Compare commits
11 Commits
Author | SHA1 | Date | |
---|---|---|---|
2c005592f0 | |||
763ecff93d | |||
e527e85b9c | |||
9d0d2d1dfd | |||
7755150ae8 | |||
ddf5ea30a6 | |||
8f0e583c62 | |||
bf1b5d78e5 | |||
3adfddf44f | |||
039b034175 | |||
688fe7ff1c |
147
.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
generated
147
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@ -300,6 +225,14 @@
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@ -1 +0,0 @@
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|
||||
DockNode ID=0x0000000B Parent=0x00000003 SizeRef=234,842 Selected=0x321620B2
|
||||
DockNode ID=0x0000000C Parent=0x00000003 SizeRef=1348,842 Split=X
|
||||
DockNode ID=0x00000007 Parent=0x0000000C SizeRef=266,842 Selected=0x393905AB
|
||||
DockNode ID=0x00000008 Parent=0x0000000C SizeRef=1316,842 Split=X
|
||||
DockNode ID=0x00000001 Parent=0x00000008 SizeRef=1025,842 CentralNode=1
|
||||
DockNode ID=0x00000002 Parent=0x00000008 SizeRef=317,842 Selected=0x9F035453
|
||||
DockNode ID=0x00000001 Parent=0x00000008 SizeRef=1265,842 CentralNode=1
|
||||
DockNode ID=0x00000002 Parent=0x00000008 SizeRef=317,842 Split=Y Selected=0x9F035453
|
||||
DockNode ID=0x00000005 Parent=0x00000002 SizeRef=317,441 Selected=0x9F035453
|
||||
DockNode ID=0x00000006 Parent=0x00000002 SizeRef=317,166 Selected=0x0B098C4B
|
||||
DockNode ID=0x00000004 Parent=0xCCBD8CF7 SizeRef=1584,231 Split=X Selected=0xF5D1BB37
|
||||
DockNode ID=0x00000009 Parent=0x00000004 SizeRef=792,231 Selected=0xF5D1BB37
|
||||
DockNode ID=0x0000000A Parent=0x00000004 SizeRef=790,231 Selected=0xAB74BEE9
|
||||
|
@ -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>
|
||||
@ -43,9 +49,10 @@
|
||||
#include <DirectXMath.h>
|
||||
#include <mutex>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <filesystem>
|
||||
|
||||
#include "shadow_map.h"
|
||||
#include "stats.h"
|
||||
#include "ecs/entity_manager.h"
|
||||
|
||||
|
||||
/////////////
|
||||
@ -98,17 +105,12 @@ public:
|
||||
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; };
|
||||
@ -128,14 +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_; };
|
||||
@ -151,6 +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_; };
|
||||
@ -164,18 +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;
|
||||
@ -186,8 +200,6 @@ 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_;
|
||||
@ -228,14 +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_;
|
||||
|
||||
// ----------------------------------- //
|
||||
|
43
enginecustom/src/inc/system/ecs/component.h
Normal file
43
enginecustom/src/inc/system/ecs/component.h
Normal file
@ -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
|
@ -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
|
@ -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
|
110
enginecustom/src/inc/system/ecs/components/physics_component.h
Normal file
110
enginecustom/src/inc/system/ecs/components/physics_component.h
Normal file
@ -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
|
124
enginecustom/src/inc/system/ecs/components/render_component.h
Normal file
124
enginecustom/src/inc/system/ecs/components/render_component.h
Normal file
@ -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
|
@ -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
|
101
enginecustom/src/inc/system/ecs/components/transform_component.h
Normal file
101
enginecustom/src/inc/system/ecs/components/transform_component.h
Normal file
@ -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
|
101
enginecustom/src/inc/system/ecs/entity.h
Normal file
101
enginecustom/src/inc/system/ecs/entity.h
Normal file
@ -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
|
107
enginecustom/src/inc/system/ecs/entity_manager.h
Normal file
107
enginecustom/src/inc/system/ecs/entity_manager.h
Normal file
@ -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
|
222
enginecustom/src/inc/system/ecs/systems/render_system.h
Normal file
222
enginecustom/src/inc/system/ecs/systems/render_system.h
Normal 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
|
@ -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;
|
||||
|
@ -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_;
|
||||
|
@ -18,6 +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;
|
||||
@ -36,6 +37,10 @@ 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_display_thread_;
|
||||
|
||||
@ -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;
|
||||
|
@ -28,10 +28,6 @@ application_class::application_class() : should_quit_(false)
|
||||
reflection_texture_ = nullptr;
|
||||
scene_texture_ = nullptr;
|
||||
physics_ = nullptr;
|
||||
cubes_.clear();
|
||||
terrain_chunk_.clear();
|
||||
object_.clear();
|
||||
render_queues_.clear();
|
||||
skybox_.clear();
|
||||
lights_.clear();
|
||||
sun_light_ = nullptr;
|
||||
@ -86,10 +82,8 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
|
||||
bool result;
|
||||
HRESULT Hresult;
|
||||
|
||||
render_queues_.push_back(std::ref(skybox_)); // Skybox doit être rendu en premier pour être derrière touts les autres objets
|
||||
render_queues_.push_back(std::ref(object_));
|
||||
render_queues_.push_back(std::ref(cubes_));
|
||||
render_queues_.push_back(std::ref(terrain_chunk_));
|
||||
// create entity manager
|
||||
entity_manager_ = std::make_unique<ecs::EntityManager>();
|
||||
|
||||
screen_width_ = screenWidth;
|
||||
screen_height_ = screenHeight;
|
||||
@ -1135,7 +1129,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
// active_camera_->render();
|
||||
// // Render the objects in the render queues. with depth only pass.
|
||||
// active_camera_->get_view_matrix(viewMatrix);
|
||||
result = render_pass(render_queues_, diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
|
||||
result = render_pass(diffuseColor, lightPosition, ambientColor, viewMatrix, projectionMatrix);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using any shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -1155,7 +1149,7 @@ bool application_class::render(float rotation, float x, float y, float z, float
|
||||
// return false;
|
||||
// }
|
||||
|
||||
stats_->update_geometric_stats();
|
||||
// stats_->update_geometric_stats();
|
||||
|
||||
// Update the render count text.
