2 Commits

Author SHA1 Message Date
039b034175 Major - ECS - V12.0.0 2025-06-24 14:24:14 +02:00
688fe7ff1c Minor - Optimisation stats - V11.5.0 2025-06-23 22:39:58 +02:00
18 changed files with 1190 additions and 396 deletions

View File

@@ -7,13 +7,11 @@
<list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/Skybox.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/Skybox.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/application_class.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/application_class.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/object.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/object.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/stats.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/stats.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/Skybox.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/Skybox.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/application_class.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/application_class.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/object.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/stats.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/stats.cpp" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" />
@@ -68,46 +66,7 @@
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="cidr-memory-view://10" root0="FORCE_HIGHLIGHTING" />
<setting file="file://C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/um/d3d11.h" root0="SKIP_HIGHLIGHTING" />
<setting file="file://C:/Program Files (x86)/Windows Kits/10/Include/10.0.26100.0/um/dinput.h" root0="SKIP_HIGHLIGHTING" />
<setting file="file://C:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/MSVC/14.44.35207/include/memory" root0="SKIP_HIGHLIGHTING" />
@@ -139,7 +98,7 @@
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
"C++ Project.enginecustom.executor": "Run",
"C/C++ Project.KhaoticDemo.executor": "Run",
"C/C++ Project.enginecustom.executor": "Debug",
"C/C++ Project.enginecustom.executor": "Run",
"RunOnceActivity.ShowReadmeOnStart": "true",
"RunOnceActivity.git.unshallow": "true",
"SHARE_PROJECT_CONFIGURATION_FILES": "true",
@@ -150,7 +109,7 @@
"node.js.selected.package.eslint": "(autodetect)",
"node.js.selected.package.tslint": "(autodetect)",
"nodejs_package_manager_path": "npm",
"settings.editor.selected.configurable": "preferences.pluginManager",
"settings.editor.selected.configurable": "preferences.environmentSetup",
"vue.rearranger.settings.migration": "true"
}
}]]></component>
@@ -300,6 +259,10 @@
<workItem from="1750335650897" duration="2051000" />
<workItem from="1750344288223" duration="1751000" />
<workItem from="1750351735497" duration="9648000" />
<workItem from="1750417484899" duration="2384000" />
<workItem from="1750420267631" duration="148000" />
<workItem from="1750592598277" duration="332000" />
<workItem from="1750699146323" duration="10385000" />
</task>
<task id="LOCAL-00001" summary="Minor update - viewport window tweak">
<option name="closed" value="true" />

View File

@@ -119,6 +119,15 @@
<ClInclude Include="src\inc\system\camera_class.h" />
<ClInclude Include="src\inc\system\d_3d_class.h" />
<ClInclude Include="src\inc\system\display_plane_class.h" />
<ClInclude Include="src\inc\system\ecs\component.h" />
<ClInclude Include="src\inc\system\ecs\components\identity_component.h" />
<ClInclude Include="src\inc\system\ecs\components\physics_component.h" />
<ClInclude Include="src\inc\system\ecs\components\render_component.h" />
<ClInclude Include="src\inc\system\ecs\components\shader_component.h" />
<ClInclude Include="src\inc\system\ecs\components\transform_component.h" />
<ClInclude Include="src\inc\system\ecs\entity.h" />
<ClInclude Include="src\inc\system\ecs\entity_manager.h" />
<ClInclude Include="src\inc\system\ecs\systems\render_system.h" />
<ClInclude Include="src\inc\system\font_class.h" />
<ClInclude Include="src\inc\system\fps_class.h" />
<ClInclude Include="src\inc\system\fps_limiter.h" />

