserve(m_Entities.size());
for (const auto& [id, entity] : m_Entities) {
result.push_back(entity);
}
return result;
}
// Obtenir toutes les entités qui ont un composant spécifique
template<typename T>
std::vector<std::shared_ptr<Entity>> GetEntitiesWithComponent() {
static_assert(std::is_base_of<Component, T>::value, "T must derive from Component");
std::vector<std::shared_ptr<Entity>> result;
for (auto& [id, entity] : m_Entities) {
if (entity->HasComponent<T>()) {
result.push_back(entity);
}
}
return result;
}
// Obtenir le nombre d'entités
size_t GetEntityCount() const {
return m_Entities.size();
}
// Vider toutes les entités
void Clear() {
m_Entities.clear();
// Vider la file des IDs libres
std::queue<EntityID> empty;
std::swap(m_FreeIDs, empty);
m_NextEntityID = 0;
}
private:
EntityID m_NextEntityID;
std::unordered_map<EntityID, std::shared_ptr<Entity>> m_Entities;
std::queue<EntityID> m_FreeIDs; // IDs à réutiliser
};
} // namespace ecs

View File

@ -0,0 +1,222 @@
#pragma once
#include "../entity_manager.h"
#include "../components/render_component.h"
#include "../components/transform_component.h"
#include "../components/shader_component.h"
#include "shader_manager_class.h"
#include <DirectXMath.h>
namespace ecs {
class RenderSystem {
public:
RenderSystem(ID3D11DeviceContext* deviceContext, shader_manager_class* shaderManager)
: m_deviceContext(deviceContext), m_shaderManager(shaderManager) {}
// Rendu d'une entité spécifique
bool RenderEntity(std::shared_ptr<Entity> entity,
const DirectX::XMMATRIX& viewMatrix,
const DirectX::XMMATRIX& projectionMatrix,
const DirectX::XMFLOAT4* diffuseColors,
const DirectX::XMFLOAT4* lightPositions,
const DirectX::XMFLOAT4* ambientColors,
const DirectX::XMFLOAT3& cameraPosition,
const DirectX::XMFLOAT4& sunlightDiffuse,
const DirectX::XMFLOAT4& sunlightAmbient,
const DirectX::XMFLOAT3& sunlightDirection,
float sunlightIntensity) {
// Vérifier si l'entité a tous les composants nécessaires
auto transform = entity->GetComponent<TransformComponent>();
auto render = entity->GetComponent<RenderComponent>();
auto shader = entity->GetComponent<ShaderComponent>();
if (!transform || !render || !shader || !render->GetModel())
return false;
// Calculer la matrice monde
XMMATRIX scaleMatrix = transform->GetScaleMatrix();
XMMATRIX rotateMatrix = transform->GetRotateMatrix();
XMMATRIX translateMatrix = transform->GetTranslateMatrix();
XMMATRIX worldMatrix = XMMatrixMultiply(
XMMatrixMultiply(scaleMatrix, rotateMatrix),
translateMatrix
);
// Rendre le modèle
render->Render(m_deviceContext);
// Sélectionner le shader approprié
switch (shader->GetActiveShader()) {
case ShaderType::ALPHA_MAPPING:
return m_shaderManager->render_alpha_map_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
render->GetTexture(TextureType::Diffuse, 1),
render->GetTexture(TextureType::Alpha, 0)
);
case ShaderType::CEL_SHADING:
return m_shaderManager->render_cel_shading_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
sunlightDiffuse,
sunlightAmbient,
sunlightDirection,
sunlightIntensity
);
case ShaderType::NORMAL_MAPPING:
return m_shaderManager->render_normal_map_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
render->GetTexture(TextureType::Normal, 0),
sunlightDirection,
sunlightDiffuse
);
case ShaderType::SPECULAR_MAPPING:
return m_shaderManager->render_spec_map_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
render->GetTexture(TextureType::Normal, 0),
render->GetTexture(TextureType::Specular, 0),
sunlightDirection,
sunlightDiffuse,
cameraPosition,
sunlightDiffuse, // Couleur speculaire (à ajuster)
16.0f // Puissance speculaire (à ajuster)
);
case ShaderType::LIGHTING:
{
// Créer des copies locales non constantes des tableaux
DirectX::XMFLOAT4 localDiffuseColors[4];
DirectX::XMFLOAT4 localLightPositions[4];
DirectX::XMFLOAT4 localAmbientColors[4];
// Copier les données
for (int i = 0; i < 4; i++) {
localDiffuseColors[i] = diffuseColors[i];
localLightPositions[i] = lightPositions[i];
localAmbientColors[i] = ambientColors[i];
}
return m_shaderManager->renderlight_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
localDiffuseColors,
localLightPositions,
localAmbientColors
);
}
case ShaderType::SUNLIGHT:
return m_shaderManager->render_sunlight_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
sunlightDiffuse,
sunlightAmbient,
sunlightDirection,
sunlightIntensity
);
case ShaderType::SKYBOX:
return m_shaderManager->render_skybox_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0),
sunlightDiffuse,
sunlightAmbient,
sunlightDirection,
sunlightIntensity
);
case ShaderType::TEXTURE:
default:
return m_shaderManager->render_texture_shader(
m_deviceContext,
render->GetIndexCount(),
worldMatrix,
viewMatrix,
projectionMatrix,
render->GetTexture(TextureType::Diffuse, 0)
);
}
}
// Rendu de toutes les entités avec les composants nécessaires
int RenderAllEntities(EntityManager* entityManager,
const DirectX::XMMATRIX& viewMatrix,
const DirectX::XMMATRIX& projectionMatrix,
const DirectX::XMFLOAT4* diffuseColors,
const DirectX::XMFLOAT4* lightPositions,
const DirectX::XMFLOAT4* ambientColors,
const DirectX::XMFLOAT3& cameraPos,
const DirectX::XMFLOAT4& sunlightDiffuse,
const DirectX::XMFLOAT4& sunlightAmbient,
const DirectX::XMFLOAT3& sunlightDirection,
float sunlightIntensity) {
int renderCount = 0;
// Récupérer toutes les entités qui ont les composants RenderComponent et TransformComponent
auto entities = entityManager->GetEntitiesWithComponent<RenderComponent>();
for (auto& entity : entities) {
auto render = entity->GetComponent<RenderComponent>();
// Vérifier si l'entité a un TransformComponent
auto transform = entity->GetComponent<TransformComponent>();
if (!transform) continue;
// Vérifier si le modèle est visible
if (!render->IsVisible()) continue;
// Effectuer le rendu
if (RenderEntity(entity, viewMatrix, projectionMatrix,
diffuseColors, lightPositions, ambientColors,cameraPos,
sunlightDiffuse, sunlightAmbient, sunlightDirection,
sunlightIntensity)) {
renderCount++;
}
}
return renderCount;
}
private:
ID3D11DeviceContext* m_deviceContext;
shader_manager_class* m_shaderManager;
};
} // namespace ecs

View File

@ -57,7 +57,7 @@ public:
ImVec2 GetWindowSize() const { return windowSize; }
// Getters
void SetApp(application_class* app) { app_ = app; }
void SetApp(std::shared_ptr<application_class> app) { app_ = app; }
// Shader toggles
@ -75,7 +75,7 @@ private:
std::vector<widget_entry> widgets_;
application_class* app_;
std::shared_ptr<application_class> app_;
scene_manager* scene_manager_;
stats* stats_;
@ -106,9 +106,12 @@ private:
const std::deque<Logger::LogEntry>& logBuffer = Logger::Get().GetLogBuffer();
int current_fps_, min_fps_, max_fps_, draw_calls_, total_vertex_count_, total_triangle_count_, visible_triangle_count_;
int current_fps_, min_fps_, max_fps_, draw_calls_, visible_triangle_count_;
float current_frame_time_, min_frame_time_, max_frame_time_ ;
std::shared_ptr<int> total_vertex_count_;
std::shared_ptr<int> total_triangle_count_;
// gpu information
char card_name_[128];
int video_memory_ = 0;