|
||||
result = update_render_count_string(get_render_count());
|
||||
@ -1298,9 +1292,10 @@ int application_class::get_screen_height() const
|
||||
|
||||
void application_class::generate_terrain()
|
||||
{
|
||||
Logger::Get().Log("Génération du terrain avec instanciation", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
Logger::Get().Log("Génération du terrain avec ECS", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
terrain_chunk_.clear();
|
||||
// delete previous terrain if it exists
|
||||
delete_terrain();
|
||||
|
||||
// Dimensions du terrain
|
||||
float scaleX = 10.0f;
|
||||
@ -1309,54 +1304,75 @@ void application_class::generate_terrain()
|
||||
int gridSizeX = 20;
|
||||
int gridSizeZ = 20;
|
||||
|
||||
// Créer un conteneur de textures_ partagé
|
||||
// Vérifier si le modèle existe déjà dans le cache
|
||||
std::string modelName = "assets/Model/OBJ/plane.obj";
|
||||
std::shared_ptr<model_class> sharedModel;
|
||||
|
||||
auto it = g_model_cache.find(modelName);
|
||||
if (it != g_model_cache.end()) {
|
||||
// Utiliser le modèle existant du cache
|
||||
Logger::Get().Log("Using cached model for terrain: " + modelName, __FILE__, __LINE__);
|
||||
sharedModel = it->second;
|
||||
}
|
||||
else {
|
||||
// Créer un conteneur de textures partagé
|
||||
TextureContainer textureContainer;
|
||||
textureContainer.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
|
||||
textureContainer.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
|
||||
textureContainer.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
|
||||
|
||||
// Précharger les textures_ une seule fois
|
||||
model_class* sharedModel = new model_class();
|
||||
sharedModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), textureContainer);
|
||||
|
||||
// Créer et initialiser le modèle si non trouvé
|
||||
char modelFilename[128];
|
||||
strcpy_s(modelFilename, "assets/Model/OBJ/plane.obj");
|
||||
strcpy_s(modelFilename, modelName.c_str());
|
||||
|
||||
// Générer les tuiles de terrain
|
||||
for (int i = 0; i < gridSizeX; i++)
|
||||
{
|
||||
for (int j = 0; j < gridSizeZ; j++)
|
||||
{
|
||||
// Créer un nouvel objet de terrain
|
||||
object* terrain = new object(*this);
|
||||
auto newModel = std::make_shared<model_class>();
|
||||
newModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), textureContainer);
|
||||
|
||||
// Initialiser avec le modèle et les textures_ préchargées
|
||||
if (!terrain->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, textureContainer))
|
||||
{
|
||||
Logger::Get().Log("Échec de l'initialisation d'une tuile de terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
delete terrain;
|
||||
continue;
|
||||
if (!newModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, textureContainer)) {
|
||||
Logger::Get().Log("Impossible d'initialiser le modèle du terrain", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
// Définir la position dans la grille
|
||||
XMFLOAT3 position(i * scaleX, -12.0f, j * scaleZ);
|
||||
XMFLOAT3 scale(scaleX, scaleY, scaleZ);
|
||||
// Ajouter le modèle au cache
|
||||
g_model_cache[modelName] = newModel;
|
||||
sharedModel = newModel;
|
||||
Logger::Get().Log("Added terrain model to cache: " + modelName, __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
terrain->SetPosition(XMLoadFloat3(&position));
|
||||
terrain->SetScale(XMLoadFloat3(&scale));
|
||||
// Vérifier si l'entity manager est disponible
|
||||
if (entity_manager_) {
|
||||
// Générer les tuiles de terrain avec le système ECS
|
||||
for (int i = 0; i < gridSizeX; i++) {
|
||||
for (int j = 0; j < gridSizeZ; j++) {
|
||||
// Créer une entité
|
||||
auto entity = entity_manager_->CreateEntity();
|
||||
|
||||
// Configurer les propriétés
|
||||
terrain->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
|
||||
terrain->SetType(ObjectType::Cube);
|
||||
terrain->SetActiveShader(ShaderType::SUNLIGHT);
|
||||
terrain->SetId(object_id_++);
|
||||
// Ajouter un composant d'identité
|
||||
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||
identity->SetName("TerrainTile_" + std::to_string(i) + "_" + std::to_string(j));
|
||||
identity->SetType(ecs::ObjectType::Terrain);
|
||||
|
||||
// Ajouter à la liste des chunks de terrain
|
||||
terrain_chunk_.push_back(terrain);
|
||||
// Ajouter un composant de transformation
|
||||
auto transform = entity->AddComponent<ecs::TransformComponent>();
|
||||
transform->SetPosition(XMVectorSet(i * scaleX, -12.0f, j * scaleZ, 0.0f));
|
||||
transform->SetScale(XMVectorSet(scaleX, scaleY, scaleZ, 0.0f));
|
||||
transform->UpdateWorldMatrix();
|
||||
|
||||
// Ajouter un composant de rendu
|
||||
auto render = entity->AddComponent<ecs::RenderComponent>();
|
||||
render->InitializeWithModel(sharedModel);
|
||||
|
||||
// Ajouter un composant de shader
|
||||
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::SUNLIGHT);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Logger::Get().Log("Terrain généré avec " + std::to_string(terrain_chunk_.size()) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
update_stats_after_modification();
|
||||
|
||||
int totalTiles = gridSizeX * gridSizeZ;
|
||||
Logger::Get().Log("Terrain généré avec " + std::to_string(totalTiles) + " tuiles", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
|
||||
void application_class::add_kobject(std::wstring& filepath)
|
||||
@ -1365,7 +1381,6 @@ void application_class::add_kobject(std::wstring& filepath)
|
||||
Logger::Get().Log("Adding object", __FILE__, __LINE__);
|
||||
|
||||
char modelFilename[128];
|
||||
vector<string> Filename;
|
||||
TextureContainer KobjectsTextures;
|
||||
filesystem::path p(filepath);
|
||||
string filename = p.stem().string();
|
||||
@ -1382,24 +1397,68 @@ void application_class::add_kobject(std::wstring& filepath)
|
||||
L"assets/Texture/BricksGLOSS2K.png"
|
||||
};
|
||||
|
||||
object* newObject = new object(*this);
|
||||
newObject->LoadTexturesFromPath(kobjTexture,KobjectsTextures, direct_3d_); // Load textures_ from the path
|
||||
newObject->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, KobjectsTextures);
|
||||
newObject->SetMass(1.0f);
|
||||
newObject->SetTranslateMatrix(XMMatrixTranslation(0.0f, 50.0f, 0.0f));
|
||||
newObject->SetName(filename);
|
||||
newObject->SetId(object_id_);
|
||||
newObject->SetModelPath(filepath); // Store the path as std::wstring
|
||||
// Configurer les chemins des textures dans le conteneur
|
||||
KobjectsTextures.diffusePaths.push_back(kobjTexture[0]);
|
||||
if (kobjTexture.size() > 1) KobjectsTextures.normalPaths.push_back(kobjTexture[1]);
|
||||
if (kobjTexture.size() > 2) KobjectsTextures.specularPaths.push_back(kobjTexture[2]);
|
||||
|
||||
object_id_++;
|
||||
// Vérifier si le modèle existe déjà dans le cache
|
||||
std::string modelKey = std::string(modelFilename);
|
||||
std::shared_ptr<model_class> sharedModel;
|
||||
|
||||
object_.push_back(newObject);
|
||||
|
||||