View File

@@ -10,9 +10,9 @@ Collapsed=0
[Window][Khaotic Engine]
Pos=1267,19
Size=317,609
Size=317,842
Collapsed=0
DockId=0x00000002,0
DockId=0x00000005,0
[Window][render Stats]
Pos=0,630
@@ -22,38 +22,46 @@ DockId=0x00000009,0
[Window][Objects]
Pos=0,19
Size=238,609
Size=234,842
Collapsed=0
DockId=0x0000000B,0
[Window][Terrain]
Pos=0,19
Size=266,609
Size=266,842
Collapsed=0
DockId=0x00000007,0
[Window][Log Window]
Pos=794,630
Size=790,231
Pos=0,630
Size=1584,231
Collapsed=0
DockId=0x0000000A,0
[Window][Light]
Pos=0,19
Size=238,609
Size=234,609
Collapsed=0
DockId=0x0000000B,1
DockId=0x0000000B,0
[Window][Engine Settings]
Pos=1267,462
Size=317,166
Collapsed=0
DockId=0x00000006,0
[Docking][Data]
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=1584,842 Split=Y
DockNode ID=0x00000003 Parent=0xCCBD8CF7 SizeRef=1584,609 Split=X
DockNode ID=0x0000000B Parent=0x00000003 SizeRef=238,842 Selected=0x031DC75C
DockNode ID=0x0000000C Parent=0x00000003 SizeRef=1344,842 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=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
DockSpace ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=0,19 Size=1584,842 Split=Y
DockNode ID=0x00000003 Parent=0xCCBD8CF7 SizeRef=1584,609 Split=X
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=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

View File

@@ -9,8 +9,6 @@
#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 +29,15 @@
#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 <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"
/////////////
@@ -128,14 +135,20 @@ 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 +164,7 @@ 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_; };
@@ -176,6 +190,8 @@ private:
bool render_pass(const std::vector<std::reference_wrapper<std::vector<object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection);
void update_skybox_position();
void culling_thread_function();
void update_stats_after_modification();
public :
std::vector<ID3D11ShaderResourceView*> textures;
@@ -186,8 +202,6 @@ 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_;
@@ -228,11 +242,14 @@ 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_;
float speed_ = 0.1f; // speed for the demo spinning object
std::vector<object*> imported_object_;
int object_id_ = 0;
std::vector<std::reference_wrapper<std::vector<object*>>> render_queues_;

View File

@@ -0,0 +1,40 @@
#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;
// Emp<6D>cher la copie
Component(const Component&) = delete;
Component& operator=(const Component&) = delete;
// Permettre le d<>placement
Component(Component&&) = default;
Component& operator=(Component&&) = default;
// Fonction virtuelle pour initialiser le composant
virtual void Initialize() {}
// Fonction virtuelle pour la mise <20> jour du composant
virtual void Update(float deltaTime) {}
};
// 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

View File

@@ -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

View 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 <20> jour de la v<>locit<69> bas<61>e sur l'acc<63>l<EFBFBD>ration
m_Velocity = m_Velocity + m_Acceleration * deltaTime;
// Si la physique est activ<69>e et qu'une fonction de mise <20> jour de position est d<>finie
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 <20> jour la position (sera connect<63> au TransformComponent)
std::function<void(XMVECTOR)> m_UpdatePositionCallback;
};
} // namespace ecs

View File

@@ -0,0 +1,124 @@
#pragma once
#include "../component.h"
#include "model_class.h"
#include <memory>
#include <string>
#include <map>
#include <WICTextureLoader.h>
// D<>claration externe de la variable globale d<>finie 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 mod<6F>le 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) {
// V<>rifier si le mod<6F>le existe d<>j<EFBFBD> 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 {
// Cr<43>er un nouveau mod<6F>le
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; }
// Acc<63>s aux textures
ID3D11ShaderResourceView* GetTexture(TextureType type, int index = 0) {
if (!m_model) return nullptr;
switch (type) {
case TextureType::Diffuse:
return m_model->GetTexture(::TextureType::Diffuse, index);
case TextureType::Normal:
return m_model->GetTexture(::TextureType::Normal, index);
case TextureType::Specular:
return m_model->GetTexture(::TextureType::Specular, index);
case TextureType::Alpha:
return m_model->GetTexture(::TextureType::Alpha, index);
default:
return nullptr;
}
}
// Pour le rendu
int GetIndexCount() const {
return m_model ? m_model->GetIndexCount() : 0;
}
void Render(ID3D11DeviceContext* deviceContext) {
if (m_model && m_isVisible) {
m_model->Render(deviceContext);
}
}
private:
std::shared_ptr<model_class> m_model;
std::string m_modelFilePath;
bool m_isVisible;
};
} // namespace ecs