View File

@ -26,15 +26,23 @@ enum class ShaderType
ALPHA_MAPPING
};
class object : public model_class
class object
{
public:
object(application_class& app);
object();
~object();
object(const object&) = delete;
object& operator=(const object&) = delete;
bool Initialize(
ID3D11Device* device,
ID3D11DeviceContext* deviceContext,
char* modelFilename,
TextureContainer& texturesContainer
);
void SetScaleMatrix(XMMATRIX scaleMatrix);
void SetRotateMatrix(XMMATRIX rotateMatrix);
void SetTranslateMatrix(XMMATRIX translateMatrix);
@ -119,6 +127,9 @@ public:
bool IsGravityEnabled() const { return m_gravityEnabled; }
void SetGravityEnabled(bool state) { m_gravityEnabled = state; }
std::shared_ptr<model_class> get_model() const { return m_model_; }
void SetModel(std::shared_ptr<model_class> model) { m_model_ = model; }
public :
bool m_demoSpinning = false;
XMVECTOR m_previousPosition;
@ -127,6 +138,9 @@ public :
bool m_gravityEnabled = true;
private:
application_class& m_Application;
XMMATRIX m_scaleMatrix;
XMMATRIX m_rotateMatrix;
XMMATRIX m_translateMatrix;
@ -149,5 +163,7 @@ private:
float m_alpha = 0.0f;
float m_initialStretch = 0.0f;
float m_springConstant = 10.0f;
std::shared_ptr<model_class> m_model_;
};

View File

@ -3,6 +3,8 @@
#include <string>
#include <vector>
#include "ecs/entity.h"
class d_3d_class;
class object;
class application_class;
@ -26,6 +28,8 @@ public:
private:
std::vector<std::shared_ptr<ecs::Entity>> entity_;
application_class* app_;
std::string scene_path_;
std::vector<object*> object_vec_;

View File

@ -6,6 +6,7 @@
#include "object.h"
#include <intrin.h> // Pour __cpuid
#include <dxgi.h> // Pour DXGI
#include <mutex>
#pragma comment(lib, "dxgi.lib")
class stats
@ -17,6 +18,7 @@ public:
bool initialize(application_class* app);
void update_geometric_stats();
void update_visible_count();
void update_display_stats();
int get_total_vertex_count() const;
@ -35,8 +37,11 @@ public:
std::string get_cpu_name();
std::string get_gpu_driver_version(ID3D11Device* device);
std::shared_ptr<int>& get_vertex_count_ptr() { return total_vertex_count_; }
std::shared_ptr<int>& get_triangle_count_ptr() { return total_triangle_count_; }
private:
std::thread update_geometric_thread_;
std::thread update_display_thread_;
fps_class* fps_;
@ -47,8 +52,9 @@ private:
std::vector<object*> cubes_vec_;
std::vector<object*> terrain_chunk_vec_;
int total_vertex_count_;
int total_triangle_count_;
std::shared_ptr<int> total_vertex_count_;
std::shared_ptr<int> total_triangle_count_;
int visible_triangle_count_ = 0;
int current_fps_ = 0;
int min_fps_ = 0;

View File

@ -32,20 +32,12 @@ public:
void send_path(wchar_t* path, std::filesystem::path w_folder);
application_class* get_application_class() const { return application_; }
void set_application_class(application_class* application) {
if (application_) {
delete application_;
}
application_ = application;
}
input_class* get_input_class() const { return input_; }
void set_input(input_class* input) {
if (input_) {
delete input_;
}
input_ = input;
}
std::shared_ptr<application_class> get_application_class() const { return application_; }
void set_application_class(std::shared_ptr<application_class> application) { application_ = std::move(application); }
std::shared_ptr<input_class> get_input_class() const { return input_; }
void set_input(std::shared_ptr<input_class> input) { input_ = std::move(input); }
HWND get_hwnd() const { return hwnd_; }
void set_d_3D_mock(d_3d_class* mock) {application_->set_direct_3d(mock);}
@ -61,9 +53,9 @@ private:
HINSTANCE hinstance_;
HWND hwnd_;
input_class* input_;
application_class* application_;
imguiManager* imgui_manager_;
std::shared_ptr<input_class> input_;
std::shared_ptr<application_class> application_;
std::shared_ptr<imguiManager> imgui_manager_;
int initial_window_width_;
int initial_window_height_;

View File

@ -23,7 +23,7 @@ void Skybox::Initialize(d_3d_class* d3dClassRef)
m_d3dClassRef = d3dClassRef;
}
object* Skybox::ConstructSkybox()
object* Skybox::ConstructSkybox(application_class* app)
{
Logger::Get().Log("Construct skybox", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -51,7 +51,7 @@ object* Skybox::ConstructSkybox()
}
// Create the model object
m_Skybox = new object();
m_Skybox = new object(*app);
HRESULT result = m_Skybox->Initialize(m_d3dClassRef->get_device(), m_d3dClassRef->get_device_context(), modelFilename, SkyboxTextures);
if (!result)
{