// Vérifiez que l'objet a bien reçu les textures_
|
||||
if (newObject->get_model()->GetTexture(TextureType::Diffuse,0) == nullptr)
|
||||
{
|
||||
Logger::Get().Log("object texture is null after initialization", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
auto it = g_model_cache.find(modelKey);
|
||||
if (it != g_model_cache.end()) {
|
||||
// Utiliser le modèle existant du cache
|
||||
Logger::Get().Log("Using cached model for " + modelKey, __FILE__, __LINE__);
|
||||
sharedModel = it->second;
|
||||
}
|
||||
else {
|
||||
// Créer un nouveau modèle
|
||||
sharedModel = std::make_shared<model_class>();
|
||||
|
||||
// Précharger les textures
|
||||
sharedModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), KobjectsTextures);
|
||||
|
||||
// Initialiser le modèle
|
||||
if (!sharedModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, KobjectsTextures)) {
|
||||
Logger::Get().Log("Failed to initialize model for object: " + modelKey, __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
// Ajouter le modèle au cache
|
||||
g_model_cache[modelKey] = sharedModel;
|
||||
Logger::Get().Log("Added model to cache: " + modelKey, __FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// Créer une nouvelle entité
|
||||
auto entity = entity_manager_->CreateEntity();
|
||||
|
||||
// Ajouter un composant d'identité
|
||||
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||
identity->SetName(filename);
|
||||
identity->SetType(ecs::ObjectType::Unknown);
|
||||
|
||||
// Ajouter un composant de transformation
|
||||
auto transform = entity->AddComponent<ecs::TransformComponent>();
|
||||
transform->SetPosition(XMVectorSet(0.0f, 50.0f, 0.0f, 0.0f));
|
||||
transform->SetScale(XMVectorSet(1.0f, 1.0f, 1.0f, 0.0f));
|
||||
transform->UpdateWorldMatrix();
|
||||
|
||||
// Ajouter un composant de rendu avec le modèle partagé
|
||||
auto render = entity->AddComponent<ecs::RenderComponent>();
|
||||
render->InitializeWithModel(sharedModel);
|
||||
|
||||
// Ajouter un composant de shader
|
||||
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::LIGHTING);
|
||||
|
||||
// Stocker le chemin du modèle
|
||||
auto modelPath = entity->AddComponent<ecs::ModelPathComponent>();
|
||||
modelPath->SetPath(filepath);
|
||||
|
||||
Logger::Get().Log("ECS entity created with ID: " + std::to_string(identity->GetId()), __FILE__, __LINE__);
|
||||
|
||||
update_stats_after_modification();
|
||||
}
|
||||
|
||||
void application_class::add_cube()
|
||||
@ -1407,43 +1466,102 @@ void application_class::add_cube()
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
Logger::Get().Log("Adding cube", __FILE__, __LINE__);
|
||||
|
||||
char modelFilename[128];
|
||||
TextureContainer CubeTexture;
|
||||
// Set the file name of the model.
|
||||
strcpy_s(modelFilename, "assets/Model/TXT/cube.txt");
|
||||
std::string model_name = "assets/Model/TXT/cube.txt";
|
||||
std::shared_ptr<model_class> sharedModel;
|
||||
|
||||
// Liste des fichiers de texture
|
||||
std::vector<std::wstring> cubeTexture = {
|
||||
L"assets/Texture/Bricks2K.png"
|
||||
};
|
||||
auto it = g_model_cache.find(model_name);
|
||||
if (it != g_model_cache.end())
|
||||
{
|
||||
Logger::Get().Log("Using cached model: " + model_name, __FILE__, __LINE__);
|
||||
sharedModel = it->second;
|
||||
}
|
||||
else
|
||||
{
|
||||
TextureContainer cube_textures;
|
||||
cube_textures.diffusePaths.push_back(L"assets/Texture/Bricks2K.png");
|
||||
cube_textures.normalPaths.push_back(L"assets/Texture/BricksNRM2K.png");
|
||||
cube_textures.specularPaths.push_back(L"assets/Texture/BricksGLOSS2K.png");
|
||||
|
||||
static int cubeCount = 0;
|
||||
float position = cubeCount * 2.0f;
|
||||
object* newCube = new object(*this);
|
||||
newCube->LoadTexturesFromPath(cubeTexture, CubeTexture, direct_3d_); // Load textures_ from the path
|
||||
newCube->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), modelFilename, CubeTexture);
|
||||
newCube->SetTranslateMatrix(XMMatrixTranslation(position, 0.0f, 0.0f));
|
||||
char model_filename[128];
|
||||
strcpy_s(model_filename, model_name.c_str());
|
||||
|
||||
cubes_.push_back(newCube);
|
||||
auto newModel = std::make_shared<model_class>();
|
||||
newModel->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), cube_textures);
|
||||
if (!newModel->Initialize(direct_3d_->get_device(), direct_3d_->get_device_context(), model_filename, cube_textures)) {
|
||||
Logger::Get().Log("Failed to initialize cube model", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return;
|
||||
}
|
||||
|
||||
g_model_cache[model_name] = newModel;
|
||||
sharedModel = newModel;
|
||||
Logger::Get().Log("Added cube model to cache: " + model_name, __FILE__, __LINE__);
|
||||
|
||||
|
||||
if (entity_manager_)
|
||||
{
|
||||
auto entity = entity_manager_->CreateEntity();
|
||||
|
||||
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||
identity->SetName("Cube");
|
||||
identity->SetType(ecs::ObjectType::Cube);
|
||||
|
||||
auto transform = entity->AddComponent<ecs::TransformComponent>();
|
||||
transform->SetPosition(XMVectorSet(0.0f, 10.0f, 0.0f, 0.0f));
|
||||
transform->SetScale(XMVectorSet(1.0f, 1.0f, 1.0f, 0.0f));
|
||||
transform->UpdateWorldMatrix();
|
||||
|
||||
auto render = entity->AddComponent<ecs::RenderComponent>();
|
||||
render->InitializeWithModel(sharedModel);
|
||||
|
||||
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::TEXTURE);
|
||||
}
|
||||
}
|
||||
|
||||
update_stats_after_modification();
|
||||
Logger::Get().Log("Cube added successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
}
|
||||
|
||||
void application_class::delete_kobject(int index)
|
||||
void application_class::delete_entity_by_id(int entity_id)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
Logger::Get().Log("Deleting object", __FILE__, __LINE__);
|
||||
Logger::Get().Log("Deleting entity with ID: " + std::to_string(entity_id), __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
if (index < object_.size())
|
||||
{
|
||||
object_.erase(object_.begin() + index);
|
||||
if (entity_manager_) {
|
||||
// Rechercher l'entité avec l'ID spécifié via le composant IdentityComponent
|
||||
auto entities_with_identity = entity_manager_->GetEntitiesWithComponent<ecs::IdentityComponent>();
|
||||
for (auto& entity : entities_with_identity) {
|
||||
auto identity = entity->GetComponent<ecs::IdentityComponent>();
|
||||
if (identity && identity->GetId() == entity_id) {
|
||||
// Supprimer l'entité
|
||||
entity_manager_->DestroyEntity(entity->GetID());
|
||||
Logger::Get().Log("Entity with ID " + std::to_string(entity_id) + " successfully deleted", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
update_stats_after_modification();
|
||||
}
|
||||
|
||||
void application_class::delete_terrain()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
Logger::Get().Log("Deleting terrain", __FILE__, __LINE__);
|
||||
terrain_chunk_.clear();
|
||||