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

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

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@@ -0,0 +1,101 @@
#pragma once
#include "component.h"
#include <unordered_map>
#include <vector>
#include <memory>
#include <algorithm>
#include <cassert>
namespace ecs {
// Identifiant unique pour les entit<69>s
using EntityID = uint32_t;
class Entity {
public:
explicit Entity(EntityID id) : m_ID(id) {}
~Entity() = default;
// Emp<6D>cher la copie
Entity(const Entity&) = delete;
Entity& operator=(const Entity&) = delete;
// Permettre le d<>placement
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>();
// V<>rifier si le composant existe d<>j<EFBFBD>
if (m_Components.find(typeID) != m_Components.end()) {
return std::static_pointer_cast<T>(m_Components[typeID]);
}
// Cr<43>er 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;
}
// R<>cup<75>rer 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;
}
// V<>rifier si l'entit<69> poss<73>de 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 <20> jour tous les composants
void UpdateComponents(float deltaTime) {
for (auto& [typeID, component] : m_Components) {
component->Update(deltaTime);
}
}
private:
EntityID m_ID;
std::unordered_map<ComponentTypeID, ComponentPtr> m_Components;
};
} // namespace ecs

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@@ -0,0 +1,95 @@
#pragma once
#include "entity.h"
#include <vector>
#include <unordered_map>
#include <queue>
namespace ecs {
class EntityManager {
public:
EntityManager() : m_NextEntityID(0) {}
~EntityManager() = default;
// Cr<43>er une nouvelle entit<69>
std::shared_ptr<Entity> CreateEntity() {
EntityID id;
// R<>utiliser les IDs des entit<69>s supprim<69>es 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 entit<69>
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 entit<69> 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 <20> jour toutes les entit<69>s
void UpdateEntities(float deltaTime) {
for (auto& [id, entity] : m_Entities) {
entity->UpdateComponents(deltaTime);
}
}
// Obtenir toutes les entit<69>s qui ont un composant sp<73>cifique
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'entit<69>s
size_t GetEntityCount() const {
return m_Entities.size();
}
// Vider toutes les entit<69>s
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 <20> r<>utiliser
};
} // namespace ecs

View File

@@ -0,0 +1,222 @@
#pragma once
#include "../entity_manager.h"
#include "../components/render_component.h"
#include "../components/transform_component.h"
#include "../components/shader_component.h"
#include "shader_manager_class.h"
#include <DirectXMath.h>
namespace ecs {
class RenderSystem {
public:
RenderSystem(ID3D11DeviceContext* deviceContext, shader_manager_class* shaderManager)
: m_deviceContext(deviceContext), m_shaderManager(shaderManager) {}
// Rendu d'une entit<69> sp<73>cifique
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) {
// V<>rifier si l'entit<69> a tous les composants n<>cessaires
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 mod<6F>le
render->Render(m_deviceContext);
// S<>lectionner le shader appropri<72>
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 (<28> ajuster)
16.0f // Puissance speculaire (<28> ajuster)
);
case ShaderType::LIGHTING:
{
// Cr<43>er des copies locales non constantes des tableaux
DirectX::XMFLOAT4 localDiffuseColors[4];
DirectX::XMFLOAT4 localLightPositions[4];
DirectX::XMFLOAT4 localAmbientColors[4];
// Copier les donn<6E>es
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 entit<69>s avec les composants n<>cessaires
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;
// R<>cup<75>rer toutes les entit<69>s qui ont les composants RenderComponent et TransformComponent
auto entities = entityManager->GetEntitiesWithComponent<RenderComponent>();
for (auto& entity : entities) {
auto render = entity->GetComponent<RenderComponent>();
// V<>rifier si l'entit<69> a un TransformComponent
auto transform = entity->GetComponent<TransformComponent>();
if (!transform) continue;
// V<>rifier si le mod<6F>le est visible
if (!render->IsVisible()) continue;
// Effectuer le rendu
if (RenderEntity(entity, viewMatrix, projectionMatrix,
diffuseColors, lightPositions, ambientColors,cameraPos,
sunlightDiffuse, sunlightAmbient, sunlightDirection,
sunlightIntensity)) {
renderCount++;
}
}
return renderCount;
}
private:
ID3D11DeviceContext* m_deviceContext;
shader_manager_class* m_shaderManager;
};
} // namespace ecs