File diff suppressed because it is too large Load Diff

View File

@ -17,6 +17,14 @@ imguiManager::imguiManager()
total_triangle_count_ = 0;
visible_triangle_count_ = 0;
current_frame_time_ = 0;
showObjectWindow = false;
showTerrainWindow = false;
showLightWindow = false;
showOldSceneWindow = false;
showEngineSettingsWindow = false;
showLogWindow = false;
showStatsWindow = false;
// Initialiser l'historique des frametimes à zéro
for (int i = 0; i < FRAME_HISTORY_COUNT; i++)
@ -165,12 +173,15 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
// initialize the scene manager
scene_manager_ = new scene_manager;
if (!scene_manager_->initialize(app_)) {
if (!scene_manager_->initialize(app_.get())) {
Logger::Get().Log("Failed to initialize scene manager", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
stats_ = app_->get_stats();
total_triangle_count_ = stats_->get_triangle_count_ptr();
total_vertex_count_ = stats_->get_vertex_count_ptr();
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -375,290 +386,313 @@ void imguiManager::WidgetAddObject()
}
ImGui::SameLine();
ImGui::Text("Number of cubes: %d", app_->get_cube_count());
ImGui::Text("Number of cubes: %d", app_->get_entity_manager()->GetEntityCount());
}
}
void imguiManager::WidgetObjectWindow()
{
ImGui::Begin("Objects", &showObjectWindow);
// Obtenir toutes les entités avec un composant d'identité et de transformation
auto entities = app_->get_entity_manager()->GetEntitiesWithComponent<ecs::IdentityComponent>();
int index = 0;
for (auto& object : app_->get_kobjects())
for (auto& entity : entities)
{
std::string headerName = object->GetName() + " " + std::to_string(index);
if (ImGui::CollapsingHeader(headerName.c_str()))
auto identity = entity->GetComponent<ecs::IdentityComponent>();
auto transform = entity->GetComponent<ecs::TransformComponent>();
auto render = entity->GetComponent<ecs::RenderComponent>();
auto shader = entity->GetComponent<ecs::ShaderComponent>();
auto physics = entity->GetComponent<ecs::PhysicsComponent>();
if (identity && transform)
{
XMVECTOR position = object->GetPosition();
XMVECTOR rotation = object->GetRotation();
XMVECTOR scale = object->GetScale();
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
std::string posLabel = "Position##" + std::to_string(index);
if (ImGui::DragFloat3(posLabel.c_str(), pos))
std::string headerName = identity->GetName() + " " + std::to_string(identity->GetId());
if (ImGui::CollapsingHeader(headerName.c_str()))
{
object->SetPosition(XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
}
// Position, Rotation, Scale
XMVECTOR position = transform->GetPosition();
XMVECTOR rotation = transform->GetRotation();
XMVECTOR scale = transform->GetScale();
float rot[3] = { XMVectorGetX(rotation), XMVectorGetY(rotation), XMVectorGetZ(rotation) };
std::string rotLabel = "Rotation##" + std::to_string(index);
if (ImGui::DragFloat3(rotLabel.c_str(), rot))
{
object->SetRotation(XMVectorSet(rot[0], rot[1], rot[2], 0.0f));
}
float scl[3] = { XMVectorGetX(scale), XMVectorGetY(scale), XMVectorGetZ(scale) };
std::string sclLabel = "Scale##" + std::to_string(index);
if (ImGui::DragFloat3(sclLabel.c_str(), scl))
{
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
}
ImGui::Separator();
// Définir les types de textures_
std::vector<std::string> textureCategories = {
"Diffuse", "Normal", "Specular", "Alpha"
};
std::vector<TextureType> textureTypes = {
TextureType::Diffuse, TextureType::Normal,
TextureType::Specular, TextureType::Alpha
};
// Créer un espace pour afficher les textures_ avec défilement
ImGui::BeginChild("TextureChild", ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
// Pour chaque type de texture
for (int typeIndex = 0; typeIndex < textureCategories.size(); typeIndex++)
{
TextureType type = textureTypes[typeIndex];
std::string typeName = textureCategories[typeIndex];
// Afficher le titre de la catégorie
ImGui::Text("%s:", typeName.c_str());
ImGui::SameLine();
// Compter combien de textures_ de ce type existent
int textureCount = 0;
while (object->GetTexture(type, textureCount) != nullptr)
{
textureCount++;
}
// Afficher toutes les textures_ existantes
ImGui::BeginGroup();
for (int texIndex = 0; texIndex < textureCount; texIndex++)
{
ID3D11ShaderResourceView* texture = object->GetTexture(type, texIndex);
if (texture)
{
// ID unique pour chaque bouton de texture
std::string buttonId = "tex##" + std::to_string(index) + "_" +
std::to_string(typeIndex) + "_" +
std::to_string(texIndex);
if (ImGui::ImageButton(buttonId.c_str(), (ImTextureID)texture, ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour changer la texture
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
szFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Changer la texture existante
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
}
}
// Afficher l'indice de texture et prévisualisation au survol
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("%s %d", typeName.c_str(), texIndex);
ImGui::Image((ImTextureID)texture, ImVec2(192, 192));
ImGui::EndTooltip();
}
ImGui::SameLine();
}
}
// Bouton pour ajouter une nouvelle texture
std::string addButtonLabel = "+##" + std::to_string(index) + "_" + std::to_string(typeIndex);
if (ImGui::Button(addButtonLabel.c_str(), ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour ajouter une texture
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
szFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Ajouter une nouvelle texture
object->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
}
}
ImGui::EndGroup();
ImGui::Separator();
}
ImGui::EndChild();
ImGui::Separator();
// Delete button
std::string deleteLabel = "Delete##" + std::to_string(index);
if (ImGui::Button(deleteLabel.c_str()))
{
app_->delete_kobject(index);
}
ImGui::Separator();
// Liste des options
const char* shaderOptions[] = {
"Enable Global Lighting",
"Enable Lighting",
"Enable Cel Shading",
"Enable Normal Mapping",
"Enable Specular Mapping",
"Enable Alpha Mapping"
};
ShaderType shaderTypes[] = {
ShaderType::SUNLIGHT,
ShaderType::LIGHTING,
ShaderType::CEL_SHADING,
ShaderType::NORMAL_MAPPING,
ShaderType::SPECULAR_MAPPING,
ShaderType::ALPHA_MAPPING
};
// Variable pour stocker l'option sélectionnée
static int currentShader = 0; // Index de l'option actuellement sélectionnée
// Création du menu déroulant
if (ImGui::BeginCombo("Shader Options", shaderOptions[currentShader]))
{
for (int i = 0; i < IM_ARRAYSIZE(shaderOptions); i++)
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
std::string posLabel = "Position##" + std::to_string(identity->GetId());
if (ImGui::DragFloat3(posLabel.c_str(), pos))
{
// Crée une option sélectionnable pour chaque shader
bool isSelected = (currentShader == i);
if (ImGui::Selectable(shaderOptions[i], isSelected))
transform->SetPosition(XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
transform->UpdateWorldMatrix();
}
float rot[3] = { XMVectorGetX(rotation), XMVectorGetY(rotation), XMVectorGetZ(rotation) };
std::string rotLabel = "Rotation##" + std::to_string(identity->GetId());
if (ImGui::DragFloat3(rotLabel.c_str(), rot))
{
transform->SetRotation(XMVectorSet(rot[0], rot[1], rot[2], 0.0f));
transform->UpdateWorldMatrix();
}
float scl[3] = { XMVectorGetX(scale), XMVectorGetY(scale), XMVectorGetZ(scale) };
std::string sclLabel = "Scale##" + std::to_string(identity->GetId());
if (ImGui::DragFloat3(sclLabel.c_str(), scl))
{
transform->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
transform->UpdateWorldMatrix();
}
ImGui::Separator();
// Textures - Seulement si le composant de rendu existe
if (render && render->GetModel())
{
// Définir les types de textures_
std::vector<std::string> textureCategories = {
"Diffuse", "Normal", "Specular", "Alpha"
};
std::vector<TextureType> textureTypes = {
TextureType::Diffuse, TextureType::Normal,
TextureType::Specular, TextureType::Alpha
};
// Créer un espace pour afficher les textures_ avec défilement
std::string textureChildId = "TextureChild##" + std::to_string(identity->GetId());
ImGui::BeginChild(textureChildId.c_str(), ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
// Pour chaque type de texture
for (int typeIndex = 0; typeIndex < textureCategories.size(); typeIndex++)
{
// Met à jour l'option sélectionnée
currentShader = i;
object->SetActiveShader(shaderTypes[i]);
TextureType type = textureTypes[typeIndex];
std::string typeName = textureCategories[typeIndex];
// Afficher le titre de la catégorie
std::string categoryLabel = typeName + "##" + std::to_string(identity->GetId());
ImGui::Text("%s:", typeName.c_str());
ImGui::SameLine();
// Compter combien de textures_ de ce type existent
int textureCount = 0;
while (render->GetModel()->GetTexture(type, textureCount) != nullptr)
{
textureCount++;
}
// Afficher toutes les textures_ existantes