Logger::Get().Log("Deleting terrain", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
|
||||
// Get all entities with the Terrain type
|
||||
auto entities_with_terrain = entity_manager_->GetEntitiesWithComponent<ecs::IdentityComponent>();
|
||||
for (auto& entity : entities_with_terrain) {
|
||||
auto identity = entity->GetComponent<ecs::IdentityComponent>();
|
||||
if (identity && identity->GetType() == ecs::ObjectType::Terrain) {
|
||||
// Destroy the entity
|
||||
entity_manager_->DestroyEntity(entity->GetID());
|
||||
Logger::Get().Log("Terrain entity with ID " + std::to_string(identity->GetId()) + " successfully deleted", __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
}
|
||||
|
||||
update_stats_after_modification();
|
||||
}
|
||||
|
||||
bool application_class::update_mouse_strings(int mouseX, int mouseY, bool mouseDown)
|
||||
@ -1637,39 +1755,6 @@ void application_class::set_light_position(int index, XMVECTOR position)
|
||||
lights_[index]->SetPosition(lightPosition.x, lightPosition.y, lightPosition.z);
|
||||
}
|
||||
|
||||
void application_class::set_vsync(bool vsync)
|
||||
{
|
||||
vsync_enabled_ = vsync;
|
||||
|
||||
if (direct_3d_)
|
||||
{
|
||||
Logger::Get().Log("Setting Vsync to " + std::to_string(vsync) + " with a screen width : " + std::to_string(get_screen_width()) + "and a screen height : " + std::to_string(get_screen_height()), __FILE__, __LINE__);
|
||||
direct_3d_->set_vsync(vsync);
|
||||
}
|
||||
}
|
||||
|
||||
HWND application_class::get_hwnd() const
|
||||
{
|
||||
return hwnd_;
|
||||
}
|
||||
|
||||
void application_class::set_hwnd(HWND hwnd)
|
||||
{
|
||||
hwnd_ = hwnd;
|
||||
}
|
||||
|
||||
bool application_class::is_windowed() const
|
||||
{
|
||||
return windowed_;
|
||||
}
|
||||
|
||||
void application_class::set_windowed(bool windowed)
|
||||
{
|
||||
// log the new windowed mode
|
||||
Logger::Get().Log("Setting windowed mode to " + std::to_string(windowed), __FILE__, __LINE__);
|
||||
windowed_ = windowed;
|
||||
}
|
||||
|
||||
void application_class::set_screen_height(int height)
|
||||
{
|
||||
// log the new screen height
|
||||
@ -1706,33 +1791,31 @@ void application_class::culling_thread_function()
|
||||
}
|
||||
|
||||
// Traitement des files d'objets normaux (sans la skybox)
|
||||
std::vector<std::reference_wrapper<std::vector<object*>>> queues = {
|
||||
std::ref(object_), std::ref(cubes_), std::ref(terrain_chunk_)
|
||||
};
|
||||
auto all_entity = entity_manager_->GetAllEntities();
|
||||
|
||||
for (auto& queueRef : queues)
|
||||
for (auto& entity : all_entity)
|
||||
{
|
||||
std::vector<object*>& queue = queueRef.get();
|
||||
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
|
||||
for (auto* object : queue)
|
||||
auto renderComponent = entity->GetComponent<ecs::RenderComponent>();
|
||||
if (renderComponent && renderComponent->GetModel())
|
||||
{
|
||||
if (!object) continue;
|
||||
|
||||
// Extraction des données de position
|
||||
XMVECTOR position = object->GetPosition();
|
||||
float x = XMVectorGetX(position);
|
||||
float y = XMVectorGetY(position);
|
||||
float z = XMVectorGetZ(position);
|
||||
// Extraction des données de position via le composant TransformComponent
|
||||
auto transformComponent = entity->GetComponent<ecs::TransformComponent>();
|
||||
if (transformComponent)
|
||||
{
|
||||
XMVECTOR transformPosition = transformComponent->GetPosition();
|
||||
float x = XMVectorGetX(transformPosition);
|
||||
float y = XMVectorGetY(transformPosition);
|
||||
float z = XMVectorGetZ(transformPosition);
|
||||
|
||||
// Calcul du rayon approximatif
|
||||
XMVECTOR scale = object->GetScale();
|
||||
XMVECTOR scale = transformComponent->GetScale();
|
||||
float radius = max(max(XMVectorGetX(scale), XMVectorGetY(scale)), XMVectorGetZ(scale));
|
||||
|
||||
// Vérification du frustum
|
||||
// verification du frustum
|
||||
bool visible = frustum_culling_.CheckCube(x, y, z, radius, get_frustum_tolerance());
|
||||
object->SetVisible(visible);
|
||||
renderComponent->SetVisible(visible);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@ -1746,212 +1829,51 @@ void application_class::culling_thread_function()
|
||||
|
||||
|
||||
|
||||
bool application_class::render_pass(const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
|
||||
bool application_class::render_pass(XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix ;
|
||||
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix;
|
||||
bool result;
|
||||
|
||||
int renderCount = 0;
|
||||
int i;
|
||||
|
||||
if (RenderQueues.empty())
|
||||
// render skybox
|
||||
for (auto& skyboxObject : skybox_)
|
||||
{
|
||||
Logger::Get().Log("RenderQueues is empty", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
if (skyboxObject == nullptr)
|
||||
{
|
||||
Logger::Get().Log("skyboxObject is null", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// if (active_camera_ == sun_camera_)
|
||||
// {
|
||||
// shadow_map_->set_render_target(direct_3d_->get_device_context());
|
||||
// shadow_map_->clear_render_target(direct_3d_->get_device_context());
|
||||
// }
|
||||
|
||||
for (const auto& RenderQueue : RenderQueues)
|
||||
{
|
||||
// Désactiver le Z-buffer si la RenderQueue est skybox_
|
||||
bool isSkybox = (&RenderQueue.get() == &skybox_);
|
||||
if (isSkybox)
|
||||
{
|
||||
direct_3d_->turn_z_buffer_off();
|
||||
}
|
||||
|
||||
for (auto& object : RenderQueue.get())
|
||||
{
|
||||
if (object == nullptr)
|
||||
{
|
||||
Logger::Get().Log("object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check if the object has physics enabled
|
||||
if (object->IsPhysicsEnabled())
|
||||
{
|
||||
object->UpdatePosition(timer_->GetTime());
|
||||
}
|
||||
|
||||
if (!object->IsVisible())
|
||||
if (!skyboxObject->IsVisible())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
renderCount++;
|
||||
direct_3d_->turn_z_buffer_off();
|
||||
|
||||
scaleMatrix = object->GetScaleMatrix();
|
||||
rotateMatrix = object->GetRotateMatrix();
|
||||
translateMatrix = object->GetTranslateMatrix();
|
||||
scaleMatrix = skyboxObject->GetScaleMatrix();
|
||||
rotateMatrix = skyboxObject->GetRotateMatrix();
|
||||
translateMatrix = skyboxObject->GetTranslateMatrix();
|
||||
|
||||
XMMATRIX worldMatrix = XMMatrixMultiply(
|
||||
XMMatrixMultiply(scaleMatrix, rotateMatrix),
|
||||
translateMatrix
|
||||
);
|
||||
|
||||
object->get_model()->Render(direct_3d_->get_device_context());
|
||||
renderCount++;
|
||||
|
||||
if (active_camera_ == sun_camera_)
|
||||
{
|
||||
result = shader_manager_->render_depth_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0)
|
||||
);
|
||||
}
|
||||
skyboxObject->get_model()->Render(direct_3d_->get_device_context());
|
||||
|
||||
// Utiliser l'enum ShaderType pour déterminer quel shader utiliser
|
||||
switch (object->GetActiveShader())
|
||||
{
|
||||
|
||||
case ShaderType::ALPHA_MAPPING:
|
||||
|
||||
// Enable alpha blending for transparency.