View File

@@ -106,9 +106,12 @@ private:
const std::deque<Logger::LogEntry>& logBuffer = Logger::Get().GetLogBuffer();
int current_fps_, min_fps_, max_fps_, draw_calls_, total_vertex_count_, total_triangle_count_, visible_triangle_count_;
int current_fps_, min_fps_, max_fps_, draw_calls_, visible_triangle_count_;
float current_frame_time_, min_frame_time_, max_frame_time_ ;
std::shared_ptr<int> total_vertex_count_;
std::shared_ptr<int> total_triangle_count_;
// gpu information
char card_name_[128];
int video_memory_ = 0;

View File

@@ -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;

View File

@@ -91,6 +91,9 @@ bool application_class::initialize(int screenWidth, int screenHeight, HWND hwnd,
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;
@@ -1155,7 +1158,7 @@ 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());
@@ -1353,6 +1356,8 @@ void application_class::generate_terrain()
// Ajouter <20> la liste des chunks de terrain
terrain_chunk_.push_back(terrain);
update_stats_after_modification();
}
}
@@ -1395,6 +1400,8 @@ void application_class::add_kobject(std::wstring& filepath)
object_.push_back(newObject);
update_stats_after_modification();
// V<>rifiez que l'objet a bien re<72>u les textures_
if (newObject->get_model()->GetTexture(TextureType::Diffuse,0) == nullptr)
{
@@ -1426,6 +1433,8 @@ void application_class::add_cube()
cubes_.push_back(newCube);
update_stats_after_modification();
}
void application_class::delete_kobject(int index)
@@ -1437,6 +1446,8 @@ void application_class::delete_kobject(int index)
{
object_.erase(object_.begin() + index);
}
update_stats_after_modification();
}
void application_class::delete_terrain()
@@ -1444,6 +1455,7 @@ void application_class::delete_terrain()
std::lock_guard<std::mutex> lock(objects_mutex_);
Logger::Get().Log("Deleting terrain", __FILE__, __LINE__);
terrain_chunk_.clear();
update_stats_after_modification();
}
bool application_class::update_mouse_strings(int mouseX, int mouseY, bool mouseDown)
@@ -1637,39 +1649,6 @@ 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
@@ -1749,270 +1728,100 @@ 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)
{
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);
return false;
if (skyboxObject == nullptr)
{
Logger::Get().Log("skyboxObject is null", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
if (!skyboxObject->IsVisible())
{
continue;
}
direct_3d_->turn_z_buffer_off();
scaleMatrix = skyboxObject->GetScaleMatrix();
rotateMatrix = skyboxObject->GetRotateMatrix();
translateMatrix = skyboxObject->GetTranslateMatrix();
XMMATRIX worldMatrix = XMMatrixMultiply(
XMMatrixMultiply(scaleMatrix, rotateMatrix),
translateMatrix
);
renderCount++;
skyboxObject->get_model()->Render(direct_3d_->get_device_context());
result = shader_manager_->render_skybox_shader(
direct_3d_->get_device_context(),
skyboxObject->get_model()->GetIndexCount(),
worldMatrix,
view,
projection,
skyboxObject->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 object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
direct_3d_->turn_z_buffer_on(); // R<>activer le Z-buffer apr<70>s le rendu de la skybox
break;
}
// Rendu des entit<69>s du syst<73>me ECS s'il est disponible
if (entity_manager_) {
// Cr<43>er le syst<73>me de rendu pour les entit<69>s
ecs::RenderSystem renderSystem(direct_3d_->get_device_context(), shader_manager_);
// Donn<6E>es pour le syst<73>me 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 entit<69>s
int entitiesRendered = renderSystem.RenderAllEntities(
entity_manager_.get(),
view,
projection,
diffuse,
position,
ambient,
camera_->get_position(),
sunlightDiffuse,