std::string groupId = "TextureGroup_" + std::to_string(identity->GetId()) + "_" + std::to_string(typeIndex);
ImGui::BeginGroup();
for (int texIndex = 0; texIndex < textureCount; texIndex++)
{
ID3D11ShaderResourceView* texture = render->GetModel()->GetTexture(type, texIndex);
if (texture)
{
// ID unique pour chaque bouton de texture
std::string buttonId = "tex##" + std::to_string(identity->GetId()) + "_" +
std::to_string(typeIndex) + "_" +
std::to_string(texIndex);
if (ImGui::ImageButton(buttonId.c_str(), (ImTextureID)texture, ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour changer la texture
OPENFILENAME ofn;
WCHAR szFile[260] = {0};
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Changer la texture existante
render->GetModel()->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
}
}
// Afficher l'indice de texture et prévisualisation au survol
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("%s %d", typeName.c_str(), texIndex);
ImGui::Image((ImTextureID)texture, ImVec2(192, 192));
ImGui::EndTooltip();
}
ImGui::SameLine();
}
}
// Bouton pour ajouter une nouvelle texture
std::string addButtonLabel = "+##" + std::to_string(identity->GetId()) + "_" + std::to_string(typeIndex);
if (ImGui::Button(addButtonLabel.c_str(), ImVec2(48, 48)))
{
// Ouvrir une boîte de dialogue pour ajouter une texture
OPENFILENAME ofn;
WCHAR szFile[260] = {0};
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png;*.jpg;*.dds\0";
ofn.nFilterIndex = 1;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Ajouter une nouvelle texture
render->GetModel()->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
}
}
ImGui::EndGroup();
ImGui::Separator();
}
ImGui::EndChild();
}
ImGui::Separator();
// Delete button
std::string deleteLabel = "Delete##" + std::to_string(identity->GetId());
if (ImGui::Button(deleteLabel.c_str()))
{
app_->delete_entity_by_id(identity->GetId());
// Sortir du boucle après suppression pour éviter des accès invalides
break;
}
ImGui::Separator();
// Shader options
if (shader)
{
// Liste des options de shader
const char* shaderOptions[] = {
"Enable Global Lighting",
"Enable Lighting",
"Enable Cel Shading",
"Enable Normal Mapping",
"Enable Specular Mapping",
"Enable Alpha Mapping"
};
std::vector<ecs::ShaderType> shaderTypes = {
ecs::ShaderType::SUNLIGHT,
ecs::ShaderType::LIGHTING,
ecs::ShaderType::CEL_SHADING,
ecs::ShaderType::NORMAL_MAPPING,
ecs::ShaderType::SPECULAR_MAPPING,
ecs::ShaderType::ALPHA_MAPPING
};
// Trouver l'index actuel du shader pour cette entité spécifique
int currentShader = 0;
ecs::ShaderType activeShader = shader->GetActiveShader();
for (size_t i = 0; i < shaderTypes.size(); i++)
{
if (shaderTypes[i] == activeShader)
{
currentShader = static_cast<int>(i);
break;
}
}
// Si l'option sélectionnée est active, nous mettons en surbrillance
if (isSelected)
ImGui::SetItemDefaultFocus();
// Création du menu déroulant avec un ID unique pour chaque entité
std::string shaderComboId = "Shader Options##" + std::to_string(identity->GetId());
if (ImGui::BeginCombo(shaderComboId.c_str(), shaderOptions[currentShader]))
{
for (int i = 0; i < IM_ARRAYSIZE(shaderOptions); i++)
{
// Crée une option sélectionnable pour chaque shader avec ID unique
std::string shaderSelectableId = std::to_string(i) + "##shader_" + std::to_string(identity->GetId());
bool isSelected = (currentShader == i);
if (ImGui::Selectable(shaderOptions[i], isSelected))
{
// Met à jour l'option sélectionnée uniquement pour cette entité
currentShader = i;
shader->SetActiveShader(shaderTypes[i]);
}
// Si l'option sélectionnée est active, nous mettons en surbrillance
if (isSelected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
}
ImGui::EndCombo();
}
ImGui::Separator();
ImGui::Separator();
// Physics
bool isPhysicsEnabled = (physics != nullptr);
std::string physicsLabel = "Physics##" + std::to_string(identity->GetId());
if (ImGui::Checkbox(physicsLabel.c_str(), &isPhysicsEnabled))
{
if (isPhysicsEnabled && !physics)
{
// Ajouter un composant de physique
physics = entity->AddComponent<ecs::PhysicsComponent>();
physics->Initialize();
}
else if (!isPhysicsEnabled && physics)
{
// Retirer le composant de physique
entity->RemoveComponent<ecs::PhysicsComponent>();
physics = nullptr;
}
}
// physics
std::string physicsLabel = "physics##" + std::to_string(index);
if (ImGui::Checkbox(physicsLabel.c_str(), &m_isPhyiscsEnabled))
{
object->SetPhysicsEnabled(m_isPhyiscsEnabled);
}
if (physics)
{
// Gravity Enabled checkbox
bool gravityEnabled = physics->IsGravityEnabled();
std::string gravityLabel = "Gravity##" + std::to_string(identity->GetId());
if (ImGui::Checkbox(gravityLabel.c_str(), &gravityEnabled))
{
physics->SetGravityEnabled(gravityEnabled);
}
// Gravity Enabled checkbox
std::string gravityLabel = "Gravity##" + std::to_string(index);
if (ImGui::Checkbox(gravityLabel.c_str(), &object->m_gravityEnabled))
{
object->SetGravityEnabled(object->m_gravityEnabled);
}
// 3 radio buttons pour le type d'objet physique avec IDs uniques
std::string typeLabel = "Type##" + std::to_string(identity->GetId());
ecs::ObjectType type = identity->GetType();
// 3 radio button on the same line to set the ObjectType
std::string typeLabel = "Type##" + std::to_string(index);
ObjectType type = object->GetType();
if (ImGui::RadioButton("None", type == ObjectType::Unknown))
{
object->SetType(ObjectType::Unknown);
}
ImGui::SameLine();
if (ImGui::RadioButton("Cube", type == ObjectType::Cube))
{
object->SetType(ObjectType::Cube);
}
ImGui::SameLine();
if (ImGui::RadioButton("Sphere", type == ObjectType::Sphere))
{
object->SetType(ObjectType::Sphere);
}
if (ImGui::RadioButton(("None##" + std::to_string(identity->GetId())).c_str(),
type == ecs::ObjectType::Unknown))
{
identity->SetType(ecs::ObjectType::Unknown);
}
ImGui::SameLine();
if (ImGui::RadioButton(("Cube##" + std::to_string(identity->GetId())).c_str(),
type == ecs::ObjectType::Cube))
{
identity->SetType(ecs::ObjectType::Cube);
}
ImGui::SameLine();
if (ImGui::RadioButton(("Sphere##" + std::to_string(identity->GetId())).c_str(),
type == ecs::ObjectType::Sphere))
{
identity->SetType(ecs::ObjectType::Sphere);
}
ImGui::SameLine();
if (ImGui::RadioButton(("Terrain##" + std::to_string(identity->GetId())).c_str(),
type == ecs::ObjectType::Terrain))
{
identity->SetType(ecs::ObjectType::Terrain);
}
// button to launch the object
std::string launchLabel = "Launch##" + std::to_string(index);
}
// paraeter to set the alpha, initial stretch and spring constant
float alpha = object->GetAlpha();
float initialStretch = object->GetInitialStretch();
float springConstant = object->GetSpringConstant();
if (ImGui::DragFloat("Alpha##" , &alpha, 0.01f, 0.0f, 1.0f))
{
object->SetAlpha(alpha);
ImGui::Separator();
}
if (ImGui::DragFloat("Initial Stretch##", &initialStretch, 0.01f, 0.0f, 1.0f))
{
object->SetInitialStretch(initialStretch);
}
if (ImGui::DragFloat("Spring Constant##", &springConstant, 0.01f, 0.0f, 100.0f))
{
object->SetSpringConstant(springConstant);
}
if (ImGui::Button(launchLabel.c_str()))
{
object->LaunchObject();
}
ImGui::SameLine();
// button to stop the object
std::string stopLabel = "Stop##" + std::to_string(index);
if (ImGui::Button(stopLabel.c_str()))
{
object->SetVelocity(XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f));
object->SetPosition(XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f));
}
ImGui::Separator();
// Demo spinning
std::string demoLabel = "Demo spinning##" + std::to_string(index);
ImGui::Checkbox(demoLabel.c_str(), &object->m_demoSpinning);
index++;
}
index++;
}
ImGui::End();
@ -668,7 +702,7 @@ void imguiManager::WidgetTerrainWindow()
{
ImGui::Begin("Terrain", &showTerrainWindow);
ImGui::Text("Number of terrain cubes: %d", app_->get_terrain_cube_count());
ImGui::Text("Number of terrain cubes: %d", app_->get_terrain_entity_count());
ImGui::Separator();
@ -989,8 +1023,11 @@ void imguiManager::WidgetRenderStats()
min_fps_ = stats_->get_min_fps();
max_fps_ = stats_->get_max_fps();
draw_calls_ = stats_->get_draw_calls();
total_vertex_count_ = stats_->get_total_vertex_count();
total_triangle_count_ = stats_->get_total_triangle_count();
// total_vertex_count_ = stats_->get_total_vertex_count();
// total_triangle_count_ = stats_->get_total_triangle_count();
visible_triangle_count_ = stats_->get_visible_triangle_count();
current_frame_time_ = stats_->get_frame_time();
@ -1039,9 +1076,9 @@ void imguiManager::WidgetRenderStats()
ImGui::Separator();
ImGui::Text("Statistiques de rendu:");
ImGui::Text("Vertices total: %d", total_vertex_count_);
ImGui::Text("Vertices total: %d", *total_vertex_count_);
ImGui::Text("Triangles total: %d", total_triangle_count_);
ImGui::Text("Triangles total: %d", *total_triangle_count_);
ImGui::SameLine();
ImGui::Text("Triangles visibles: %d", visible_triangle_count_);
@ -1092,4 +1129,5 @@ void imguiManager::WidgetRenderStats()
ImGui::Columns(1);
ImGui::End();
}
}