|
||||
direct_3d_->enable_alpha_blending();
|
||||
|
||||
result = shader_manager_->render_alpha_map_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,1),
|
||||
object->get_model()->GetTexture(TextureType::Alpha,0)
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the alpha map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
direct_3d_->disable_alpha_blending();
|
||||
return false;
|
||||
}
|
||||
direct_3d_->disable_alpha_blending();
|
||||
break;
|
||||
|
||||
case ShaderType::CEL_SHADING:
|
||||
result = shader_manager_->render_cel_shading_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
sun_light_->GetDiffuseColor(),
|
||||
sun_light_->GetAmbientColor(),
|
||||
sun_light_->GetDirection(),
|
||||
sun_light_->GetIntensity()
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderType::NORMAL_MAPPING:
|
||||
result = shader_manager_->render_normal_map_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Normal,0),
|
||||
lights_[0]->GetDirection(),
|
||||
lights_[0]->GetDiffuseColor()
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the normal map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderType::SPECULAR_MAPPING:
|
||||
result = shader_manager_->render_spec_map_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
object->get_model()->GetTexture(TextureType::Normal,0),
|
||||
object->get_model()->GetTexture(TextureType::Specular,0),
|
||||
lights_[0]->GetDirection(),
|
||||
lights_[0]->GetDiffuseColor(),
|
||||
camera_->get_position(),
|
||||
lights_[0]->GetSpecularColor(),
|
||||
lights_[0]->GetSpecularPower()
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the specular map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderType::TEXTURE:
|
||||
result = shader_manager_->render_texture_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0)
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the model using the texture shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderType::LIGHTING:
|
||||
result = shader_manager_->renderlight_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
diffuse,
|
||||
position,
|
||||
ambient
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
case ShaderType::SKYBOX:
|
||||
result = shader_manager_->render_skybox_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
skyboxObject->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
skyboxObject->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
sun_light_->GetDiffuseColor(),
|
||||
sun_light_->GetAmbientColor(),
|
||||
sun_light_->GetDirection(),
|
||||
@ -1962,56 +1884,47 @@ bool application_class::render_pass(const std::vector<std::reference_wrapper<std
|
||||
Logger::Get().Log("Could not render the object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
direct_3d_->turn_z_buffer_on(); // Réactiver le Z-buffer après le rendu de la skybox
|
||||
|
||||
break;
|
||||
|
||||
case ShaderType::SUNLIGHT:
|
||||
result = shader_manager_->render_sunlight_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
sun_light_->GetDiffuseColor(),
|
||||
sun_light_->GetAmbientColor(),
|
||||
sun_light_->GetDirection(),
|
||||
sun_light_->GetIntensity()
|
||||
//shadow_map_srv_
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
result = shader_manager_->renderlight_shader(
|
||||
direct_3d_->get_device_context(),
|
||||
object->get_model()->GetIndexCount(),
|
||||
worldMatrix,
|
||||
|
||||
// Rendu des entités du système ECS s'il est disponible
|
||||
if (entity_manager_) {
|
||||
// Créer le système de rendu pour les entités
|
||||
ecs::RenderSystem renderSystem(direct_3d_->get_device_context(), shader_manager_);
|
||||
|
||||
// Données pour le système de rendu
|
||||
XMFLOAT4 sunlightDiffuse = sun_light_->GetDiffuseColor();
|
||||
XMFLOAT4 sunlightAmbient = sun_light_->GetAmbientColor();
|
||||
XMFLOAT3 sunlightDirection = sun_light_->GetDirection();
|
||||
float sunlightIntensity = sun_light_->GetIntensity();
|
||||
|
||||
// Effectuer le rendu de toutes les entités
|
||||
int entitiesRendered = renderSystem.RenderAllEntities(
|
||||
entity_manager_.get(),
|
||||
view,
|
||||
projection,
|
||||
object->get_model()->GetTexture(TextureType::Diffuse,0),
|
||||
diffuse,
|
||||
position,
|
||||
ambient
|
||||
ambient,
|
||||
camera_->get_position(),
|
||||
sunlightDiffuse,
|
||||
sunlightAmbient,
|
||||
sunlightDirection,
|
||||
sunlightIntensity
|
||||
);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the object model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
renderCount += entitiesRendered;
|
||||
}
|
||||
|
||||
stats_->increment_draw_call_count();
|
||||
}
|
||||
|
||||
if (isSkybox)
|
||||
{
|
||||
direct_3d_->turn_z_buffer_on();
|
||||
}
|
||||
}
|
||||
// Rendu des objets traditionnels comme avant
|
||||
// if (active_camera_ == sun_camera_)
|
||||
// {
|
||||
// shadow_map_->set_render_target(direct_3d_->get_device_context());
|
||||
// shadow_map_->clear_render_target(direct_3d_->get_device_context());
|
||||
// }
|
||||
|
||||
// if (active_camera_ == sun_camera_)
|
||||
// {
|
||||
@ -2047,83 +1960,16 @@ void application_class::update_skybox_position()
|
||||
|
||||
}
|
||||
|
||||
bool application_class::render_physics(bool key_left, bool key_right, bool key_up, bool key_down, float delta_time) {
|
||||
const float maxSpeed = 50.0f; // Limite de vitesse maximale
|
||||
bool application_class::render_physics(float delta_time) {
|
||||
|
||||
for (auto& object : object_) {
|
||||
if (object == nullptr) {
|
||||
Logger::Get().Log("object is null", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return false;
|
||||
// update the physical entity if they have the physics component
|
||||
auto entities_with_physics = entity_manager_->GetEntitiesWithComponent<ecs::PhysicsComponent>();
|
||||
for (auto& entity : entities_with_physics) {
|
||||
auto physicsComponent = entity->GetComponent<ecs::PhysicsComponent>();
|
||||
if (physicsComponent) {
|
||||
// Update the physics component with the input keys and delta time
|
||||
physicsComponent->Update(delta_time);
|
||||
}
|
||||
|
||||
if (!object->IsPhysicsEnabled()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Reset acceleration for the new frame
|
||||
object->SetAcceleration(XMVectorZero());
|
||||
object->SetGrounded(false);
|
||||
|
||||
for (auto& chunk : terrain_chunk_) {
|
||||
if (!physics_->IsColliding(object, chunk)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
object->SetVelocity(XMVectorSetY(object->GetVelocity(), 0.0f));
|
||||
object->SetAcceleration(XMVectorSetY(object->GetAcceleration(), 0.0f));
|
||||
object->SetGrounded(true);
|
||||
}
|
||||
|
||||
for (auto& object2 : object_) {