sunlightAmbient,
sunlightDirection,
sunlightIntensity
);
renderCount += entitiesRendered;
}
// 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());
// }
for (const auto& RenderQueue : RenderQueues)
{
// D<>sactiver 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())
{
continue;
}
renderCount++;
scaleMatrix = object->GetScaleMatrix();
rotateMatrix = object->GetRotateMatrix();
translateMatrix = object->GetTranslateMatrix();
XMMATRIX worldMatrix = XMMatrixMultiply(
XMMatrixMultiply(scaleMatrix, rotateMatrix),
translateMatrix
);
object->get_model()->Render(direct_3d_->get_device_context());
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)
);
}
// Utiliser l'enum ShaderType pour d<>terminer 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(),
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 object model using the skybox shader", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
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,
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;
}
stats_->increment_draw_call_count();
}
if (isSkybox)
{
direct_3d_->turn_z_buffer_on();
}
}
// if (active_camera_ == sun_camera_)
// {
// direct_3d_->set_back_buffer_render_target();
@@ -2184,26 +1993,64 @@ bool application_class::create_big_cube(int side_count)
sharedModel = newModel;
}
// Cr<EFBFBD>er temporairement les cubes dans un vecteur local
std::vector<object*> tempCubes;
tempCubes.reserve(side_count * side_count * side_count);
// Version ECS - Cr<43>er les entit<69>s pour le cube
if (entity_manager_) {
for (int x = 0; x < side_count; x++) {
for (int y = 0; y < side_count; y++) {
for (int z = 0; z < side_count; z++) {
// Cr<43>er une entit<69>
auto entity = entity_manager_->CreateEntity();
// G<>n<EFBFBD>rer side_count<6E> 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'identit<69>
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::Cube);
// 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);
}
}
}
} else {
// Ancien syst<73>me - Cr<43>er temporairement les cubes dans un vecteur local
std::vector<object*> tempCubes;
tempCubes.reserve(side_count * side_count * side_count);
// G<>n<EFBFBD>rer side_count<6E> 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);
}
}
}
// Transf<73>rer les cubes du vecteur temporaire au vecteur membre
cubes_ = std::move(tempCubes);
}
// Transf<73>rer 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();
}
}

View File

@@ -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 <20> z<>ro
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;
@@ -989,8 +1000,11 @@ 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 +1053,9 @@ 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_);

View File

@@ -3,6 +3,8 @@
stats::stats() : fps_(nullptr), drawcalls_(0)
{
total_triangle_count_ = std::make_shared<int>(0);
total_vertex_count_ = std::make_shared<int>(0);
}
stats::~stats()
@@ -35,13 +37,20 @@ bool stats::initialize(application_class* app)
void stats::update_geometric_stats()
{
object_vec_ = app_->get_kobjects();
cubes_vec_ = app_->get_cubes();
terrain_chunk_vec_ = app_->get_terrain_cubes();
object_vec_ = app_->get_kobjects();
cubes_vec_ = app_->get_cubes();
terrain_chunk_vec_ = app_->get_terrain_cubes();
total_vertex_count_ = get_total_vertex_count();
total_triangle_count_ = get_total_triangle_count();
visible_triangle_count_ = get_visible_triangle_count();
*total_vertex_count_ = get_total_vertex_count();
*total_triangle_count_ = get_total_triangle_count();
update_visible_count();
}
void stats::update_visible_count()
{
visible_triangle_count_ = get_visible_triangle_count();
}
void stats::update_display_stats()