View File

@ -2,9 +2,27 @@
#include <comdef.h>
#include "application_class.h"
#include "d_3d_class.h"
object::object()// initialize the reference here
object::object(application_class& app) : m_Application(app)// initialize the reference here
{
m_scaleMatrix = XMMatrixIdentity();
m_rotateMatrix = XMMatrixIdentity();
m_translateMatrix = XMMatrixIdentity();
m_srMatrix = XMMatrixIdentity();
m_worldMatrix = XMMatrixIdentity();
m_previousPosition = XMVectorZero();
m_velocity = XMVectorZero();
m_acceleration = XMVectorZero();
m_mass = NULL;
m_isGrounded = false;
m_id = NULL;
m_boundingRadius = 1.0f;
}
object::object()
: m_Application(*static_cast<application_class*>(nullptr)) // Remplacer suivant votre logique
{
m_scaleMatrix = XMMatrixIdentity();
m_rotateMatrix = XMMatrixIdentity();
@ -24,6 +42,34 @@ object::~object()
{
}
bool object::Initialize(
ID3D11Device* device,
ID3D11DeviceContext* deviceContext,
char* modelFilename,
TextureContainer& texturesContainer
)
{
std::string filename(modelFilename);
auto it = g_model_cache.find(filename);
if (it != g_model_cache.end())
{
m_model_ = it->second;
}
else
{
auto new_model = std::make_shared<model_class>();
if (!new_model->Initialize(device, deviceContext, modelFilename, texturesContainer))
{
return false;
}
g_model_cache[filename] = new_model;
m_model_ = new_model;
}
return true;
}
void object::SetScaleMatrix(XMMATRIX scaleMatrix)
{
m_scaleMatrix = scaleMatrix;