|
||||
if (object->GetId() == object2->GetId()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!physics_->IsColliding(object, object2)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
object->SetVelocity(XMVectorZero());
|
||||
object->SetAcceleration(XMVectorZero());
|
||||
}
|
||||
|
||||
float forceX = 0, forceY = 0, forceZ = 0, forceW = 0;
|
||||
|
||||
if (key_left) {
|
||||
forceX = -40.0f;
|
||||
}
|
||||
if (key_right) {
|
||||
forceX = 40.0f;
|
||||
}
|
||||
if (key_up) {
|
||||
forceY = 40.0f;
|
||||
}
|
||||
if (key_down && !object->IsGrounded()) {
|
||||
forceY = -40.0f;
|
||||
}
|
||||
|
||||
XMVECTOR force = XMVectorSet(forceX, forceY, forceZ, forceW);
|
||||
physics_->AddForce(object, force);
|
||||
|
||||
object->AddVelocity(delta_time);
|
||||
|
||||
XMVECTOR velocity = object->GetVelocity();
|
||||
float speed = XMVectorGetX(XMVector3Length(velocity));
|
||||
if (speed > maxSpeed) {
|
||||
velocity = XMVectorScale(velocity, maxSpeed / speed);
|
||||
object->SetVelocity(velocity);
|
||||
}
|
||||
|
||||
if (object->m_gravityEnabled) {
|
||||
physics_->ApplyGravity(object, delta_time);
|
||||
}
|
||||
|
||||
if (XMVectorGetY(object->GetPosition()) < -30.0f) {
|
||||
XMVECTOR currentPosition = object->GetPosition();
|
||||
object->SetPosition(XMVectorSetY(currentPosition, 50.0f));
|
||||
}
|
||||
|
||||
object->m_previousPosition = object->GetPosition();
|
||||
}
|
||||
|
||||
return true;
|
||||
@ -2142,7 +1988,7 @@ void application_class::physics_thread_function()
|
||||
lastTime = now;
|
||||
|
||||
float deltaTime = 1.0f / static_cast<float>(physics_tick_rate_);
|
||||
bool result = render_physics(inputs_.key_left, inputs_.key_right, inputs_.key_up, inputs_.key_down, deltaTime);
|
||||
bool result = render_physics(deltaTime);
|
||||
if (!result)
|
||||
{
|
||||
Logger::Get().Log("Could not render the physics scene", __FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
@ -2184,26 +2030,60 @@ bool application_class::create_big_cube(int side_count)
|
||||
sharedModel = newModel;
|
||||
}
|
||||
|
||||
// Créer temporairement les cubes dans un vecteur local
|
||||
std::vector<object*> tempCubes;
|
||||
tempCubes.reserve(side_count * side_count * side_count);
|
||||
for (int x = 0; x < side_count; x++) {
|
||||
for (int y = 0; y < side_count; y++) {
|
||||
for (int z = 0; z < side_count; z++) {
|
||||
// Créer une entité
|
||||
auto entity = entity_manager_->CreateEntity();
|
||||
|
||||
// Générer side_count³ cubes
|
||||
for (int x = 0; x < side_count; x++)
|
||||
{
|
||||
for (int y = 0; y < side_count; y++)
|
||||
{
|
||||
for (int z = 0; z < side_count; z++)
|
||||
{
|
||||
object* cubePart = new object(*this);
|
||||
cubePart->SetModel(sharedModel);
|
||||
cubePart->SetTranslateMatrix(XMMatrixTranslation(static_cast<float>(x),static_cast<float>(y),static_cast<float>(z)));
|
||||
tempCubes.push_back(cubePart);
|
||||
// Ajouter un composant d'identité
|
||||
auto identity = entity->AddComponent<ecs::IdentityComponent>(object_id_++);
|
||||
identity->SetName("CubePart_" + std::to_string(x) + "_" + std::to_string(y) + "_" + std::to_string(z));
|
||||
identity->SetType(ecs::ObjectType::Terrain);
|
||||
|
||||
// Ajouter un composant de transformation
|
||||
auto transform = entity->AddComponent<ecs::TransformComponent>();
|
||||
transform->SetPosition(XMVectorSet(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), 0.0f));
|
||||
transform->SetScale(XMVectorSet(1.0f, 1.0f, 1.0f, 0.0f));
|
||||
transform->UpdateWorldMatrix();
|
||||
|
||||
// Ajouter un composant de rendu
|
||||
auto render = entity->AddComponent<ecs::RenderComponent>();
|
||||
render->InitializeWithModel(sharedModel);
|
||||
|
||||
// Ajouter un composant de shader
|
||||
auto shader = entity->AddComponent<ecs::ShaderComponent>();
|
||||
shader->SetActiveShader(ecs::ShaderType::LIGHTING);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Transférer les cubes du vecteur temporaire au vecteur membre
|
||||
cubes_ = std::move(tempCubes);
|
||||
|
||||
update_stats_after_modification();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void application_class::update_stats_after_modification()
|
||||
{
|
||||
if (stats_)
|
||||
{
|
||||
stats_ -> update_geometric_stats();
|
||||
}
|
||||
}
|
||||
|
||||
int application_class::get_terrain_entity_count()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(objects_mutex_);
|
||||
int terrainCount = 0;
|
||||
|
||||
// Get all entities with the Terrain type
|
||||
auto entities_with_terrain = entity_manager_->GetEntitiesWithComponent<ecs::IdentityComponent>();
|
||||
for (auto& entity : entities_with_terrain) {
|
||||
auto identity = entity->GetComponent<ecs::IdentityComponent>();
|
||||
if (identity && identity->GetType() == ecs::ObjectType::Terrain) {
|
||||
terrainCount++;
|
||||
}
|
||||
}
|
||||
|
||||
return terrainCount;
|
||||
}
|
||||
|
@ -18,6 +18,14 @@ imguiManager::imguiManager()
|
||||
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++)
|
||||
{
|
||||
@ -172,6 +180,9 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
|
||||
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);
|
||||
|
||||
return true;
|
||||
@ -375,47 +386,65 @@ 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);
|
||||
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)
|
||||
{
|
||||
std::string headerName = identity->GetName() + " " + std::to_string(identity->GetId());
|
||||
if (ImGui::CollapsingHeader(headerName.c_str()))
|
||||
{
|
||||
|
||||
XMVECTOR position = object->GetPosition();
|
||||
XMVECTOR rotation = object->GetRotation();
|
||||
XMVECTOR scale = object->GetScale();
|
||||
// Position, Rotation, Scale
|
||||
XMVECTOR position = transform->GetPosition();
|
||||
XMVECTOR rotation = transform->GetRotation();
|
||||
XMVECTOR scale = transform->GetScale();
|
||||
|
||||
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
|
||||
std::string posLabel = "Position##" + std::to_string(index);
|
||||
std::string posLabel = "Position##" + std::to_string(identity->GetId());
|
||||
if (ImGui::DragFloat3(posLabel.c_str(), pos))
|
||||
{
|
||||
object->SetPosition(XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
|
||||
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(index);
|
||||
std::string rotLabel = "Rotation##" + std::to_string(identity->GetId());
|
||||
if (ImGui::DragFloat3(rotLabel.c_str(), rot))
|
||||
{
|
||||
object->SetRotation(XMVectorSet(rot[0], rot[1], rot[2], 0.0f));
|
||||
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(index);
|
||||
std::string sclLabel = "Scale##" + std::to_string(identity->GetId());
|
||||