View File

@ -52,7 +52,7 @@ bool scene_manager::save_scene_as() {
// Mettre à jour le chemin de scène
scene_path_ = convert_w_string_to_string(filepath.wstring());
object_vec_ = app_->get_kobjects();
//object_vec_ = app_->get_kobjects(); // TODO
// Sauvegarder la scène avec le nouveau chemin
save_scene();
@ -67,36 +67,32 @@ bool scene_manager::save_scene_as() {
bool scene_manager::load_scene() {
Logger::Get().Log("Loading scene from " , __FILE__, __LINE__, Logger::LogLevel::Info);
object_vec_ = app_->get_kobjects();
object_id_ = app_->get_object_id();
w_folder_ = app_->get_w_folder();
direct_3d_ = app_->get_direct_3d();
std::wstring scenePath = get_scene_path();
if (!scenePath.empty())
{
if (!scenePath.empty()) {
scene_path_ = convert_w_string_to_string(scenePath);
}
std::ifstream inFile(scene_path_);
if (!inFile.is_open()) {
Logger::Get().Log("Failed to open file for loading scene: ", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to open file for loading scene: " + scene_path_, __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Nettoyer les objets existants
for (auto& obj : object_vec_) {
if (obj) {
obj->Shutdown();
delete obj;
}
}
object_vec_.clear();
// Réinitialiser l'ID d'objet le plus élevé
object_id_ = 0;
// Récupérer l'EntityManager pour créer de nouvelles entités
auto entity_manager = app_->get_entity_manager();
// Supprimer toutes les entités existantes
entity_manager->Clear();
// Sauvegarder le répertoire de travail actuel
std::wstring currentDirectory = w_folder_;
// Sauvegarder le répertoire de travail actuel
std::wstring currentDirectory = w_folder_;
std::string line;
while (std::getline(inFile, line)) {
@ -111,47 +107,61 @@ bool scene_manager::load_scene() {
float mass;
bool physicsEnabled;
// Lire les données de base de l'objet
// Lire les données de base de l'entité
iss >> id >> name
>> position.x >> position.y >> position.z
>> rotation.x >> rotation.y >> rotation.z
>> scale.x >> scale.y >> scale.z
>> modelPath >> shaderTypeStr
>> scale.x >> scale.y >> scale.z;
// Lire le chemin du modèle - vérifier s'il est vide
iss >> modelPath;
// Si le chemin du modèle est vide ou commence par une lettre majuscule (probablement un type de shader),
// c'est qu'il a été omis - utilisez une valeur par défaut
if (modelPath.empty() || (modelPath[0] >= 'A' && modelPath[0] <= 'Z')) {
// Reculer le curseur de lecture pour lire le type de shader à la place
iss.seekg(-static_cast<int>(modelPath.length()), std::ios::cur);
modelPath = "assets/Model/TXT/cube.txt"; // Valeur par défaut
}
iss >> shaderTypeStr
>> boundingRadius >> objectTypeStr
>> mass >> physicsEnabled;
if (iss.fail()) {
Logger::Get().Log("Failed to parse object data", __FILE__, __LINE__, Logger::LogLevel::Error);
Logger::Get().Log("Failed to parse entity data: " + line, __FILE__, __LINE__, Logger::LogLevel::Error);
continue;
}
// Créer un nouvel objet
object* newObject = new object();
// Mettre à jour l'ID d'objet le plus élevé si nécessaire
if (id >= object_id_) {
object_id_ = id + 1;
}
// Convertir le chemin du modèle en wstring
std::wstring wModelPath(modelPath.begin(), modelPath.end());
// Vérifier si le chemin est relatif (ne commence pas par un disque comme C:)
if (modelPath.length() > 1 && modelPath[1] != ':') {
// C'est un chemin relatif, préfixer avec le répertoire de travail
if (currentDirectory.back() != L'/' && currentDirectory.back() != L'\\') {
// Ajouter un séparateur si nécessaire
wModelPath = currentDirectory + L"\\" + wModelPath;
} else {
wModelPath = currentDirectory + wModelPath;
}
}
// Vérifier si le chemin est relatif
if (modelPath != "NoModel" && modelPath.length() > 1 && modelPath[1] != ':') {
// C'est un chemin relatif, préfixer avec le répertoire de travail
if (currentDirectory.back() != L'/' && currentDirectory.back() != L'\\') {
// Ajouter un séparateur si nécessaire
wModelPath = currentDirectory + L"\\" + wModelPath;
} else {
wModelPath = currentDirectory + wModelPath;
}
}
// Créer le conteneur de textures_ pour stocker les chemins
// Créer le conteneur de textures pour stocker les chemins
TextureContainer objectTextures;
// IMPORTANT: Vider les conteneurs de chemins de textures_
// Vider les conteneurs de chemins de textures
objectTextures.diffusePaths.clear();
objectTextures.normalPaths.clear();
objectTextures.specularPaths.clear();
objectTextures.alphaPaths.clear();
// Lire les chemins des textures_ diffuses
// Lire les chemins des textures diffuses
int diffuseTextureCount;
iss >> diffuseTextureCount;
for (int i = 0; i < diffuseTextureCount; i++) {
@ -161,7 +171,7 @@ bool scene_manager::load_scene() {
objectTextures.diffusePaths.push_back(wTexturePath);
}
// Lire les chemins des textures_ normales
// Lire les chemins des textures normales
int normalTextureCount;
iss >> normalTextureCount;
for (int i = 0; i < normalTextureCount; i++) {
@ -171,7 +181,7 @@ bool scene_manager::load_scene() {
objectTextures.normalPaths.push_back(wTexturePath);
}
// Lire les chemins des textures_ spéculaires
// Lire les chemins des textures spéculaires
int specularTextureCount;
iss >> specularTextureCount;
for (int i = 0; i < specularTextureCount; i++) {
@ -181,7 +191,7 @@ bool scene_manager::load_scene() {
objectTextures.specularPaths.push_back(wTexturePath);
}
// Lire les chemins des textures_ alpha
// Lire les chemins des textures alpha
int alphaTextureCount;
iss >> alphaTextureCount;
for (int i = 0; i < alphaTextureCount; i++) {
@ -190,61 +200,101 @@ bool scene_manager::load_scene() {
std::wstring wTexturePath(texturePath.begin(), texturePath.end());
objectTextures.alphaPaths.push_back(wTexturePath);
}
// preload texture
if (!newObject->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), objectTextures))
{
// Gérer l'erreur
return false;
}
// Initialiser l'objet avec le modèle et les chemins de textures_
char modelFilename[256];
size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
Logger::Get().Log("Loading model: " + std::string(modelFilename), __FILE__, __LINE__, Logger::LogLevel::Info);
// NE PAS charger les textures_ avant initialize
// Laisser la méthode initialize s'en charger à partir des chemins
if (!newObject->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, objectTextures)) {
Logger::Get().Log("Failed to initialize object: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
delete newObject;
// Vérifier si on a un modèle à charger
if (modelPath == "NoModel") {
Logger::Get().Log("Skipping entity without model: " + name, __FILE__, __LINE__, Logger::LogLevel::Warning);
continue;
}
// Définir les propriétés de l'objet
newObject->SetId(id);
newObject->SetName(name);
newObject->SetPosition(XMLoadFloat3(&position));
newObject->SetRotation(XMLoadFloat3(&rotation));
newObject->SetScale(XMLoadFloat3(&scale));
newObject->SetModelPath(wModelPath);
newObject->SetActiveShader(newObject->StringToShaderType(shaderTypeStr));
newObject->SetBoundingRadius(boundingRadius);
newObject->SetType(newObject->StringToObjectType(objectTypeStr));
newObject->SetMass(mass);
newObject->SetPhysicsEnabled(physicsEnabled);
// Récupérer le cache de modèles de l'application
auto& modelCache = app_->get_model_cache();
std::shared_ptr<model_class> sharedModel;
// Mettre à jour l'ID global si nécessaire
if (id >= object_id_) {
object_id_ = id + 1;
app_->set_object_id(object_id_);
// Vérifier si le modèle existe déjà dans le cache
std::string modelKey = modelPath;
auto it = modelCache.find(modelKey);
if (it != modelCache.end()) {
// Utiliser le modèle existant du cache
Logger::Get().Log("Using cached model for: " + modelKey, __FILE__, __LINE__, Logger::LogLevel::Info);
sharedModel = it->second;
} else {
// Créer un nouveau modèle
char modelFilename[256];
size_t convertedChars = 0;
wcstombs_s(&convertedChars, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
Logger::Get().Log("Loading model: " + std::string(modelFilename), __FILE__, __LINE__, Logger::LogLevel::Info);
// Créer et initialiser le modèle
auto newModel = std::make_shared<model_class>();
// Précharger les textures
if (!newModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), objectTextures)) {
Logger::Get().Log("Failed to preload textures for: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
continue;
}
if (!newModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, objectTextures)) {
Logger::Get().Log("Failed to initialize model: " + name, __FILE__, __LINE__, Logger::LogLevel::Error);
continue;
}
// Ajouter le modèle au cache
modelCache[modelKey] = newModel;
sharedModel = newModel;
}
// Créer une nouvelle entité avec l'EntityManager
auto entity = entity_manager->CreateEntity();
object_vec_.push_back(newObject);
Logger::Get().Log("Loaded object: " + name, __FILE__, __LINE__, Logger::LogLevel::Info);
// Ajouter un composant d'identité
auto identityComponent = entity->AddComponent<ecs::IdentityComponent>(id);
identityComponent->SetName(name);
identityComponent->SetType(ecs::IdentityComponent::StringToObjectType(objectTypeStr));
// Ajouter un composant de transformation
auto transformComponent = entity->AddComponent<ecs::TransformComponent>();
transformComponent->SetPosition(XMLoadFloat3(&position));
transformComponent->SetRotation(XMLoadFloat3(&rotation));
transformComponent->SetScale(XMLoadFloat3(&scale));
transformComponent->UpdateWorldMatrix();
// Ajouter un composant de rendu avec le modèle
auto renderComponent = entity->AddComponent<ecs::RenderComponent>();
renderComponent->InitializeWithModel(sharedModel);
// Ajouter un composant de shader
auto shaderComponent = entity->AddComponent<ecs::ShaderComponent>();
shaderComponent->SetActiveShader(ecs::ShaderComponent::StringToShaderType(shaderTypeStr));
// Ajouter un composant de chemin de modèle
auto modelPathComponent = entity->AddComponent<ecs::ModelPathComponent>();
modelPathComponent->SetPath(wModelPath);
// Ajouter un composant de physique si nécessaire
auto physicsComponent = entity->AddComponent<ecs::PhysicsComponent>();
physicsComponent->Initialize();
physicsComponent->SetMass(mass);
physicsComponent->SetBoundingRadius(boundingRadius);
physicsComponent->SetPhysicsEnabled(physicsEnabled);
Logger::Get().Log("Entity loaded: " + name + " with ID: " + std::to_string(id), __FILE__, __LINE__, Logger::LogLevel::Info);
}
// pass the vec to the application
app_->set_kobjects(object_vec_);
// Mettre à jour l'ID global dans l'application
app_->set_object_id(object_id_);
// Mettre à jour les statistiques après le chargement
app_->update_stats_after_modification();
Logger::Get().Log("Scene loaded successfully from ", __FILE__, __LINE__, Logger::LogLevel::Info);
Logger::Get().Log("Scene loaded successfully from " + scene_path_, __FILE__, __LINE__, Logger::LogLevel::Info);
return true;
}
bool scene_manager::save_scene() {
entity_ = app_->get_entity_manager()->GetAllEntities();
if (scene_path_.empty()) {
Logger::Get().Log("Scene path is empty. Cannot save scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
@ -257,56 +307,102 @@ bool scene_manager::save_scene() {
return false;
}
for (const auto& object : object_vec_) {
for (const auto& object : entity_) {
XMFLOAT3 position, scale, rotation;
XMStoreFloat3(&position, object->GetPosition());
XMStoreFloat3(&scale, object->GetScale());
XMStoreFloat3(&rotation, object->GetRotation());
int id = 0;
int mass = 0;
float boundingRadius = 0;
std::string name = "NONE";
std::string shaderType = "NONE";
std::string objectType = "NONE";
std::wstring model_path = L"";
bool physics_enabled = false;
auto transform = object->GetComponent<ecs::TransformComponent>();
if (transform) {
// convert XMVECTOR to XMFLOAT3
XMStoreFloat3(&position, transform->GetPosition());
XMStoreFloat3(&rotation, transform->GetRotation());
XMStoreFloat3(&scale, transform->GetScale());
}
auto identity = object->GetComponent<ecs::IdentityComponent>();
if (identity) {
id = identity->GetId();
name = identity->GetName();
objectType = identity->ObjectTypeToString(identity->GetType());
}
auto model_path_component = object->GetComponent<ecs::ModelPathComponent>();
if (model_path_component) {
model_path = model_path_component->GetPath();
}
auto shader = object->GetComponent<ecs::ShaderComponent>();
if (shader)
{
shaderType = shader->ShaderTypeToString(shader->GetActiveShader());
}
auto physics = object->GetComponent<ecs::PhysicsComponent>();
if (physics) {
physics_enabled = physics->IsPhysicsEnabled();
mass = physics->GetMass();
boundingRadius = physics->GetBoundingRadius();
}
// Écrire les données de base de l'objet
outFile << object->GetId() << " "
<< object->GetName() << " "
outFile << id << " "
<< name << " "
<< position.x << " " << position.y << " " << position.z << " "
<< rotation.x << " " << rotation.y << " " << rotation.z << " "
<< scale.x << " " << scale.y << " " << scale.z << " "
<< convert_w_string_to_string(object->GetModelPath()) << " "
<< object->ShaderTypeToString(object->GetActiveShader()) << " "
<< object->GetBoundingRadius() << " "
<< object->ObjectTypeToString(object->GetType()) << " "
<< object->GetMass() << " "
<< object->IsPhysicsEnabled();
<< convert_w_string_to_string(model_path) << " "
<< shaderType << " "
<< boundingRadius << " "
<< objectType << " "
<< mass << " "
<< physics_enabled;
// Sauvegarder les chemins des textures_
// Format: nombre de textures_ diffuses, puis les chemins
// Même chose pour les autres types de textures_
// Textures diffuses
const auto& diffusePaths = object->GetTextureContainer().GetPaths(TextureType::Diffuse);
outFile << " " << diffusePaths.size();
for (const auto& path : diffusePaths) {
outFile << " " << convert_w_string_to_string(path);
auto render = object->GetComponent<ecs::RenderComponent>();
if (render)
{
const auto& model = render->GetModel();
const auto& textureContainer = model->GetTextureContainer();
const auto& diffusePaths = textureContainer.GetPaths(TextureType::Diffuse);
outFile << " " << diffusePaths.size();
for (const auto& path : diffusePaths) {
outFile << " " << convert_w_string_to_string(path);
}
const auto& normalPaths = textureContainer.GetPaths(TextureType::Normal);
outFile << " " << normalPaths.size();
for (const auto& path : normalPaths) {
outFile << " " << convert_w_string_to_string(path);
}
const auto& specularPaths = textureContainer.GetPaths(TextureType::Specular);
outFile << " " << specularPaths.size();
for (const auto& path : specularPaths) {
outFile << " " << convert_w_string_to_string(path);
}
const auto& alphaPaths = textureContainer.GetPaths(TextureType::Alpha);
outFile << " " << alphaPaths.size();
for (const auto& path : alphaPaths) {
outFile << " " << convert_w_string_to_string(path);
}
}
// Textures normales
const auto& normalPaths = object->GetTextureContainer().GetPaths(TextureType::Normal);
outFile << " " << normalPaths.size();
for (const auto& path : normalPaths) {
outFile << " " << convert_w_string_to_string(path);
}
// Textures spéculaires
const auto& specularPaths = object->GetTextureContainer().GetPaths(TextureType::Specular);
outFile << " " << specularPaths.size();
for (const auto& path : specularPaths) {
outFile << " " << convert_w_string_to_string(path);
}
// Textures alpha
const auto& alphaPaths = object->GetTextureContainer().GetPaths(TextureType::Alpha);
outFile << " " << alphaPaths.size();
for (const auto& path : alphaPaths) {
outFile << " " << convert_w_string_to_string(path);
}
outFile << std::endl;
}
@ -350,4 +446,5 @@ std::string scene_manager::convert_w_string_to_string(const std::wstring& wstr)
std::string str(size_needed, 0);
WideCharToMultiByte(CP_UTF8, 0, &wstr[0], (int)wstr.size(), &str[0], size_needed, NULL, NULL);
return str;
}
}