if (ImGui::DragFloat3(sclLabel.c_str(), scl))
|
||||
{
|
||||
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
|
||||
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"
|
||||
@ -427,7 +456,8 @@ void imguiManager::WidgetObjectWindow()
|
||||
};
|
||||
|
||||
// Créer un espace pour afficher les textures_ avec défilement
|
||||
ImGui::BeginChild("TextureChild", ImVec2(0, 200), true, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
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++)
|
||||
@ -436,25 +466,27 @@ void imguiManager::WidgetObjectWindow()
|
||||
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 (object->get_model()->GetTexture(type, textureCount) != nullptr)
|
||||
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 = object->get_model()->GetTexture(type, texIndex);
|
||||
ID3D11ShaderResourceView* texture = render->GetModel()->GetTexture(type, texIndex);
|
||||
if (texture)
|
||||
{
|
||||
// ID unique pour chaque bouton de texture
|
||||
std::string buttonId = "tex##" + std::to_string(index) + "_" +
|
||||
std::string buttonId = "tex##" + std::to_string(identity->GetId()) + "_" +
|
||||
std::to_string(typeIndex) + "_" +
|
||||
std::to_string(texIndex);
|
||||
|
||||
@ -462,12 +494,11 @@ void imguiManager::WidgetObjectWindow()
|
||||
{
|
||||
// Ouvrir une boîte de dialogue pour changer la texture
|
||||
OPENFILENAME ofn;
|
||||
WCHAR szFile[260];
|
||||
WCHAR szFile[260] = {0};
|
||||
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;
|
||||
@ -477,7 +508,7 @@ void imguiManager::WidgetObjectWindow()
|
||||
if (GetOpenFileName(&ofn))
|
||||
{
|
||||
// Changer la texture existante
|
||||
object->get_model()->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
|
||||
render->GetModel()->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, type, texIndex);
|
||||
}
|
||||
}
|
||||
|
||||
@ -495,17 +526,16 @@ void imguiManager::WidgetObjectWindow()
|
||||
}
|
||||
|
||||
// Bouton pour ajouter une nouvelle texture
|
||||
std::string addButtonLabel = "+##" + std::to_string(index) + "_" + std::to_string(typeIndex);
|
||||
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];
|
||||
WCHAR szFile[260] = {0};
|
||||
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;
|
||||
@ -515,7 +545,7 @@ void imguiManager::WidgetObjectWindow()
|
||||
if (GetOpenFileName(&ofn))
|
||||
{
|
||||
// Ajouter une nouvelle texture
|
||||
object->get_model()->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
|
||||
render->GetModel()->AddTexture(m_device, m_deviceContext, ofn.lpstrFile, type);
|
||||
}
|
||||
}
|
||||
|
||||
@ -524,19 +554,25 @@ void imguiManager::WidgetObjectWindow()
|
||||
}
|
||||
|
||||
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
|
||||
// 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",
|
||||
@ -546,30 +582,41 @@ void imguiManager::WidgetObjectWindow()
|
||||
"Enable Alpha Mapping"
|
||||
};
|
||||
|
||||
ShaderType shaderTypes[] = {
|
||||
ShaderType::SUNLIGHT,
|
||||
ShaderType::LIGHTING,
|
||||
ShaderType::CEL_SHADING,
|
||||
ShaderType::NORMAL_MAPPING,
|
||||
ShaderType::SPECULAR_MAPPING,
|
||||
ShaderType::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
|
||||
};
|
||||
|
||||
// Variable pour stocker l'option sélectionnée
|
||||
static int currentShader = 0; // Index de l'option actuellement sélectionnée
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// Création du menu déroulant
|
||||
if (ImGui::BeginCombo("Shader Options", shaderOptions[currentShader]))
|
||||
// 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
|
||||
// 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
|
||||
// Met à jour l'option sélectionnée uniquement pour cette entité
|
||||
currentShader = i;
|
||||
object->SetActiveShader(shaderTypes[i]);
|
||||
shader->SetActiveShader(shaderTypes[i]);
|
||||
}
|
||||
|
||||
// Si l'option sélectionnée est active, nous mettons en surbrillance
|
||||
@ -578,88 +625,75 @@ void imguiManager::WidgetObjectWindow()
|
||||
}
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
// physics
|
||||
std::string physicsLabel = "physics##" + std::to_string(index);
|
||||
// Physics
|
||||
bool isPhysicsEnabled = (physics != nullptr);
|
||||
std::string physicsLabel = "Physics##" + std::to_string(identity->GetId());
|
||||
|
||||
if (ImGui::Checkbox(physicsLabel.c_str(), &m_isPhyiscsEnabled))
|
||||
if (ImGui::Checkbox(physicsLabel.c_str(), &isPhysicsEnabled))
|
||||
{
|
||||
object->SetPhysicsEnabled(m_isPhyiscsEnabled);
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
if (physics)
|
||||
{
|
||||
// Gravity Enabled checkbox
|
||||
std::string gravityLabel = "Gravity##" + std::to_string(index);
|
||||
if (ImGui::Checkbox(gravityLabel.c_str(), &object->m_gravityEnabled))
|
||||
bool gravityEnabled = physics->IsGravityEnabled();
|
||||
std::string gravityLabel = "Gravity##" + std::to_string(identity->GetId());
|
||||
if (ImGui::Checkbox(gravityLabel.c_str(), &gravityEnabled))
|
||||
{
|
||||
object->SetGravityEnabled(object->m_gravityEnabled);
|
||||
physics->SetGravityEnabled(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))
|
||||
if (ImGui::RadioButton(("None##" + std::to_string(identity->GetId())).c_str(),
|
||||
type == ecs::ObjectType::Unknown))
|
||||
{
|
||||
object->SetType(ObjectType::Unknown);
|
||||
identity->SetType(ecs::ObjectType::Unknown);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::RadioButton("Cube", type == ObjectType::Cube))
|
||||
if (ImGui::RadioButton(("Cube##" + std::to_string(identity->GetId())).c_str(),
|
||||
type == ecs::ObjectType::Cube))
|
||||
{
|
||||
object->SetType(ObjectType::Cube);
|
||||
identity->SetType(ecs::ObjectType::Cube);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::RadioButton("Sphere", type == ObjectType::Sphere))
|
||||
if (ImGui::RadioButton(("Sphere##" + std::to_string(identity->GetId())).c_str(),
|
||||
type == ecs::ObjectType::Sphere))
|
||||
{
|
||||
object->SetType(ObjectType::Sphere);
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
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();
|
||||
identity->SetType(ecs::ObjectType::Sphere);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
// button to stop the object
|
||||
std::string stopLabel = "Stop##" + std::to_string(index);
|
||||
if (ImGui::Button(stopLabel.c_str()))
|
||||
if (ImGui::RadioButton(("Terrain##" + std::to_string(identity->GetId())).c_str(),
|
||||
type == ecs::ObjectType::Terrain))
|
||||
{
|
||||
object->SetVelocity(XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
object->SetPosition(XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