View File

@ -3,6 +3,8 @@
stats::stats() : fps_(nullptr), drawcalls_(0)
{
total_triangle_count_ = std::make_shared<int>(0);
total_vertex_count_ = std::make_shared<int>(0);
}
stats::~stats()
@ -26,11 +28,6 @@ bool stats::initialize(application_class* app)
Logger::Get().Log("FPS object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// call update() in a separate thread
std::thread update_geometric_thread(&stats::update_geometric_stats, this);
update_geometric_thread_ = std::move(update_geometric_thread); // Move the thread to the member variable
update_geometric_thread_.detach(); // Detach the thread to run independently
Logger::Get().Log("Stats initialized successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
@ -39,21 +36,23 @@ bool stats::initialize(application_class* app)
void stats::update_geometric_stats()
{
while (true)
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
if (app_ && app_->get_entity_manager())
{
object_vec_ = app_->get_kobjects();
cubes_vec_ = app_->get_cubes();
terrain_chunk_vec_ = app_->get_terrain_cubes();
total_vertex_count_ = get_total_vertex_count();
total_triangle_count_ = get_total_triangle_count();
visible_triangle_count_ = get_visible_triangle_count();
*total_vertex_count_ = get_total_vertex_count();
*total_triangle_count_ = get_total_triangle_count();
// call update_stats() every second
std::this_thread::sleep_for(std::chrono::seconds(1));
update_visible_count();
Logger::Get().Log("Statistics updated: " + std::to_string(*total_vertex_count_) + " vertices, " + std::to_string(*total_triangle_count_) + " triangles", __FILE__, __LINE__, Logger::LogLevel::Debug);
}
}
void stats::update_visible_count()
{
visible_triangle_count_ = get_visible_triangle_count();
}
void stats::update_display_stats()
{
@ -67,88 +66,143 @@ void stats::update_display_stats()
int stats::get_total_vertex_count() const
{
int totalVertices = 0;
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
if (app_ && app_->get_entity_manager())
{
auto entities = app_->get_entity_manager()->GetEntitiesWithComponent<ecs::RenderComponent>();
for (const auto& entity : entities)
{
auto renderComponent = entity->GetComponent<ecs::RenderComponent>();
if (renderComponent && renderComponent->GetModel())
{
totalVertices += renderComponent->GetModel()->GetVertexCount();
}
}
}
// Ajouter également les éventuels objets restants de l'ancien système
for (const auto& obj : object_vec_)
{
if (obj)
if (obj && obj->get_model())
{
totalVertices += obj->GetVertexCount();
totalVertices += obj->get_model()->GetVertexCount();
}
}
// Ajoutez le nombre de sommets pour les cubes
for (const auto& cube : cubes_vec_)
{
if (cube)
if (cube && cube->get_model())
{
totalVertices += cube->GetVertexCount();
totalVertices += cube->get_model()->GetVertexCount();
}
}
// Ajoutez le nombre de sommets pour le terrain
for (const auto& chunk : terrain_chunk_vec_)
{
if (chunk)
if (chunk && chunk->get_model())
{
totalVertices += chunk->GetVertexCount();
totalVertices += chunk->get_model()->GetVertexCount();
}
}
return totalVertices;
}
int stats::get_total_triangle_count() const
{
int totalTriangles = 0;
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
if (app_ && app_->get_entity_manager())
{
auto entities = app_->get_entity_manager()->GetEntitiesWithComponent<ecs::RenderComponent>();
for (const auto& entity : entities)
{
auto renderComponent = entity->GetComponent<ecs::RenderComponent>();
if (renderComponent && renderComponent->GetModel())
{
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
totalTriangles += renderComponent->GetModel()->GetIndexCount() / 3;
}
}
}
// Ajouter également les éventuels objets restants de l'ancien système
for (const auto& obj : object_vec_)
{
if (obj)
if (obj && obj->get_model())
{
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
totalTriangles += obj->GetIndexCount() / 3;
totalTriangles += obj->get_model()->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles pour les cubes
for (const auto& cube : cubes_vec_)
{
if (cube)
if (cube && cube->get_model())
{
totalTriangles += cube->GetIndexCount() / 3;
totalTriangles += cube->get_model()->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles pour le terrain
for (const auto& chunk : terrain_chunk_vec_)
{
if (chunk)
if (chunk && chunk->get_model())
{
totalTriangles += chunk->GetIndexCount() / 3;
totalTriangles += chunk->get_model()->GetIndexCount() / 3;
}
}
return totalTriangles;
}
int stats::get_visible_triangle_count() const
{
int visibleTriangles = 0;
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
if (app_ && app_->get_entity_manager())
{
auto entities = app_->get_entity_manager()->GetEntitiesWithComponent<ecs::RenderComponent>();
for (const auto& entity : entities)
{
auto renderComponent = entity->GetComponent<ecs::RenderComponent>();
if (renderComponent && renderComponent->GetModel() && renderComponent->IsVisible())
{
// Dans une topologie de liste de triangles, chaque triangle utilise 3 indices
visibleTriangles += renderComponent->GetModel()->GetIndexCount() / 3;
}
}
}
// Ajouter également les éventuels objets restants de l'ancien système
for (const auto& obj : object_vec_)
{
if (obj && obj->IsVisible())
if (obj && obj->get_model() && obj->IsVisible())
{
visibleTriangles += obj->GetIndexCount() / 3;
visibleTriangles += obj->get_model()->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles visibles pour les cubes
for (const auto& cube : cubes_vec_)
{
if (cube && cube->IsVisible())
if (cube && cube->get_model() && cube->IsVisible())
{
visibleTriangles += cube->GetIndexCount() / 3;
visibleTriangles += cube->get_model()->GetIndexCount() / 3;
}
}
// Ajoutez le nombre de triangles visibles pour le terrain
for (const auto& chunk : terrain_chunk_vec_)
{
if (chunk && chunk->IsVisible())
if (chunk && chunk->get_model() && chunk->IsVisible())
{
visibleTriangles += chunk->GetIndexCount() / 3;
visibleTriangles += chunk->get_model()->GetIndexCount() / 3;
}
}
return visibleTriangles;
}
@ -225,4 +279,4 @@ std::string stats::get_gpu_driver_version(ID3D11Device* device)
}
return driverVersion;
}
}

View File

@ -20,27 +20,6 @@ system_class::system_class()
system_class::~system_class()
{
if (application_handle)
{
delete application_handle;
application_handle = 0;
}
if (input_)
{
delete input_;
input_ = 0;
}
if (imgui_manager_)
{
delete imgui_manager_;
imgui_manager_ = 0;
}
}
bool system_class::initialize()
@ -56,7 +35,7 @@ bool system_class::initialize()
initialize_windows(screenWidth, screenHeight);
// Create and initialize the input object. This object will be used to handle reading the keyboard input from the user.
input_ = new input_class;
input_ = std::make_shared<input_class>();
result = input_->Initialize(hinstance_, hwnd_, screenWidth, screenHeight);
if (!result)
@ -66,7 +45,7 @@ bool system_class::initialize()
}
// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
application_ = new application_class;
application_ = std::make_shared<application_class>();
result = application_->initialize(screenWidth, screenHeight, hwnd_, false);
if (!result)
@ -85,7 +64,7 @@ bool system_class::initialize()
// initialize imgui
if(DEBUG_MODE)
{
imgui_manager_ = new imguiManager;
imgui_manager_ = std::make_shared<imguiManager>();
imgui_manager_->SetApp(application_);
result = imgui_manager_->Initialize(hwnd_, application_->get_direct_3d()->get_device(), application_->get_direct_3d()->get_device_context());
if (!result)
@ -112,49 +91,11 @@ void system_class::shutdown()
std::lock_guard<std::mutex> guard(render_mutex_);
// shutdown imgui
if (imgui_manager_)
{
Logger::Get().Log("Shutting down imgui manager", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
imgui_manager_->Shutdown();
delete imgui_manager_;
imgui_manager_ = 0;
Logger::Get().Log("Imgui manager shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the application class object.
if (application_)
{
Logger::Get().Log("Shutting down application", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
application_->shutdown();
delete application_;
application_ = 0;
Logger::Get().Log("Application shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// Release the input object.
if (input_)
{
Logger::Get().Log("Shutting down input", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
delete input_;
input_ = 0;
Logger::Get().Log("Input shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
// shutdown the window.
shutdown_windows();
Logger::Get().Log("System class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void system_class::run()
@ -224,7 +165,7 @@ bool system_class::frame()
}
// Do the frame processing for the application class object.
result = application_->frame(input_);
result = application_->frame(input_.get());
if (!result)
{
Logger::Get().Log("Failed to process application frame", __FILE__, __LINE__, Logger::LogLevel::Error);

53
src/hlsl/skybox.ps Normal file
View File

@ -0,0 +1,53 @@
/////////////
// GLOBALS //
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer SkyboxBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
cbuffer SkyboxColorBuffer
{
float4 sunColor;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 SkyboxPixelShader(PixelInputType input) : SV_TARGET
{
// Inverser les coordonnées de texture pour compenser les normales inversées
float2 invertedTexCoord = float2(1.0 - input.tex.x, 1.0 - input.tex.y);
// Échantillonner la texture avec les coordonnées inversées
float4 textureColor = shaderTexture.Sample(SampleType, invertedTexCoord);
// Pour une skybox, l'éclairage devrait être plus simple - on ignore l'orientation des normales
// et on applique une luminosité uniforme ou un gradient basé sur la position (hauteur)
// Calculer un facteur de luminosité uniforme à appliquer
float lightFactor = saturate(intensity);
// Combiner la couleur ambiante et diffuse pour l'éclairage de la skybox
float4 lightColor = ambientColor + (diffuseColor * lightFactor);
// Appliquer la couleur de l'éclairage à la texture
float4 finalColor = saturate(lightColor) * textureColor;
return finalColor;
}

67
src/hlsl/skybox.vs Normal file
View File

@ -0,0 +1,67 @@
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
cbuffer CameraBuffer
{
float3 cameraPosition;
float padding;
};
cbuffer SkyboxBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float intensity;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType SkyboxVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3) worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
return output;
}