identity->SetType(ecs::ObjectType::Terrain);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
// Demo spinning
|
||||
std::string demoLabel = "Demo spinning##" + std::to_string(index);
|
||||
ImGui::Checkbox(demoLabel.c_str(), &object->m_demoSpinning);
|
||||
}
|
||||
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_);
|
||||
|
||||
@ -1093,3 +1130,4 @@ void imguiManager::WidgetRenderStats()
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
@ -67,27 +67,30 @@ 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;
|
||||
}
|
||||
|
||||
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_;
|
||||
|
||||
@ -104,28 +107,42 @@ 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] != ':') {
|
||||
// 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
|
||||
@ -135,16 +152,16 @@ bool scene_manager::load_scene() {
|
||||
}
|
||||
}
|
||||
|
||||
// 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++) {
|
||||
@ -154,7 +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++) {
|
||||
@ -164,7 +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++) {
|
||||
@ -174,7 +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++) {
|
||||
@ -184,60 +201,100 @@ bool scene_manager::load_scene() {
|
||||
objectTextures.alphaPaths.push_back(wTexturePath);
|
||||
}
|
||||
|
||||
// preload texture
|
||||
if (!newObject->get_model()->PreloadTextures(direct_3d_->get_device(), direct_3d_->get_device_context(), objectTextures))
|
||||
{
|
||||
// Gérer l'erreur
|
||||
return false;
|
||||
// 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;
|
||||
}
|
||||
|
||||
// Initialiser l'objet avec le modèle et les chemins de textures_
|
||||
// Récupérer le cache de modèles de l'application
|
||||
auto& modelCache = app_->get_model_cache();
|
||||
std::shared_ptr<model_class> sharedModel;
|
||||
|
||||
// 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);
|
||||
|
||||
// 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;
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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);
|
||||
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;
|
||||
}
|
||||
|
||||
// Mettre à jour l'ID global si nécessaire
|
||||
if (id >= object_id_) {
|
||||
object_id_ = id + 1;
|
||||
// Ajouter le modèle au cache
|
||||
modelCache[modelKey] = newModel;
|
||||
sharedModel = newModel;
|
||||
}
|
||||
|
||||
// Créer une nouvelle entité avec l'EntityManager
|
||||
auto entity = entity_manager->CreateEntity();
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// Mettre à jour l'ID global dans l'application
|
||||
app_->set_object_id(object_id_);
|
||||
}
|
||||
|
||||
object_vec_.push_back(newObject);
|
||||
Logger::Get().Log("Loaded object: " + name, __FILE__, __LINE__, Logger::LogLevel::Info);
|
||||
}
|
||||
// Mettre à jour les statistiques après le chargement
|
||||
app_->update_stats_after_modification();
|
||||
|
||||
// pass the vec to the application
|
||||
app_->set_kobjects(object_vec_);
|
||||
|
||||
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);
|
||||
@ -250,56 +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->get_model()->GetTextureContainer().GetPaths(TextureType::Diffuse);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
// Textures normales
|
||||
const auto& normalPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Normal);
|
||||
const auto& normalPaths = textureContainer.GetPaths(TextureType::Normal);
|
||||
outFile << " " << normalPaths.size();
|
||||
for (const auto& path : normalPaths) {
|
||||
outFile << " " << convert_w_string_to_string(path);
|
||||
}
|
||||
|
||||
// Textures spéculaires
|
||||
const auto& specularPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Specular);
|
||||
const auto& specularPaths = textureContainer.GetPaths(TextureType::Specular);
|
||||
outFile << " " << specularPaths.size();
|
||||
for (const auto& path : specularPaths) {
|
||||
outFile << " " << convert_w_string_to_string(path);
|
||||
}
|
||||
|
||||
// Textures alpha
|
||||
const auto& alphaPaths = object->get_model()->GetTextureContainer().GetPaths(TextureType::Alpha);
|
||||
const auto& alphaPaths = textureContainer.GetPaths(TextureType::Alpha);
|
||||
outFile << " " << alphaPaths.size();
|
||||
for (const auto& path : alphaPaths) {
|
||||
outFile << " " << convert_w_string_to_string(path);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
outFile << std::endl;
|
||||
}
|
||||
@ -344,3 +447,4 @@ std::string scene_manager::convert_w_string_to_string(const std::wstring& wstr)
|
||||
WideCharToMultiByte(CP_UTF8, 0, &wstr[0], (int)wstr.size(), &str[0], size_needed, NULL, NULL);
|
||||
return str;
|
||||
}
|
||||
|
||||
|
@ -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()
|
||||
@ -34,13 +36,20 @@ bool stats::initialize(application_class* app)
|
||||
|
||||
void stats::update_geometric_stats()
|
||||
{
|
||||
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
|
||||
if (app_ && app_->get_entity_manager())
|
||||
{
|
||||
*total_vertex_count_ = get_total_vertex_count();
|
||||
*total_triangle_count_ = get_total_triangle_count();
|
||||
|
||||
object_vec_ = app_->get_kobjects();
|
||||
cubes_vec_ = app_->get_cubes();
|
||||
terrain_chunk_vec_ = app_->get_terrain_cubes();
|
||||
update_visible_count();
|
||||
|
||||
total_vertex_count_ = get_total_vertex_count();
|
||||
total_triangle_count_ = get_total_triangle_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();
|
||||
}
|
||||
|
||||
@ -57,88 +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->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->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->get_model()->GetVertexCount();
|
||||
}
|
||||
}
|
||||
|
||||
return totalVertices;
|
||||
}
|
||||
|
||||
int stats::get_total_triangle_count() const
|
||||
{
|
||||
int totalTriangles = 0;
|
||||
for (const auto& obj : object_vec_)
|
||||
|
||||
// Utiliser le système ECS pour accéder aux entités avec des composants de rendu
|
||||
if (app_ && app_->get_entity_manager())
|
||||
{
|
||||
if (obj)
|
||||
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 && obj->get_model())
|
||||
{
|
||||
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->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->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->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->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->get_model()->GetIndexCount() / 3;
|
||||
}
|
||||
}
|
||||
|
||||
return visibleTriangles;
|
||||
}
|
||||
|
||||
|
Loading…
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Reference in New Issue
Block a user